1 Level design, tried to teach too much stuff at beginning.
2 Difficulty, "normal" should be "hard" for most players.
3 Story, replace robot with human characters.οΌtotal rewriteοΌ
4 Added database, puting all tutorials to a single place.
5 Added icons above units, to better indicate their roles.
Posts by Tactical Annihilation - DEMO out now!
Demo updated, levels revamped with slower pace of tutorial. Give it another shot if you found it hard to play previously.
#gamedeveloper #IndieGameDev #indiegamedeveloper #indiegames #indiedev #gamedev #indiegame #turn-based #TurnBasedThursdayFest
War game lovers, how do you like the idea of "turn-based RTS"? Less complex than Civs, but more freedom than Adavanced Wars, with giant units and skills.
#gamedeveloper #IndieGameDev #indiegamedeveloper #indiegames #indiedev #gamedev #indiegame #turn-based #TurnBasedThursdayFest
Designing virtual world is a time to forget the laws of physics.
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Thanks, I am still improving the game.
Alien sand beach
Lava river
Virtual world
Barren planet
Recent work on environments.
#gamedeveloper #IndieGameDev #indiegamedeveloper #indiegames #indiedev #gamedev #indiegame #screenshotsaturday #turn-based #TurnBasedThursdayFest
After adding the new poison towers, playing the poison build feels like building a small, dangerous forest! π²ππ΄π²π³
#gamedev | #γ²γΌγ ιηΊ | #screenshotsaturday
Hi #PitchYaGame, Tactical Annihilation brings new elements to fans of Advanced Wars like strategy games
Base-Building > more freedom in strategy
Multi-Selection > easy control tens of units
Super-Sized Units > πππππ₯π₯π₯π₯
Play DEMO NOW: bit.ly/3PKSqsg
Testing debris system
#gamedev #Unity #IndieGame