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OsirianLegacy

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A member registered Feb 10, 2024 · View creator page →

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Just curious how the progress is on the big environment pack? That will be a day 1 purchase for me 😄

I think 4D or 8D Movement, Death, Attack, and a Universal Use Item (Such as FFT where they raise their arms up in air) would work. The Use Item could also potentially work as a spellcast anim. That's a huge environment pack, that's extremely exciting. 

Might be best to do thematic environments and mix in a few of your existing creatures and only animate those ones so you don't have to do 50 Creatures (that's a lot).

An Idea I thought that would be neat would be a Sewer Tileset with an animated Slime, Rat, and maybe the 3 Skeletons you have.

Then just do a couple new creatures with the new biome and 3-4 animations with em. I don't think any of us would complain if we had to pay to get the fully animated versions since that takes a lot of time for a real artist to do and not some AI floony.

It would be rad to get an animation pack for the creatures, attack, death, bloodied, and a status effect pack recolor for the animations would be cool for poison, stunned ect.. amazing work!

This would be awesome! Love the style of these. 

Has this title been abandoned, or is it still in development?

I agree with the Flying Bots, they were supposed to change their height as well during design so they would bob up and down a bit to help with this but we just didn't have the extra time to fit that in. The idea was that they try to get within a certain radius of the Player and follow them, shooting out a radar DOT effect until the player either gets away, or the Bot is destroyed. We appreciate the comment!

I'll let the composer know! Thanks for the comment :)

Yeah the phantom damage isn't supposed to be there. So the flying enemies have a DOT effect with this pulsating radar, you'll see it occasionally, but sometimes either the flipbook doesn't play, or the effect lasts past death. Something I had wanted to get fixed but enemy AI didn't get in until the day prior to the Jam ending due to family stuff. Still happy with how it turned out, and I appreciate your comments on it a lot. :) 

I might come back to this project and do a small game, and I agree the pistons were a bit OP and the timing should have been slowed down a bit. 

Oh I totally get needing to balance systems integration, that's the bread and butter of a game so no sweat. You did good with the time you had! The Combat system reminded me of Arc the Lad. :)

Yeah I agree, the UI could have been a lot better :) I'm glad you enjoyed the game, and the art is from CraftPix.Net! They have a ton of awesome assets on there. Appreciate the kind words on the level design, it was fun creating that. 

Absolutely bonkers nobody has posted here. This is awesome! Would love to see more of this game after the Jam is finished.

Cool premise, and I'm a big fan of tactical RPGs; however, less dialogue in the beginning and more gameplay. Reading through all that dialogue can be a slog.

This is cool! Props to whoever did the audio! =

Yeah, same. Which is a huge bummer because the sound design and art is gorgeous. 

A Certain number of moves, or, give the player objectives they need to stop enemies from destroying. This could be interesting giving each enemy piece a goal of either seeking out the player, or one of the objectives the player needs to defend. 

Really cool, like a quick-play tactics game. 

Very cool! The atmosphere was done really well.