This i presume is a demo of some sorts, the game is pretty clunky and confusing to control. with more work, i bet this could be great. Maybe add some extra attacks, and make the contolling of the characters a little less clunky
This game has 6 possible endings. I hope it won't be too hard to figure out. To attack or not to attack? That is the question.
Controls:
Pan Camera: WASD
Zoom in/out: Mouse-wheel
Select Units: Left-click or left-click and drag
Interact/Attack: Right-click
Art:
Basic RPG Cursors, Dungeon Skeletons, GUI parts, Interactive Physical Door Pack, Medieval Cartoon Warriors, Medieval Fence Pack, Stone Fence, Stylized hand-painted dungeon, Toony Tiny RTS Demo
Sound:
Demo Ancient Magic Pack FREE, Demo Ancient Weapons Pack FREE, Fantasy Menu SFX, Keyboards and Typewriters, Old Boat Lower Deck Hatch Pack 1
BMG:
Endless Cave Ambience, Nostalgic Piano (Rafael Krux)
This i presume is a demo of some sorts, the game is pretty clunky and confusing to control. with more work, i bet this could be great. Maybe add some extra attacks, and make the contolling of the characters a little less clunky
HOW DO FUCKING ATTACK
with more mechanics this could be pretty good. Pretty good for a testing demo
Try to figure out what you want this to be, currently its a demo reel for how auto attacking can work in a game. A very simple way to flesh this out would be adding diffrent attacking options to the units or interactables like the lever having some sort of possible advantage to using . Find a hook as well (the main feature of a game that the other elements are based off of examples would be like in pokemon you can catch all diffrent types, fire emblem has a grid that uses terrain based tactics, Etc) that will help you figure out what direction you want to take the game and possibly even help with writing a story which you seem to trying to make one? im not sure what exact purpose it serves...
Way too simple. Sorry man, you need more than essentially a 2 minute auto attack and nothing else.