in the strategy mode i would like to not have to start with all basic level fighters because trying to defeat 2 summoners while only being able to take 3 hits per fighter besides the hammer man is miserable (this is my first strategy game ever btw) still cool tho! better than what i can do lol
Zemeroth is an open source turn-based hexagonal tactical game written in Rust.
- Random-based skirmish-level digital tabletop game;
- Single player only;
- 3-6 fighters under player’s control;
- Short game session (under an hour) and small unscrollable maps;
- Simple vector 2d graphics with just 3-5 sprites per unit;
- Reaction attacks and action’s interruption;
- Highly dynamic (lots of small unit moves as a side effect of other events);
- Intentionally stupid and predictable AI;
|Platforms||Windows, macOS, Linux, HTML5|
|Author||Andréy @ozkriff Lesnikóv|
|Made with||Rust, Inkscape|
|Tags||2D, Fantasy, Minimalist, rust, rustlang, Short, Singleplayer, Tactical, Turn-based, Turn-Based Combat|
|Code license||MIT License|
|Average session||About a half-hour|
|Links||Blog, Source code, Patreon, YouTube|
- The Final PushJul 08, 2020
- Zemeroth v0.6: Renown, Upgrades, Sprite Frames & Flips, Effect IconsSep 22, 2019
- Zemeroth v0.5: ggez, WASM, itch.io, visuals, AI, campaign, and testsMay 14, 2019
- Added a web versionJan 30, 2019
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This is really cool! Keep going!
Hello. Can you make a win32 version, please?
Took a little trial-and-error to get used to the controls (and the amount of movement each opponent has), but I really enjoyed it. Didn't really understood to those stats to the left though, I went dying and learning the "feel" of each class. Here are my thoughts so far!
From my D&D years (and the Alpha's campaign mode), I must say: these Spearmen have way too many reactions; they're kinda OP. Forming a frontline with 2 and retreating 1 step not to get bombed, then mowing down the small fry with 3 attacks on their turn is a bit too good. I feel 2 reactions would already be great.
I got a little confused due to the alpha interface, but I did realize that at some point my Swordsmen were attacking some 4 times in a turn while raging. Same point as the Spearmen, except not as powerful as acting in the enemy's turn: how about one attack less? A rather minor comment also: the most mobile unit in the game is the only one wearing heavy armor. Perhaps it'd be more fitting for the Hammermen to be in plate.
Alchemists completely rule the battlefield. I loved that. From healing, area denying the boss' spawn hexes, blocking swarm's movement and preemptively setting a minefield, they're hands-down the best class. I suggest a bit of cooldown-tweaking though. Heal, Fire Bomb and Poison Bomb having it 1 turn longer, while Bomb and Bomb Push having it 1 turn shorter.
(Heal, for it's so good that you can end a 2-alchemist, 3-boss run with your entire team at full health. Fire Bomb/Poison Bomb also present a challenge with 2 alchemists, as they can limit/lock enemies to a corner by alternating the effects way too easily. Bomb is like the Zero to Fire/Poison Bombs' Coca-Cola: it's not as good, and it's the basic Alchemist skill. Finally, Bomb Push is usually the panic button. A ranged, splash-AoE Hammerman Knockback, pretty hard to set up.)
I found the Hammermen to be more of a liability than anything else, as the early swarms aren't the greatest of match-ups to their low mobility (3 squares, no Hop/Jump as melee). Either way, that seems part of their design, so I'd suggest a buff to their Knockback instead. Like affecting other 1-2 adjacent hexagons rather than 1, or a domino-effect that knocks back both the target and any amount of enemies in a straight line, or knocking the target back an additional square.
Archers, rogues/sneaking, high ground and flanking might interest you as well :)
Even as an Alpha, this was better than Dungeoneers. Kudos, Zemeroth.