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Couldn't agree more and great idea on the ranged character. If anyone has ever played the board game Onitama, this has the heart and soul of that game. It's clearly an entirely unique and original title, but the way it makes you think and some of the ways you interact with the game are very similar. Just like Chess, also, it's easy to learn but hard to master. I am hungry for more content to flesh this game out more, but it has an amazing foundation to build on. Good job dev
Curious questions:
Will there be any dates associated with the roadmap, such as an ETA on whatever the next step is at any point in time?
Are the mystery updates unknown to you at this time, or are you just keeping secrets?
[Frodo] Alright keep your secrets [/frodo]
We don't know which day yet, but it's coming really soon!
We already put a version on the open beta branch for people to help us test it.
I also edited the main message of this post, as the key bindings might come rather in a later update. It's still in development and is gonna come soon, but as a lot of people are waiting for the controller update, we'd rather release it without the key bindings rather than waiting for the key binding to be ready before releasing everything!
Coming with some news since it's been a longer time that I thought!
We're polishing the update, because as you might imagine, having the whole gamepad feature can lead to several unexpected bugs. Also there's been some unexpected issues with localization integration, so we're fixing this before going full live
However if you can't wait, the good news is that you can already play the beta version of this update! Just check your game's property and switch to open-beta branch (but don't forget to opt out of it once the beta is out :D)
I'll keep you posted as I've got more news on a date
Cheers!
I do have one suggestion through: Would you consider adding an indicator on the tiles to show their range? It maybe obvious for melee cards, but I sometimes forget for cards that hit two tiles ahead. And this is probably my noobish issue, but I think this readability might be useful for others too.
Did a little mock up: https://steamcommunity.com/sharedfiles/filedetails/?id=3024826069
Hey there! Interesting idea, I'll check if there's some QoL we could do here. While think about it as we don't want to put to much informations either (also because there are some more visual cues with gamepad), but it's definitely worth talking about it, thanks!
Anyway onto the idea.
How about an enemy with 3 health on standard that acts as such:
They naturally have quick thinking and two sets of attacks.
Attack set 1 is a dash and then hit the player with a Bo staff.
Attack set 2 is a grapple to pull the player towards them and then a mirror flip to hopefully switch positions with another enemy that can deal real damage.
This concept fills the role of an enemy who has a very direct purpose of messing up the player's carefully planned attack patterns. They might not do much damage to the player in the end but flipping and pulling the player around may prove dangerous if the player isn't prepared.
Probably already on your roadmap but just in-case, one of the last achievements you add could be to get 5 gold tiles on every character - it would be a nice completionist goal!
The significant milestones I had along the way was maximum day with every character, and then no hits with every character; either of these could also be cool (and less intimidating than a true 100%)