Everpixel Tactics
Development Roadmap
About the GameEverpixel Tactics is a turn-based, tactical, roguelike RPG lootfest set in a dynamic, procedurally-generated fantasy world. Lead a motley crew of mercenaries to greatness – or die trying. Hire samurai penguins, obese unicorns, or spell-flinging mages as you manage your company, go on epic quests, and save your pixelated world.
Features:
- Squad Management: Lead a motley crew of fantastical mercenaries – wereslugs, troll knights, human mages, dinosaurs, and more.
- Tactical RPG combat: Experience deep, squad-based combat with brutal injuries.
- Fantastic, Pixelated Worlds: Explore surreal, procedurally-generated, pixelated worlds packed to the brim with fantasy tropes.
A Living, Breathing World:
- Explore procedurally-generated worlds that change over time. Watch as accidentally-summoned demons change the land around them into hellscapes, or maniacal mages open portals to other planes of existence.
- Magic corrupts the world around it. The dead may rise again in lands of necromancy, while grievous injuries may mend themselves in lands of biomancy.
- Interact with factions throughout the world each with their own cultures, heroes, and motives.
- Embark on epic quests to try to save the world. Seek out and find artifacts powerful enough to shape the world around you – or die trying.
Deep, Unrestricted Builds:
- Build your mercenaries from hundreds of perks and traits.
- Every weapon; every ability they impart, has a time and a place. Hammers penetrate heavy armor, but are difficult to parry with. Swords are great for parrying, but can struggle against heavy armor.
- Dozens of spells: Sling fireballs, heal your allies, raise zombies and more.
Fantasy Tropes Galore:
- Encounter dozens of monsters each requiring their own strategies to defeat: slimes, dinosaurs, giant penguins, and more.
- Ever heard of a werewolf? How about a wereslug? Elves, orcs, and wereslugs – if it’s a fantasy trope, Everpixel Tactics probably has it.
- Fantastical cultures with their own strategies in combat. Encounter orcs who ride wiener dogs into battle, human knights adorned in heavy armor, and trolls who herd mushrooms.
About Us:
Doom Dino Games is currently a one-man show. I am a professional software engineer that never forgot why I became a software engineer in the first place – I wanted to make great games. Eclectically inspired by games as varied as Diablo 2, XCom, Super Mario, Final Fantasy, Battle Brothers, World of Warcraft, Dwarf Fortress and Baldur’s Gate 2, I am passionate about making games that I want to play myself.
I didn’t make this game alone, however. I couldn’t have made this game without the brilliant (and ongoing) support from Benvictus and Nyknck.
Steam User 3
A fun alpha that I expect to have a good future.
Currently completely lacks any kind of option menu, has a limited UI, and an assortment of minor annoyances and game breaking bugs, with limited gameplay.
Not recommend for people who want a full game or a bug-free experience.
The game is somewhat a cross of Battle Brothers and Final Fantasy Tactics, though with no plot.
The difficulty curve is very high and balance is not great.
Current Bugs:
Game breaks during combat sometimes while stuck on AI units, once while on a player unit.
Game can put you to special combats you cannot win while your troops are engaged in quests and you can unpause time
Contracts can overlap, this is a bug in that a contract can be over completed completed contract, meaning that you cannot click on the completed one, and cannot progress.
Units can become unequippable after quests/explorations.
Sometimes quest reward quality does't match the reward quality that was offered.
Issues:
Game forces you into a slow moving path to the map location of completed quests and explorations.
Clicking perk once uses your perk point, no ability to cancel.
No way to easily identify which units are suited to quests.
Unclear if specific weapon perk skill levels are also affecting skill levelof the weapon, or if they affect all weapons if they don't specify loadout.
Hiring more expensive mercenaries seems not to generate better mercenaries than hiring the cheapest ones, too much RNG. Similarly your starting companions can be excellent or terrible.
Game desperately needs to allow customization of your starting character instead of just rolling til you get one you like.
Map needs a redesign, it's cumbersome to look to the far reaches every time to identify missions you want, a list color coded for difficulty would be helpful.
Steam User 3
If you like the old school tactical games, go ahead and give this game a chance. You won't regret it. It has a nice pixel art effects and a nostalgic music combined with the retro gameplay style. Just mind that this game is in early access and dirt cheap for this much effort.
Steam User 2
Magic skill says same words as melee skill, that it increases melee.
have to click random till you get a build you want on your first dude.
needs work, may be good latter.
Shows great promise, as I posted this review a few days ago, and the developer is going to make customizeing of your first guy, because of this review.
seems like if you have a good idea for the game that will clearly make it better, and mention it, they will implement it, thats gold.
Ill mention a bug, sometimes adding people that have the skills needed for a qwest doesnt change percentages, and then they get "Phantom stuck" in the slot makeing it very frustrateing.
sometimes the outosaveing (or whatever makes the thinking circle in the top left) while trying to do things on the map messes with things, seems to save or think when nothing is actually changeing, your just going through looking at qwests.
Its pretty jank that a certian type of qwest has to be used to pass time, while other qwests stop time untill you use the time moveing qwests... there has to be a better system like a pause start time controlled by the player.
not being able to see the perks or stats of people you hire is maybe bad, but acceptable.
maybe a perk tree for the game itself as you do qwests, and that being a option could be really fun.
perks like
stuff like cheaper wages,
or cheaper shop items,
or better loot tables for shops.
perk that lets you get items back from you dead guys (or just make that default)
most idealy though a chance to get items from dead people on battles is super desired.
maybe a 20% chance per an item, then thouse items go into a pool, and you have some picks from that pool?
(think of mechwarior style salvage system, where you spend points to grab from a pool of options of the droped loot.)
could probably recycle and adapt the some of the shop code to fairly quickly add a option like that, loot choices make games real good.