I had a friend do proofreading and more thorough testing, so many typos are fixes and more issues were detected and fixed, plus, there is an additional interlude in this demo
https://drive.google.com/file/d/18U.....kgfgWiptM/view
Features:
Two lords, one is Daniel, a Fox who uses light magic and the other is Oliver, a human who starts in a trainee class and uses staves, he will also use dark magic after promoting to his real base class.
Some characters (including Oliver who is autistic) will have a disability that affects them in gameplay in one way or another, i recommend checking the status info of these characters when they appear, for now its just oliver, but my intention is that in the next version (ignoring bug fix updates) there will be 3 more of these.
A custom class called “sky soldier”, for birdfolk born with wings is is hard to fly while carrying weight or to figth while flying, Sky soldiers have passed trough a hard training to do so, they use lances and have less movement than pegasi or wyverns, but they can take advantage of terrain bonuses.
Both a dancer and a bard, the bard can learn songs with different effects (the first one is a small aoe heal)
currently 8 chapters, including a X chapter (it is not optional nor missable) a prologue, and two interludes
Every playable character (and important enemies/npcs) have their own combat and map sprites
Character-driven narrative.
Many portraits whose clothes where used as a base (credits in game directory, i did my best to make sure everything was F2E) and edited to have a beastfolk character there, some look less good than others, but i guess that means i improved over time.
Enemies do not cheat in fog of war, if you can see them, its likely they can’t see you (except obvius cases like thiefs)
There are skills that will work differently from the official games, specially Rng based “attack” skills (for example, Luna ignores less defense but it doesnt depend on rng, it will always activate) there are other skills (like Provoke or Life and death) that will be usable as “commands” (for example you can attack normally or use Life and death and receive the stats changes for that round of combat and the enemy turn)
Some skills will be upgradeable (for example dusk to Luna)
five difficulties and casual mode (there is an ocassion where you can lose units even in casual mode and there will be more for example: imagine a recruitable green unit situation where you need to talk with them recruit, except they start as a blue unit but can die in casual mode until you talk to them, there will be a warning of any of these instances in-game)
Legendary weapons will be overpowered (as they are in the prologue), but using them will have permanent negative consecuences on the units who use them , which can include dying even in casual mode
Trigger warnings: While i think the game would be rated pegi 12, i guess it is apropiate to give a warning of potentially triggering content given the premise of the setting.
The most important is that in the setting those born disabled are considered “punishment of the goddess”, so there will be characters behaving in a ableistic way, also because of the setting a bunch of the disabilities wont be named ingame as they are in real life (for example, Oliver knows he is a “punishment of the goddess” but in game, in his status screen his autism is reffered as “deprived of bonds”)
Mentions of children dying offscreen, one NPC is a child that you have to protect
Know Issues that i wasnt able to fix yet:
-When dying in combat coyote archers and dog clerics “reswpawn” for a second then “unspawn” again
-The Ai doesn’t know how to use ballistae, for now as a workaround i have assigned them as items to the few archers who would be able to use them in the demo.
-Dancing and Singing animations for Lila and chesire respectively do not play.
-The game can crash in chapter 4, the error screen complais about something related to position,but i have no idea why it happens
https://drive.google.com/file/d/18U.....kgfgWiptM/view
Features:
Two lords, one is Daniel, a Fox who uses light magic and the other is Oliver, a human who starts in a trainee class and uses staves, he will also use dark magic after promoting to his real base class.
Some characters (including Oliver who is autistic) will have a disability that affects them in gameplay in one way or another, i recommend checking the status info of these characters when they appear, for now its just oliver, but my intention is that in the next version (ignoring bug fix updates) there will be 3 more of these.
A custom class called “sky soldier”, for birdfolk born with wings is is hard to fly while carrying weight or to figth while flying, Sky soldiers have passed trough a hard training to do so, they use lances and have less movement than pegasi or wyverns, but they can take advantage of terrain bonuses.
Both a dancer and a bard, the bard can learn songs with different effects (the first one is a small aoe heal)
currently 8 chapters, including a X chapter (it is not optional nor missable) a prologue, and two interludes
Every playable character (and important enemies/npcs) have their own combat and map sprites
Character-driven narrative.
Many portraits whose clothes where used as a base (credits in game directory, i did my best to make sure everything was F2E) and edited to have a beastfolk character there, some look less good than others, but i guess that means i improved over time.
Enemies do not cheat in fog of war, if you can see them, its likely they can’t see you (except obvius cases like thiefs)
There are skills that will work differently from the official games, specially Rng based “attack” skills (for example, Luna ignores less defense but it doesnt depend on rng, it will always activate) there are other skills (like Provoke or Life and death) that will be usable as “commands” (for example you can attack normally or use Life and death and receive the stats changes for that round of combat and the enemy turn)
Some skills will be upgradeable (for example dusk to Luna)
five difficulties and casual mode (there is an ocassion where you can lose units even in casual mode and there will be more for example: imagine a recruitable green unit situation where you need to talk with them recruit, except they start as a blue unit but can die in casual mode until you talk to them, there will be a warning of any of these instances in-game)
Legendary weapons will be overpowered (as they are in the prologue), but using them will have permanent negative consecuences on the units who use them , which can include dying even in casual mode
Trigger warnings: While i think the game would be rated pegi 12, i guess it is apropiate to give a warning of potentially triggering content given the premise of the setting.
The most important is that in the setting those born disabled are considered “punishment of the goddess”, so there will be characters behaving in a ableistic way, also because of the setting a bunch of the disabilities wont be named ingame as they are in real life (for example, Oliver knows he is a “punishment of the goddess” but in game, in his status screen his autism is reffered as “deprived of bonds”)
Mentions of children dying offscreen, one NPC is a child that you have to protect
Know Issues that i wasnt able to fix yet:
-When dying in combat coyote archers and dog clerics “reswpawn” for a second then “unspawn” again
-The Ai doesn’t know how to use ballistae, for now as a workaround i have assigned them as items to the few archers who would be able to use them in the demo.
-Dancing and Singing animations for Lila and chesire respectively do not play.
-The game can crash in chapter 4, the error screen complais about something related to position,but i have no idea why it happens
Category All / All
Species Unspecified / Any
Size 340 x 173px
File Size 76.9 kB
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