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Eldar already gave lots of good feedback about the game which I agree with.

Nice to see an application of Osnowa in HoM&M-like game.

Still waiting for your feedback regarding usage of this tool ;)

By the way if you want to enable Fog of War in Osnowa, you just need to change the switch in ModeConfig asset to Undiscovered.

Thanks for the framework! Almost felt like cheating having all those things implemented already. I could have probably made much more with this, but I had spent like 3-4 days just wrapping my head around ECS structure since that's my first encounter with it.

My game is not similar to HoMM at all. It's not modal (combat is not a separate game mode). There is no castle building, no various resources, no units, etc. So the only similarity is walking around the map and even that is different. Although I had planned some features about building the castle and various units (used as abilities/consumables), it'll probably have to wait until next game.

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Based on the screenshot, your game looked similar to mine, so I checked it out. After some initial confusion, it was fun enough to keep playing until I won! Some feedback below.

  • I wish the victory screen was cooler :)

Playability:

  • Maybe it's meant to be more of a "remember your surroundings" type of game, but I felt like finding the castle was relatively tedious. Since there is no indication of whether the player has been somewhere yet, and the terrain is relatively monotonous, I probably ran in circles twice before spotting the castle. Perhaps a fog-of-war over unvisited terrain could help?
  • I didn't find a way to see how much morale/fighters and regeneration enemies/castles/bandits have, which makes it difficult to estimate how many fighters you should bring to the siege and whether it's meaningful to retreat and attack again after recovering morale.
  • As a consequence of the previous point, I won the default-seeded level in a very non-roguelike manner by restarting multiple times and using the knowledge about villages and castle location from previous run :)
  • Allowing towers/enemies/bandits to attack each other would make escaping more fun.

Bugs(?)

  • It seems like the character can't swim, but for non-default seeds the land could consist of several islands, and worse yet, player can start in the water and be stuck forever.
  • The inputs tab at the configuration screen seems irrelevant (claims mouse keys fire, etc.)
  • If a peasant or wildlife moves into you, a weird tab appears below with a letter G on it, letting you "pick up" the unit.
  • The fields never seem to run out of HP.

Thanks for playing and for the feedback!

No it wasn't intended that way. I wanted to implement some sort of fog-of-war or mark already seen locations on map even outside FOV.
I can see how displaying stats would be useful. That said, everyone currently has 1 morale regen (though castle and enemies have more than 100 max morale) and you can outdamage a single enemy by running away and attacking again after healing.

Agreed about infighting and victory screen, I would definitely consider adding that if I update the game later.

I actually did implement a check to make sure that castle spawns in a location reachable by player.  But I'll try some more seeds to make sure it works properly.


Also, I'll make sure to play your game. It looks interesting and I'm a fan of HoMM series.