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Desolar is a turn-based tactical dungeon crawler that incorporates elements of a card battler. The game merges the classic look and feel of 90s retro RPGs with the strategic depth of chess.

Use your abilities, the environment, and even other enemies to clear your path! Good luck!

#Desolar #Indie #DungeonCrawler #TurnBasedTactics #CardBattler #GridBasedMovement #RPG #PixelGraphics

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The goal of the game is to create a tactical experience while still preserving the feel of dungeon crawler combat. It will certainly challenge your tactical thinking and require concentration. Please do not expect a casual, time-passing game. Treat it more like a chess match against a tough opponent.

A demo version is now available on itch.io: Gridbasedgames.itch.io

Currently collecting players' feedback regarding the gameplay.

The demo scope includes:

- Intro level (easy, quick experience to teach the player basic understanding of the game)
- Three complete levels
- Each level ends with a boss fight leading to another level
- More than 15 spells, each can be combined up to 3 times
- 8 unique enemies




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Overview: This update prioritizes clarity enhancements based on valuable player feedback, addressing concerns regarding the game's overall clarity.

Main Changes:

  • Intro Level Reworked: The introductory level has been redesigned into three separate, tutorial-like segments. These aim to guide players through the game mechanics gradually.
  • Tutorial Access: All tutorial windows are now accessible at any time through the Help [?] button.Help window showcase
  • Informational Icons: Panels such as "Ability Pool," "Altar of Fading Memories," and "Place of Regret" now feature a [?] icon. Hovering over these icons reveals informative tooltips explaining each panel's function.

Level Changes:

  • First Level Branching Path: The first level now offers a branching path, minimizing repetitiveness after defeat.
  • Health Bubbles Increase: Additional health bubbles have been incorporated into the levels.
  • Enemy Adjustments: Some chambers now feature fewer enemies.
  • Environmental Enhancements: Added more pillars and altered chamber shapes to increase strategic possibilities for players.
  • Limited Abilities: The first level now offers fewer abilities, with three new abilities introduced per level starting from the introductory level.
  • Place of Regret Introduction: The Place of Regret now appears only in level 2, preventing player overwhelm with new concepts and mechanics.

UX Changes:

  • Clarity and Spelling: Improved the clarity and spelling of all in-game text.
  • New Font: Introduced a new non-pixel font for descriptions and dialogs, enhancing scalability and readability.
  • Channeling Highlight Removal: Channeling no longer highlights entities for improved visual clarity.
  • Color Fixes: Made color adjustments to enhance the visibility of the channeling marker.
  • Visual and Sound Updates: Enhanced visual and sound aspects of channeling and casting.
  • Dialogs: Dialogs are no longer skippable, but will print almost instantly. The printing sound has been modified.
  • Audio Adjustments: Flame sound is now mellower and less loud, while base monster sounds have been updated to eliminate clipping.

Gameplay:

  • Push Ability Enhancement: The push ability now damages both the entity being pushed and the entity it collides with.
  • Chest Rewards: Opening chests now has a significantly lower chance (5x less) of repeating the same ability, though it remains theoretically possible, it will almost never occur.


Additional Technical Updates:

  • Embedded DLLs: The game now features embedded DLLs, streamlining the download process. Players only need to download the executable file.
  • Exclusive Full Screen: The game now properly initiates in exclusive full-screen mode, enhancing the overall gaming experience.
  • .NET 8 Integration: The game has been upgraded to utilize .NET 8, ensuring compatibility with the latest technology and benefiting from its features.
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