AE Heart is a cross between a top down action RPG and a strategic board game. Playing as The Dreamer, you have 30 days to do as much to save your dying world as you can. By day, you arrange the buildings in your town in order to unlock new dungeons and progress farther in the game, and by night you enter the dungeons to collect the resources you need to grow stronger and build better buildings.
Over 50 unique items you can use to fight off or run from foes
Platforming elements keep the action frantic
Roguelike elements ensure there is always a tradeoff between risk and reward
Mix of action and strategy keeps replayability high
Retro theme in the style of the 16 bit classics
Randomized class and item system means every playthrough will feel unique, but with the flavor of your starting class
Passive and active abilities are obtained from the same pool of resources, and you can respec at any time, meaning there are always new options for customizing your character
Level grid system adds an extra layer of depth to customization, as it presents many different ways to build your character during a single playthrough
AE Heart is now out on Desura! Check it out here: Desura.com
Here is a video showcasing some of the playtesters' favorite weapons: the Mythril Spear and the Vortex.
Next up for the series is the addition of the Roguelike mode to AE Heart that will wrap up the story, and then development begins on AE Core! AE Core will be an open world survival RPG where your character's growth will be tied to your exploration of the world. The world will be procedurally generated for each playthrough for maximum replayability. Keep an eye out for updates, and thanks for checking out the game!
Latest tweets from @telenontowers
Ported normal mapping into the AE Void world tester, and improved the soft shadows: T.co
Jan 12 2015, 2:38am
Added more blocks, more detail, and decals to the newest AE Void world test: T.co
Dec 23 2014, 11:26am
Adding normal maps to block textures: T.co
Dec 21 2014, 1:37pm
Just finished a concept model for the Dreamer, check out the pixel art concept compared to it: T.co
Dec 9 2014, 12:33pm
Added specular and normal mapping to my engine, used it to map terrain to a cube: T.co
Nov 12 2014, 2:31am
Preparing my engine internally to handle FBX files; man, are those things organized strangely...
Oct 28 2014, 3:05am
@AmyShropshire I can't control what associations you build for yourself, I just go along with them :p
Oct 27 2014, 3:45pm
Playing with soft shadows and procedural 3D dungeon generation; the dungeons look a little Escher-y right now: T.co
Sep 7 2014, 2:04pm
Finished with my investigation of visual styles for now, moving on to begin my second game: AE Void! T.co
Aug 27 2014, 3:25am
Shaded the terrain background, trying out a few decorations: T.co
Aug 22 2014, 4:03am