Hello Friends! Lots of activity on the channel so let's get caught up! Monday's release was a #tactical#rpg#indiegame called Soul Dier - Part 1 by @ProjectSouldier that's anti-grind, you just gotta be good! This one's well done, good story too!
https://t.co/ZBZjwootmp
Although the vast majority of contributors are busily working on Godot 4, a small group refuse to stop improving Godot 3
They've been working hard on the newest (oldest?) feature branch: #GodotEngine 3.7. Read all about it in our latest blog post:
https://t.co/RNUicNCLSB
Tactical RPG➡️https://t.co/4HPuSoJDr0
🔫Focuses on ranged directional attacks & positioning with cover
🚀30+ hand-crafted levels, each with new enemies/mechanics
🎖️Streamlined progression with automatic post-level rewards
🎸40+ tracks OST ranging from jazz to metal
#PitchYaGame
Tactical RPG➡️https://t.co/4HPuSoJDr0
🔫Focuses on ranged directional attacks & positioning with cover
🚀30+ hand-crafted levels, each with new enemies/mechanics
🎖️Streamlined progression with automatic post-level rewards
🎸40+ tracks OST ranging from jazz to metal
#PitchYaGame
@CruxDiaries I was also struggled at this decision for my game a few years ago. I finally chose perspective and I don't regret it at all. Unless you have a very specific aesthetic style you want to achieve, I think perspective is usually the better choice.
@ukesmegma Our game was completely designed with mouse in mind and we also want to allow players to switch between control methods on the fly so that's a challenge, but handheld PC seems to be quite popular lately so I guess it makes sense to add it.
@ukesmegma Wow, so you are one of the very few people who played the old demo. What a legend.
The current controller support is quite janky and lacked some features like viewing status effect info. We had a discussion on either actually support it or remove the half-baked implementation.