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Project Shore - tactical RPG with indirect unit control

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  • Project Shore - tactical RPG with indirect unit control



    Hello there! I'd like to introduce the game I have been developing for the past nine months, currently going under the working name of Project Shore.


    Game description

    Project Shore is a tactical RPG with an innovative micromanagement-free combat system, a branching storyline and heavy emphasis on player choice and customization.

    A few days ago, we released the first public alpha of the game, which includes a fully featured prologue to the game, spanning 2-3 hours of gameplay across two locations, multiple story routes and several battles of varying scale and difficulty. It also contains a fully featured tutorial to guide new players through the systems.

    The story begins as mercenary siblings, Morten and Ren, are summoned to a little hamlet at the edge of the world to meet with an old pal, a sorceror named Sigvard. Little do they know that the reason for the summons is an event which is going to change the world as they know it - and our characters are about to be caught smack in the middle of this change.


    Gameplay Video


    Screenshots










    I'd greatly appreciate your feedback! There's a little survey included in the game, but any comments in this thread are also welcome.
    Last edited by Vallynne; 01-05-2018, 07:12 AM.

  • replied
    Stop killing the industry by doing lazy 20 century projects. It's almost 2020, you need to try to improve graphics, rise it to a higher level. I wish people like you could to 80s and stay in there.

    Leave a comment:


  • replied
    Low poly = trash. Your work looks somewhat stylish, and you did a good job level designing, but I can't see anyone who would be interested in an rpg with such bad graphics.
    I suggest you change the graphics style, or change the genre to something else.

    Leave a comment:


  • replied
    My eyes are bleeding. No one would be interested in an rpg with such bad graphics.
    I suggest you change the graphics style, or change the genre to something else. Low poly = trash.

    Leave a comment:


  • replied
    You made good use of the polygon asset packs, and the tactical combat looks really interesting.

    As a suggestion, I would make the UI a lot smaller. Right now it's very distracting from the scene.

    Good luck!

    Leave a comment:

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