Warrior maydens
A downloadable game
I've realized a core game mechanic. To win a battle, you must tie up all your enemies.
I'll work on it from here on out:
- drawing asstes to draw a map
- creating attack and ability animations
- creating the game's second core gameplay mechanic(qte struggle after lose)
but there's still a lot to do.
Status | In development |
Rating | Rated 3.0 out of 5 stars (2 total ratings) |
Author | cybermonada |
Genre | Role Playing, Adventure |
Tags | 2D, Adult, bondage, did, Fantasy, Singleplayer, Turn-Based Combat |
Average session | A few seconds |
Languages | English |
Download
Install instructions
Win 32 and win 64 wihout install. just use unity. exe
Development log
- 0.3UpdateSep 17, 2023
Comments
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Hi, I thought I would realise this summer the next stage of game creation. But I got pneumonia in June. And my pneumonia apparently hasn't fully healed. I'm seeing a doctor right now.
For now, I'm working on the game's lore and character creation. I hope to realise the next stage by the end of this year. And that will be a settlement defence mechanic. With bondage.
Uhm. Yeah. That's a prototype. A prototype of the fighting mechanics of a game.
We shall see, how that turns out. I would not worry about "copying" some game mechanics. There is not that much mechanics to create a minigame or mechanic to chose from. You are bound to copy something (pun intended).
Though the turn based flavor does not necessarily go well with the rythm game arrow punching. That's action game mechanics, not adventure role play mechanics. Of course it can be mixed in, to loosen things up (yeah, I can't resist). It really depends if this is a main mechanic or just some side mini game for fun.
Also consider having multiple keys down the road. Like wasd. And subtly telling players what to do ;-)
Thanks for the review. I like the Didnapper game, and.... of course I was inspired by it. Developing QTE Struggle helped me understand how QTEs work in Unity and how animation happens in Unity.
The game is now in development. I don't understand your outrage, because I NEVER intended to make a COPY of Didnapper. And when the third mechanic is added by me, it will really be a Surprise.
I need to do some assets first, after that it will take about a month to develop the new, third mechanics and graphics.
good game but make qte struggle after lose first, without that, game is too boring
I don't know, it's hard to say.
I read the C# Unity tutorial in June, half of July and August I did this mechanic specifically and it's without prefabs. i've already started doing second core gameplay mechanic (struggle in captivity after lose), i expect to finish that in less than a month.
Another month for assets and a couple of locations, i think
attack and ability animations, i think a week.