The new Lazy Guys Bundle has just been announced – and Voidspire Tactics is in it! For the next 17 days you can grab Voidspire Tactics and 14 other games for $2.99. Voidspire Tactics isn’t out yet, but once it hits Steam you’ll get the key.
Of course we have to go through Greenlight to do so, so don’t forget to vote for Voidspire Tactics here!
Finally it’s ready to be announced!
Check out the trailer!
It’s come a long way from that first dev log — and even before then. The development process has actually been two entire years. I’m super excited to share the game with everyone this October!
There’s more info about the game at its new website: www.voidspire.com.
And don’t forget to check out the Greenlight page!
What do you think? I think the new logo is almost as good as the original:
But I might be a bit biased. : )
The site has been very quiet since I’ve been waiting to make big announcements regarding the game… which I will do… y’know… soon.
But for now I’ve decided to complain about Experience systems in games. Rather my usual longwinded rant, I’m making a concise list of XP system failures in otherwise fun games.
A big factor in how tactical combat plays out is the movement range. Different ranges have pros and cons, some of which might not be too obvious. I recently had to decide what the typical movement range should be for my game, so I’d like to go over the possible options and how it affects combat.
Note: every turn you can move and attack (in either order). These observations may not apply to systems where you are more restricted (move then attack only) or less restricted (move -> attack -> keep moving). Continue Reading
Each Class allows you to spend XP to increase certain stats. Different classes have access to different stats — Warriors get HP and weapon skills, Scholars get MP and magic skills, etc. Upping a stat increases its XP cost, so you can’t just overlevel your HP into the stratosphere.
Kendra the Warrior raises her HP.
My original plan was to include every stat as raisable in some way, but it turns out this is rather problematic. There are a number of reasons why it didn’t work out:
Legend of Grimrock 2 is a good game. Some might even say it’s a great game. I might even be one of those people. But why talk about how good it is, when I could complain about it instead?
To clarify – Grimrock 2 is an immersive dungeon crawler RPG. Think along the lines of Wizardry or Might and Magic, only updated for the modern age. For the most part, it’s lavishly designed and well balanced. The level design is solid and the pacing is pretty good.
But there are some places where it falls apart. I’m sure these places differ from person to person — this game focuses heavily on puzzles after all — but just in case there are any game design lessons to be learned here (and also for therapeutic reasons) I’m going to complain about 3 problem spots I found.
(WARNING — minor spoilers about specific puzzles and monsters!!)
As the player explores, they’ll find some items or objects with purposes that aren’t obvious. For this, there’s the journal. The journal isn’t a quest log, but instead records info about objects that you study. You can do this either with the Scholar’s Study ability or with a special magnifying glass.
Let’s examine this room using that magnifying glass on the floor.
You pick up the magnifying glass like any other item, then click it onto objects of interest. Let’s start by studying the anvil here.