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: Indiedb.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
@DarkestKale I'm still chugging along, been busy with my day job. I'm making time for gamedev at night whenever I can!
18hours 8mins ago
Comparison of procedurally generated level image and the same level loaded into the rendering engine: T.co
18hours 18mins ago
Progress made on a new block world system and procedural level generation: T.co
Aug 24 2015
Animated grass! T.co
Aug 14 2015
Taking another step back to add to my rendering engine - here is a refractive sphere: T.co
Jul 22 2015
Began working on the interface, enemies, items, and spells for AE Void: T.co
Feb 18 2015
Looking back at the blockier art style while playing with more dungeon designs and camera angles: T.co
Feb 12 2015
Ported normal mapping into the AE Void world tester, and improved the soft shadows: T.co
Jan 12 2015
Added more blocks, more detail, and decals to the newest AE Void world test: T.co
Dec 23 2014
Adding normal maps to block textures: T.co
Dec 21 2014