World's lore & Karwla
In Urtuk, the world is an old, destroyed and hostile place. Centuries ago, after the Giants' Extinction, a conflict arose because of the new Trilium resource - a mysterious liquid from the remains of the dead Giants. Since then, this valuable extract has been used to improve physics and health and for all kind of drugs.
There were 4 main factions which inhabited the world - pesky Scavengers, mutated Swampers, proud Valdor Empire, and mysterious Necrons (we might change the name because of Warhammer 40K universe).
Besides all of these, a new hostile race emerges from the Undergrounds - the Karwla.
Little is known about the Karwla, but rumor is that once they were normal people living under the surface and mutated to insect-humanoid species.
When player begins his journey, the Karwla becomes active and erupts to surface, devouring everything in its way.. The appearance of this species expands from zone to zone and player must take great attention to where he wants to go next to avoid the hostility of Karwla.
Karwla continues to expand from west to east within world, the exact way how the player travels.In other words, the player is forced to move quickly to east but he might revisit old locations or even travel to undiscovered nodes back even when occupied by Karwla.
By normal circumstances, the difficulty of the enemy in the current player's zone is balanced but the Karwla is much more harder to defeat. So it poses a great risk for any encounter with this hostile species.
Picture below show our current world map visuals:
The player travels from location to location and can do this in any direction. But as the time goes on, Karwla might spawn in spots expanding from west to east. The player can of course meet those pesky creatures on battlefield, but the odds will be always against him! So plan accordingly!
Karwla seems to take pretty much the same role as Rebel fleet in FTL.
Found the demo before the thread and just finished testing it.
This is the shit !
Art-style is good obviously but the combat seems quite basic in the first seconds.
After that, enter the damage bonus from higher ground, swap places with allies, crits, seems better already.
Then, the achievements skills kick-in.
But that's not it, on the second battle (demo i tried has 3), you're introduced to the spearman and ranged support.
And then, all the skills you acquire while fighting and can use on any ally.
Then the crossbowman (i prefer the spearman) and the "blood" mage ...
TDLR : The combat is brilliant ! Good sound effects, fast animations, tactical options and a terrain you can use to your advantage.
Amazing work, didn't play such a good tactical game in years, can't wait to see the character development.
Official website : http://www.urtuk.com/
Of course i am
Can't help but notice you seem to be the dev (if it's not obvious enough with your posts) having the same nickname as the dev on the itchio forum.
Infinitron Who should we ping to get this gentleman ( MadSheepStudios ) his dev tag ?
Of course i am
Of course i am
Alright! We just released the closed-beta
Get it here for win, macOS or linux(32/64bit):
https://mega.nz/#F!A1RAzATC!oRvh9OPOsExIi83rpUiPYQ
I played the new demo you just shared for a couple of battles.
I really like these features :
+ Items that gives some passive skills with limited slots (support strike, inflict bleed on crit, etc. )
+ Can't remember the name of the beasts spawning on a cleared area after some time, tough bastards, great fight
+ Seems like char dev isn't going to break the game balance, that's a good thing
It would be nice to see these features in your game :
- Boss fights, some well designed boss here and there, might be something for later though.
- Demi-bosses spawning randomly, = regular monsters with a different color (skin/size would be a bonus but it's not really necessary), more skills and maybe a boost in HP/stats like +25% to +50%.
- Some small villages / hubs / whatever with some NPC interactions, doesn't have to be bigger than one screen.
From your feedback sheet i guess you're planning to add more enemies variety and battlescapes at some point, it wouldn't hurt either even if i have a lot of fun with the current build.
I just freed 2 prisoners though, maybe some of it is already awaiting ahead.
Well done then, i'll test it further soon
A couple more things i wrote down but forgot to mention.
+ Backstab, i know it's common but it's nice to have it
+ Interesting AI, it doesn't walk on traps, try to avoid to be hit from higher ground while going for the most wounded or vulnerable character. It's not perfect but honestly, if it had a human skill level, it'd just be a nightmare, it's nice to play the small AI flaws.
Things that aren't that common, even rare to non-existent and i really like :
+ Bonuses from higher ground, it really rules the game-play and makes you fight to get the better position
+ An enemy you push on an ally doesn't harm your ally and your ally retaliates on the unfortunate enemy
Really makes it a modern innovative tactical cRPG.
Other ideas i withheld :
- Is there some support xp ? The mage is way behind already.
- It would be nice to be able to move past an ally for 3PM (or 3PM min but all your PM) when there's no way around and maybe no enemy control zone to cross
- Or to have a class with some mobility moves besides the swap position one.
Wow, i hope you get to add a couple of amazing tracks and some story-telling and quests, your game has a huge potential.
My mind read the name as "Urturk", which would mean proto Turk in Swedish