![]() For starters, the turn order doesn't need to have all the information about each character (as this can be accessed by clicking them) and having nicer more satisfying turn end buttons rather than a simple OS style button would be nice too. One bug I experienced is that in one fight the bigger character window (the one that comes up at the start of the round when you are first placing the characters) came up randomly and refused to go away, blocking all the buttons and stopping me from being able to pass the turn.Īnother point I'd touch on is the UI, it needs more love. I enjoy the combat mechanics, it took a while to get into it but I felt that was a standard learning curve. Tool tips are generally reserved for small descriptive information. Having a separate "profile" area with more detailed description (or a frame to the side with info) would be better than a tooltip in my opinion. There are about 7 bars that are telling me things without being really clear what it is they're telling me. One thing I have issue with is the lack of clarity with the characters, looking at them, before you've learnt their roles there is a case of information overload. I really like the aesthetic of the game world. Trying it out, I look forward to it! Will let you know how I found it :)ĮDIT: Ok, about 10 or so minutes in. I don't have a preloader in yet, so please be patient while it loads. Any other feedback, positive or negative is appreciated!.How do you feel about the pacing of battle?.How do animations look? I just put these in.Is it fun? Do you feel like you have a lot of stuff to play/experiment with?.I'm interested in any feedback you have, but primarily: Every time you level up, you can unlock a new skill. There's tonnnss of character ability combos I think a large part of the fun is just finding broken combos. It's extremely important to move characters in order of speed so you don't accidentally block the path of your own unit.Ĭharacter Creation: You can choose a class, a weapon, and 2 skills for each character. Characters will move in order of character speed. So, each turn, each player first selects actions for all 3 of his/her characters. It's kinda like Final Fantasy Tactics + Battleships (but with lots of room for customization!) Play now for free at bit.ly/almasytactics! It's in Flash, so you can play it in your browser.I'd love feedback on this game I've been working on for awhile! It's a simultaneous-turn, class-based tactics game. Character creation is designed to facilitate creative thinking, giving you the tools and freedom to play how you want to playĪ tinkerer's defensive fortification of Caltrops and TurretsĬrusader shackling an enemy, preventing him from moving away.Customize your characters with over 40 distinct spells and abilities.Unlock 35 unique classes for your ever-growing army.Pit your custom team in challenging multiplayer battles.Mix and match powerful skills to invent new ways to outsmart your enemies! Unlock brand-new classes and abilities with the spoils of war! This game incorporates both micro and macro elements - some people who've tested it love coming up with new combos others prefer focusing on the prediction and board control element. I tried a couple of online SRPGs, but typically they're boring grindfests with only overarching strategy. The games either took too long, or in Fire Emblem's case, were just stat wars. The initial idea for the game came from my interest in Fire Emblem and Final Fantasy Tactics, but I hated how infeasible it was to play against my friends. I've been working on Almasy Tactics for about two years and still actively developing it. It's a really unique simultaneous turn based game in which you create and control a completely customized army in a multiplayer battlefield! I'm currently looking for playtesters to help me test new features as they're added. Hiya, I'm conix! I'm working on a strategy game called Almasy Tactics. ![]()
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