Towercrawl Tactics Devlog 1
Hi, thanks for checking out my game. This very first devlog is going to be short and sweet as I just want to briefly go into two major changes that have some pretty huge impact on the game.
Since launching this itch.io page, I made a very significant change to the map size. I changed every map in the game from being played on a 7 x 6 grid to a now 7 x 4 grid. Because this game is going to be released on mobile and played in portrait mode, the reduced grid width and smaller deck area size allows a much more zoomed in look at the combat and allows it to be the focal point of combat. I've found so far this greatly improves the usability of the game and makes the entire user experience a bit more cohesive.
The second change I made was doubling the speed at which turns come up. I never realized how slow the game felt until I tried it out at double turn speed, and my god, the difference in how it feels is huge! Having units moving and attacking twice as often makes combat feel so much more explosive and engaging and it also noticeably increases the difficulty, something this game has been sorely needing.
I've been collecting feedback on here and on reddit and it's been so instrumental at helping me see the gaps that I've been missing so please keep it coming!
Files
Towercrawl Tactics
Deckbuilding Strategy RPG Roguelike
Status | On hold |
Author | Kronikle |
Genre | Strategy, Card Game, Role Playing |
Tags | Deck Building, Roguelike, Singleplayer, Strategy RPG, Tactical RPG, upgrades |
Languages | English |
More posts
- Combat is now full on Tactics/Strategy RPGJun 14, 2021
- New combat system, who dis?May 18, 2021
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