Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

"Steel Oath"

17
Posts
7
Topics
1
Following
A member registered Jun 26, 2026 · View creator page →

Recent community posts

(1 edit)
It will differ from the standard cavalry by being faster—in terms of attack speed and the like—but it will have less armor.

here this elf horsman :)

I added an elven archer to the game yesterday—well, I haven't fully integrated it yet, but I've finished the character's graphics. Now, for the three empty slots in the shop: the first is the elven archer, the second is this mounted elf, and I’d like to get your ideas for the third one. 


I'm currently working on an elven archer; I've only drawn the walking and idle animations so far. What do you think?

Actually, you've given me a few exciting ideas :D Maybe an elven horseman and an elven archer—or an elf with a spear and sword—could be placed in those empty slots you see on the screen.

Hmm, when you think of elves, the first thing that comes to mind is their excellent archery skills; axes and swords aren't really for them (since they are physically frail but fast).

And there's also the fact that I've only been working on the game for a short time; I definitely plan to add different types of troops—elf archers could be among them, I think. :)

Thank you. To be honest, I haven't considered an elf character for the time being, though one might be added later; there is an archer character, but no elf—still, why not? :)

Right now, clicking the "soldiers" block takes me to the second image, where all the soldiers are in their idle animation; when clicked (representing units that will eventually be purchased), they switch to their walking animation, and if I close and reopen the view, they return to the idle state. I accomplished a lot today! :)

There are a total of 3 interfaces like this; I couldn't add a video right now.

It’s mostly a basic shop for now; the units, items, and visual animations haven't been added yet, but simply laying the foundation—even if it's a small step—might count as an achievement of sorts. :)

Nothing fancy yet, just getting the combat to feel right.Early days. More soon...

Thanks for the honest feedback! I see your point regarding the current layout. To clarify, I’m not aiming for the entire game to be claustrophobic. I’m actually designing the map to have a contrast: the general areas are meant to be open and wide for tactical movement, just as you prefer, but I’m planning to use specific, key locations for those tight, claustrophobic encounters to create tension. It’s all about pacing the experience. Your take on 'action-first' versus 'environmental storytelling' is really helpful, and I’ll definitely keep that balance in mind as I refine the level design.

Hello everyone,

I am currently working on my indie project, 'Steel Oath', a dark fantasy dungeon crawler where you play as a betrayed commander seeking his vengeance. I’m currently at the stage of designing the Dungeon (the first act of the game).

My goal is to create a level that feels claustrophobic, oppressive, and heavy, while still providing enough room for tactical, weight-focused combat. I want the player to feel the tension of being trapped before they can reach the surface.

I’ve attached a screenshot of my current dungeon layout. I’m having some second thoughts about the flow and the placement of encounters. I would appreciate your insights on the following:

  • Atmosphere vs. Gameplay: Do you prefer tight, claustrophobic corridors that keep the player anxious, or more open arenas that allow for more tactical movement during combat?
  • Encounter Flow: How do you balance the 'dead space' (exploration) with enemy encounters in a dungeon setting?
  • Visual Narrative: Do you have any tips on making a dungeon layout feel 'lived in' and narratively coherent?

Any feedback or critique on the layout would be incredibly valuable as I push forward with development.

Thanks in advance for your time and expertise!

Hello everyone,

I am currently working on my indie project, 'Steel Oath', a dark fantasy dungeon action where you play as a betrayed commander seeking his vengeance. I’m currently at the stage of designing the Dungeon (the first act of the game).

My goal is to create a level that feels claustrophobic, oppressive, and heavy, while still providing enough room for tactical, weight-focused combat. I want the player to feel the tension of being trapped before they can reach the surface.

I’ve attached a screenshot of my current dungeon layout. I’m having some second thoughts about the flow and the placement of encounters. I would appreciate your insights on the following:

  • Atmosphere vs. Gameplay: Do you prefer tight, claustrophobic corridors that keep the player anxious, or more open arenas that allow for more tactical movement during combat?
  • Encounter Flow: How do you balance the 'dead space' (exploration) with enemy encounters in a dungeon setting?
  • Visual Narrative: Do you have any tips on making a dungeon layout feel 'lived in' and narratively coherent?

Any feedback or critique on the layout would be incredibly valuable as I push forward with development.

Thanks in advance for your time and expertise!

Hello everyone,

I am currently working on my indie project, 'Steel Oath', a dark fantasy dungeon action where you play as a betrayed commander seeking his vengeance. I’m currently at the stage of designing the Dungeon (the first act of the game).

My goal is to create a level that feels claustrophobic, oppressive, and heavy, while still providing enough room for tactical, weight-focused combat. I want the player to feel the tension of being trapped before they can reach the surface.

I’ve attached a screenshot of my current dungeon layout. I’m having some second thoughts about the flow and the placement of encounters. I would appreciate your insights on the following:

  • Atmosphere vs. Gameplay: Do you prefer tight, claustrophobic corridors that keep the player anxious, or more open arenas that allow for more tactical movement during combat?
  • Encounter Flow: How do you balance the 'dead space' (exploration) with enemy encounters in a dungeon setting?
  • Visual Narrative: Do you have any tips on making a dungeon layout feel 'lived in' and narratively coherent?

Any feedback or critique on the layout would be incredibly valuable as I push forward with development.

Thanks in advance for your time and expertise!