[Development has been paused]

Sounds and blurring shader are not working on the web version for some reason.

I suspect this is the game engine's fault. I'm looking for a solution, though, so don't worry. Either there is one, or there isn't. Time will tell.

I also put PC and Mobile(Android) executables in here. Hopefully things run better on the devices the game was intended for xd.


Sound and visual assets are subject to change.

This is a playtesting version. Much much more content and much much more features will be added at a later time.

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RealmsAligned.apk 38 MB
RealmsAligned.exe 84 MB

Development log

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Really cool concept! Depending on what you like the game to be more, puzzle game or like turn based fighting. A time limit per turn might be a neat addition. So far it feels like going defensive seems a steadier strategy than going offensive. While I personally love crits, I feel picking those artifacts at this moment without powers to help you get comboes, flat attack might always be better. Hope you keep working on this game because I really like where it is going :D

Thank you for the feedback!

From the looks of it, some artifact stats seem to be more powerful than others. I'll try to bring them more in line with one another for the current version of the game.

I did figure out the second time around that the squares over my head show how many moves until opponent's turn. 

So i find myself wondering if the colors of the match matter, or if it's just match = attack? Chained matches seem to trigger more attack? 

It's a solid start for sure. 

(1 edit)

Chained matches deal the same amount of damage as normal matches.

And so far, colors of the match don't matter, but several game mechanics involving different colors are already on the roadmap. Stay tuned.

Sounds good

Oh, right, forgot to add in under this comment chain - since version 0.0.3, chained matches deal 50% less damage by default. I decided to go that way so that there is less random swings of power.

Good game, but balance is broken, love to be killed on 1 lvl with 800 hp in 1 turn. 

I'll come up with a way to fix this.

RNG for level 1 seems to be overzealous when it comes to creating matches on the board. (same for level 4).

It might have to do with the shape of the board itself, the amount of types of different gems, and with the likelihood with which new gems appear on the board already aligned into a match.

I put out an update - balance issues should be fixed now.