Portal space
Portal Space is a prototype of a turn based rogue-like strategy game, where you build your heroes like a deck in a trading card game.
In this game, you will find yourself gathering a team of heroes and going through increasingly difficult encounters. What sets this game apart from other games is its unique combat system. To win, you control your units arranged in a line. Your ability to do so effectively together with your passion will be the key to victory!
The game was 5 standard battles. That are rather pleased and should be a lot of fun. On top of that, there are 4 experimental battles, especially difficult affair, that might be a big clunky. However, aside from difficult, they will be might move to be quite interesting.
I am a solo hobbyist, so I would appreciate any feedback and support. I hope you find this game at least half as fun as I do. If this Demo proves itself, I hope to turn this into a full on deck building RPG, with story, roguelike mode, and much more. Perhaps I could even hire an artist to deliver some high-quality graphics.
Feel free to join my discord or check out my other works.
Status | In development |
Platforms | HTML5 |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | GreenFlame |
Genre | Strategy, Card Game, Role Playing |
Made with | Unity |
Tags | Cute, Deck Building, Fantasy, Pixel Art, Roguelike, Team-Based, Turn-based, Turn-Based Combat |
Comments
Log in with itch.io to leave a comment.
I had a lot of fun with this! Currently, many of the battles are very slow. I think there are things you could add to increase the intensity!
For example, maybe a +1 damage for back-attacks? Assassins would be really scary, and positioning could be more dramatic!
I think the Assassins jumping back and forth can get a little annoying, maybe work on the cooldown? Or introducing some interrupt + CC cards could really add some counterplay!
The Demon Eyes are very very tanky, but also don't pose any threat. I ended up ignoring them and having them run away. Maybe consider some design changes that don't let you just ignore them. For example, maybe if their block gets to a certain point, they unleash a single powerful attack that consumes their armor? This would ALSO give the player a window to actually deal with them, without feeling like im wasting all my time and dps into their huge Armor pool.
I enjoyed all three characters, and liked how they worked together. Never used the Freeze card, I think its a little too expensive.
Lastly, I think some helpful UI elements could really clear things up. Maybe hi-lighting whichever character is next in the order Queue. Could really help avoid frustrating moments.
Sorry for the suggestion dump! I would love to see more!