Great work, and glad to hear that you're taking time to recoup when needed. Taking breaks (and being able to end those breaks) is crucial to keeping up the energy and momentum needed to finish a game.
I think another area of focus when you get to it is making the combat UI (health bars, tiles outlines, circles, and turn UI). It still likes very "prototype-y". You did a good job on polishing the combat animations btw.
This looks really nice! I do think all those little details add up to create the feeling of the world being more "alive", as well as the game being more polished. Keep up the great work :D
Personally, directed cameras annoy me in games like this. Glad you're adding different levels of settings for them as options! The scenes look beautiful!
I don't want to force people into using any of the directed mode settings, it's all personal preference. Hopefully eventually the settings menu is so long that it's annoying!
Looking great mate. I'm making something similar and love seeing the progress you're making. I also like the director camera, and the fact you've made options is also great. Have a good break
Game is looking good! Some minor things i noticed. The volume sliders should have their colors reversed unless louder is sliding to the left. To add more polish details, you can also have the lanterns have a flickering light more similar to fire. I'd also considering fading the grid in after the player gets a first look at the scene. Keep it up!
Game looks amazing so far man! You've got a real knack for game-feel, both in and out of combat. I'm glad to hear that you've gotten a better balance when it comes to taking breaks. I have the same problem, where one week can turn into months, which has caused me to fear taking any type of break, making what should be a creative outlet feel like work. Do you have any advice on how to gain a better balance? Looking forward to seeing the game develop! Keep up the good work
@@VideoJayems Thanks for the kind words! I find that as long as I have structure and plans for what I need to develop next, it's easier to get back into work after a break! Good luck with your project
Great video, the game is looking great. Love the graphics and atmosphere. I'm writing a tactics game also, Gladiator Immortal and it's interesting looking at the comparison. Very different games really but I think we are on a similar wavelength when it comes to atmosphere and how to make the game interesting. I'm just working on the audio and effects side currently (second pass) and know exactly what you mean when saying it was missing the crunch aspect. I've been reworking those parts but still not happy with it yet...just wish I could do this full time as the odd hour here and there makes it very hard! Good luck with the game
It looks great! Take my opinion for the random one it is but I feel like you need to add a bit more exaggerated animation to the reaction of a hit. You hear the sounds and see a bit of screen shake bit i personally think it might "feel" better if the animation is slightly more expressed or exaggerated on a hit. Obviously not something you for sure need to pursue but it might be worth it to try it and see how it feels!
I like all of the details you put into the background. It makes the world feel a lot more alive.
Thank you! I like to try and achieve the theory of "Every scene a painting"
Great work, and glad to hear that you're taking time to recoup when needed. Taking breaks (and being able to end those breaks) is crucial to keeping up the energy and momentum needed to finish a game.
Thanks! For the first break I've taken in a year, it's really helped and I'm looking forward to jumping back into development
The environment works shows, some of those scenes were gorgeous.
Thank you so much! I very much want each scene to be a painting!
Amazing work!! The ambience in the scenes is really beautiful. I also think your loading screen idea is really smart for what you are going for!!
Thank you! I like to keep everything tied to the journey so it feels like one cohesive run!
I think another area of focus when you get to it is making the combat UI (health bars, tiles outlines, circles, and turn UI). It still likes very "prototype-y". You did a good job on polishing the combat animations btw.
This looks really nice! I do think all those little details add up to create the feeling of the world being more "alive", as well as the game being more polished. Keep up the great work :D
@mightyn8 thanks for the kind words! It's all about layering small details you don't realise are even there most of the time!
Personally, directed cameras annoy me in games like this. Glad you're adding different levels of settings for them as options! The scenes look beautiful!
I don't want to force people into using any of the directed mode settings, it's all personal preference. Hopefully eventually the settings menu is so long that it's annoying!
Looking great mate. I'm making something similar and love seeing the progress you're making. I also like the director camera, and the fact you've made options is also great. Have a good break
@@jzeltman Thanks! Good luck with your project!
Game is looking good! Some minor things i noticed. The volume sliders should have their colors reversed unless louder is sliding to the left.
To add more polish details, you can also have the lanterns have a flickering light more similar to fire. I'd also considering fading the grid in after the player gets a first look at the scene. Keep it up!
@NathanSL11 Thanks! Love the idea of the grid fading in, would show off the scene on its own first!
Game looks amazing so far man! You've got a real knack for game-feel, both in and out of combat. I'm glad to hear that you've gotten a better balance when it comes to taking breaks. I have the same problem, where one week can turn into months, which has caused me to fear taking any type of break, making what should be a creative outlet feel like work. Do you have any advice on how to gain a better balance?
Looking forward to seeing the game develop! Keep up the good work
@@VideoJayems Thanks for the kind words! I find that as long as I have structure and plans for what I need to develop next, it's easier to get back into work after a break! Good luck with your project
Great video, the game is looking great. Love the graphics and atmosphere. I'm writing a tactics game also, Gladiator Immortal and it's interesting looking at the comparison. Very different games really but I think we are on a similar wavelength when it comes to atmosphere and how to make the game interesting. I'm just working on the audio and effects side currently (second pass) and know exactly what you mean when saying it was missing the crunch aspect. I've been reworking those parts but still not happy with it yet...just wish I could do this full time as the odd hour here and there makes it very hard!
Good luck with the game
@dominiauk Thank you! It's amazing how different games of the same genre can end up, good luck with your dev journey
It looks great! Take my opinion for the random one it is but I feel like you need to add a bit more exaggerated animation to the reaction of a hit. You hear the sounds and see a bit of screen shake bit i personally think it might "feel" better if the animation is slightly more expressed or exaggerated on a hit.
Obviously not something you for sure need to pursue but it might be worth it to try it and see how it feels!
Poor mountain goats.
@@KWART_O_MANIA maybe the cart is magically light? Don't want to burden those goats
@@AfterImageStudios-TFTLN Well, atleast there's two, so they can share their misery ;'(
If u need any tips or pointers shoot me a msg