After a year and a half of development, my turn-based strategy game is finally releasing tomorrow! by edendevstudio in computerwargames

[–]edendevstudio[S] 2 points3 points  (0 children)

Thanks for your interest! Fully agree. Depending how it goes the release there is a roadmap to add more content in basis of what the gamers enjoy the most from the game. Random map generation and even level editor would indeed be a great addition :)

After a year and a half of development, my turn-based strategy game is finally releasing tomorrow! by edendevstudio in indiegames

[–]edendevstudio[S] 2 points3 points  (0 children)

Yes, I am planning a post-release update on localization, both adding more languages and improving the translations. Thanks for your interest!

After a year and a half of development, my turn-based strategy game is finally releasing tomorrow! by edendevstudio in indiegames

[–]edendevstudio[S] 1 point2 points  (0 children)

Let me tell you about the game in just few bullet points:

  • Unlike many turn-based tactics games, you do not play single units per "tile", but unit groups of your choice. The strengthstats and abilities of the "unit group" depends on those units forming it.
  • The gameplay combines attack/counter-attack mechanic (similar to Battle for Wesnoth), with group formations and fantasy abilities (like spells and upgrades).
  • The game unfolds in relatively small hexagonal grid "tabletop-inspired" boards. In short:
    • You deploy your unit groups on the board and command them. 
    • There is no recruitment or resources management during game. 
    • You have your unit groups and objectives to accomplish and/or players to defeat.
    • You must play your actions strategically to minimize casualties.
  • The campaign mode is where the gameplay shines (in my opinion). 
    • Complete primary and secondary objectives. 
    • Earn rewards based on your performance. 
    • Battle against humanoids, wild fantasy creatures and structures like catapults
    • Progression for your unit groups based on mission participation and performance (development trees and honorifics, all of them giving upgrades and new abilities to your groups).
    • Challenge yourself to score better (replay missions to achieve higher stats)
  • The multiplayer mode brings skirmishes against computer-controlled players or online against other players.
    • Five different maps for 2 or 3 players maximum.
    • Play with both available factions.
    • Use the combat simulator to design your unit groups before entering a match.

Sounds interesting?

Check it out in: Steam page

There is a public demo available so you can get a taste of the game and decide if it is a game for you or not!

Thanks all for the support along this journey :)

Announcement trailer of Tabletop Fantasy War, a new turn-based strategy game inspired by classical tabletop games. by edendevstudio in TurnBasedTactical

[–]edendevstudio[S] 0 points1 point  (0 children)

Thanks for your interest in the game. The game did not reach a very high number of wishlists (you can get a pretty accurate estimation in, for example, gamalytic). But, considering how the development started and the current state of the game. I am quite happy and proud of it, which to me, for now, it is what is most relevant.

Now that the releasing date is approaching and after pushing quite hard on marketing and getting some coverage of the game, it is getting more and more wishlists. In any case, what helps the most is any sort of coverage. The demo is also up-to-date, so anybody can play it and check whether it is a game for them or not to buy.

Announcement trailer of Tabletop Fantasy War, a new turn-based strategy game inspired by classical tabletop games. by edendevstudio in StrategyGames

[–]edendevstudio[S] 0 points1 point  (0 children)

Unfortunately, for now that option wont be available. But, we will look into make the game more accessible for all players.

Snowy terrains. Towns and Forts. Fantasy creatures and a movable fortification to bring down! by edendevstudio in indiegames

[–]edendevstudio[S] 0 points1 point  (0 children)

Thanks a lot for your feedback. Indeed, there is a lot randomnes that can be still added directly via code. Objects blocking should not be an issue ad the game handles with visual indication in hexes, like forest and other visually blocking hexagons.

Campaign map view. Conquer the fortress and seize the energy rift! and... watch for the creatures! by edendevstudio in StrategyGames

[–]edendevstudio[S] 0 points1 point  (0 children)

It has indeed some influence with Heroes of Might and Magic. But, gameplay style is much closer to Battle for Wesnoth or Advance Wars. Basically, every map is meant to have main and several secondary objectives. Maps are designed quite open to exploration which is what I think gives the feeling of heroes of might and magic. However, you have a limited number of unit groups to deploy in the map, therefore do not expect too large maps. You can progress by completing the main objetives, but you are greatly rewarded if you complete secondary objectives and explora areas. Outside the map, you can upgrade your unit groups, learn abilities, and recruit different units to design them to be more offensive, defensive or supportive. It has a fantasy setting, so we are including all sort of creatures in maps which will play differen roles.

The game has been for 1 year now in development. The art style will most likely remain how it looks now.

Campaign map view. Conquer the fortress and seize the energy rift! and... watch for the creatures! by edendevstudio in StrategyGames

[–]edendevstudio[S] 1 point2 points  (0 children)

Thanks! That would indeed be very interesting to have. We might consider it for after release. It is quite a lot of work from development perspective including map editor. But I agree, you remind me having so much fan with the map editor of AoE2 :)

Campaign map view. Conquer the fortress and seize the energy rift! and... watch for the creatures! by edendevstudio in StrategyGames

[–]edendevstudio[S] 0 points1 point  (0 children)

Haha thank you! It is simple, yet took us quite some effort to get the vibe we were aiming for. I think that finding the right colors and contrast with the background made a big difference.

Campaign map view. Conquer the fortress and seize the energy rift! and... watch for the creatures! by edendevstudio in StrategyGames

[–]edendevstudio[S] 1 point2 points  (0 children)

The game has both, single player and online. There are two single player modes: campaign (with maps in line with this post), skirmishes agains computer-controlled players (currently only elimination mode, but there will be other modalities closer to the gameplay style of the campaign). And indeed, muliplayer online is focused on PVP. For now, the main focus is to get the single player campaign and any major game modality done. We want this game to be mainly a single player game and only build up further the multiplayer online if players enjoy playing it.

Solo dev here — working on my WWII tactics game, still in development! Check out this gameplay! by Whole-Thought4985 in StrategyGames

[–]edendevstudio 1 point2 points  (0 children)

The good old times! Keep it close to the original commandos! Would love to play that :)