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Yet with Beneath Oresa I tried again and again to see what other cards or artefacts could get, or to test how the near and far distance mechanic worked, whether the teamwork attribute increase carried over from demo run to new demo run.... And when I had my fill of it, I went looking for more info (like... release date? Does teamwork level carry over to a new run? Is this a true roguelike or a rogue-lite?).
So to all the good folk at Broken Spear, good luck! If you play your cards right (hehe) you have a true gem on your hands. All the best. :)
As a developer myself (and a life-long vector graphics/typography buff), I would love to know what technology is being used for the UI, or if you are--and I'm going to be indescribably envious if it is the case--rolling your own. :) I didn't see anything I recognized that would indicate Noesis or Gameface, but maybe I'm wrong...
The gameplay itself is also pretty stellar (if a bit overwhelming until you read a bit and experiment), but that isn't necessarily a bad thing. I really think you guys have something incredible here, and you'll certainly be getting my money.
- Pay close attention to the icons above the enemies head and plan your cards to try and avoid as much damage as you can.
- Don't be afraid to burn a ZEAL card if it means you'll prevent something nasty the next round.
- You typically only need to kill 2 of 3 enemies in a standard 3-enemy fight; the Counterattack will usually handle the last one.
- The cards that let you change an enemy from Near to Far seem to be some of the most useful, especially if you play around the enemies intentions for the next round.
- There are enemies with shields whose icons say "When this unit dies, gain X shield"; it's not clear from the wording, but it means the PLAYERS. It essentially means you can skip a defensive play IF you're sure you can take them out.
Again, super pleased with this game. :) Still waiting to find out more about the art style, though! *hint, hint*
What i can say is we didn't use any particular technology or software. My process was pretty basic, mockups in photoshop, feedback, revise, implement in Unity. Add some juice with Animations and Shader shenanigans. And finally tweak things here and there to improve.
There are some SDFs textures (fore the animated dissolve animations) but it's mostly regular PNGs.
Hope that answers your question :)