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Unending

A turn based combat puzzle anthology · By st33d

Feature Spitballing Sticky

A topic by st33d created Jan 19, 2020 Views: 1,209 Replies: 36
Viewing posts 21 to 27 of 27 · Previous page · First page

Corruption/Molten effect: This unit leaves dangerous traces wherever it goes (Disappears after a few turns), can be applied to any unit

(1 edit)

??? Effect: Unit appearance and properties are not shown when far away (It only shows ??? instead), applied only on enemies

Developer

Originally in Ending the allies moved by themselves and everyone complained that they didn't like it. The issue comes from the fact that it has nothing to do with your actions - it's just something going on that you have no control over.

If something did act independantly of you, it would also need inverted behaviour when converted. That's kind of hard to imagine, unless the whole point is that you only control it when it's an enemy. Which could be interesting I guess.

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I will consider a bestiary, but it's far more work than it sounds and not fun to work on.

(1 edit)

Hey developer, I was wondering, how interesting would it be to be able to control two walkers independently (possibly even by two players), or do you think such a thing is unnecessary since it will slow down the game a bit? 

(Consider that both are linked; if one dies, the other dies.)

Developer

I've considered a 2 player dungeon, but I think for it to work I would need each player's active area to animate independantly.

In an early version of Six Match, other players would lock up parts of the board that they triggered movement in. This allows one to have a turn based game with multiple players.

It's on the list of possible dungeons, I've just yet to think of a way to implement it.

(2 edits)

Door: New object that change its state between opened and closed after X turns (can be customized), units can pass though when its open, the door will not close when there is a unit inside it

Agressive Effect: Kills any unit inside once it closes, applied to doors only

Linked door effect: links the door's state to another one, this door will not close or open if the other doesn't close or open (Very interesting to make double doors or tunnels) applied to Doors only

well I didn't bought the game yet so most of my suggestions look dumb but I think it would be very interesting if you make a dungeon where you have to save all allied walkers and be very careful where you move them since your life is linked to them, if an allied dies, you will die aswell

Developer

All suggestions look dumb until they actually work.

There's a least a dozen ideas I've shot down in this thread, only to figure out a way to do them in a years time. I appreciate all contributions, thanks.

These are the last ones I can think of so far

(Gadget) Spear: Adds a spear to one side of the character, giving 1+ attack range on that side. 

(Effect) Forcefield: the enemy will become invencible for 2 turns every 2 turns, applied to enemies. 

(Gadget) Crossbow: Adds an arrow to one side of the character. The enemy will automatically shoot whenever you enter its range, and the player can fire the crossbow by pressing space (One use only), (Explosive arrows maybe?)

(Gadget) Shield: Protects one side of the character, allows you to push characters on that side. Does not work on wall enemies. 

(Effect) Molten: Leaves a trail of fire wherever it passes. Upon death, it shatters and then regenerates after a few turns. Standing on its pieces slows regeneration. Applied to enemies. 

(Effect) Shadow: The character remains in the shadows, ignoring any character or wall that doesn't have shadow effect; however, characters without shadows ignore them as well. It can be applied to anything. 

(Effect) Light: The character glows, ignoring any character or wall that doesn't have the Light effect. However, characters without light can also ignore them. It can be applied to anything. 

(Object) Shadow Totem/Light Totem: Changes your character's state to Shadow or Light to ignore certain things. (Perharps you can make an interesting dungeon with this)

(+1)

I think lasers could be a good addition, like a block with a barrel that shoots a laser. Depending on whether the block is fixed or not, you can push or rotate it by walking along the side of the block. 

There could also be a receiver for this laser that, upon receiving the laser, would disable energy shields and make certain things killable. Mirrors would be nice as well. 

(The laser itself doesn't kill any units; the unit will block the laser from passing through it.)

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