Improved clarity, slightly improved tutorial
Trying to make this actually possible for people to play, thanks for detailed feedback: Dragon's Isle and SergeantArcade
Addressed some issues with the tutorial
Stripes restricting the player’s options looked ugly made it hard to understand the board. Now ignores wrong inputs instead
Made the tutorial textbox cover things less
Moved reaction attack explanation to the end of the scripted section
Gave the subordinate a sprite that’s actually recognizable as a person.
Addressed some issues with the first level
characters moving around with no explanation at the start of the first phase
Entrance and exit spaces were incomprehensible.
Improved clarity:
Added attack animations, though a lot of them are placeholder
Replaced a lot of sprites and tiles with things that better represent what they are
added tooltips to entrance and exit spaces
Cut or altered previews for some actions, which showed a Godot logo instead of anything useful
Added sprites for the remaining characters
But I got distracted trying to draw them smaller (2x2 pixel faces instead of 3x3). So now most of the characters are very small compared to the map. Not sure if I'll reduce the map or make the characters bigger. I can’t really draw good beards and helmets at that size.
Known issues:
Tutorial UI covers the win screen.
Statuses on fallen characters still show tooltips
Characters on the first level change mechanics without drawing attention to this, at the start of the second phase of the first level.
- The captain gains a ranged debuff attack and the ability to move
- The polearm begins spending reactions to ignore damage
Files
Companhita
Boss rush tactical RPG
| Status | In development |
| Author | OverBern |
| Genre | Strategy |
| Tags | Female Protagonist, Godot, Isometric, LGBTQIA, renaissance, Singleplayer, Tactical RPG, Turn-Based Combat |
More posts
- Alpha 3, IMG jam 427 days ago
- Alpha 2, IMG jam 4170 days ago
- Usability patchJun 08, 2025
- Alpha 1, IMG jam 39Jun 06, 2025
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