Tactical top-down party RPG with a pauseable real-time combat system. Project started august 2016.
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Top-down party RPG with pauseable realtime combat. Major updates: added inventory & loot, smoothed difficulty curve, updated UI.
Item: position on skillbar and inventory are saved, as well as stack amount.
Heroes are now deleted and recreated when loading save (to prevent a bunch of current and future issues with duplication etc.)
Consumable items can now be dragged to skill bar.
Items can be given to other heroes.
Item positions remain when re-opening inventory or changing hero.
Items can be dropped by dragging them to a “drop zone” within inventory.
Equipped items can be removed by dragging them to an inventory slot
Updated some visuals.
Weapon description now contains damage, DPS and attack speed.
Added 2 ring slots and one trinket slot (simple stat boost gears without visuals)
Added restrictions for weapons, they can be used by one hero only for now. Most other gear can still be used by all heroes.
Basic attacks now get attack speed and damage from equipped weapon, so getting a new weapon actually means something!
Changed skill range measurement (now starts from edge of collider instead of character’s center point)
Basic attacking order (when targeting non-enemy objects) now shows up as “Attack” instead of showing the basic attack name. The hero keeps basic attacking until target is destroyed.
Enemies drop their loot in a neat pile
Added UI message for looting
Enemies can now drop some actual items (though not in tutorial level), currently drafted from a set of a few consumable items and equippable gear pieces (rings, weapons etc)
Enemy ranking added. Order from lowest to highest: Swarm, Normal, Elite, Miniboss, Level Boss, Super Boss
Higher ranks have better loot (more experience and money, higher item drop rate)
Elite and above have resistance to debuffs (reduced duration for stun, sleep etc.)
A few modifier types now stack fully additively (instead of being multiplied in some cases)
Debuff reduction reduces durations directly by the amount (70% resistance reduces duration by 70%, 100% is immunity, negative resistance increases durations)
Camera can now be moved with WASD
Changed attack targeting hotkey from A to Q
Help default hotkey changed from H to L
A couple of previously hardcoded hotkeys can now be changed via settings.
Reduced move speeds of all characters
Added weapon switch (button displayed to the left of skill bar if hero can switch weapon)
Warrior hero now has a crossbow as ranged weapon.
Sorcerer hero now has paired Caestus as melee weapon.
Reduced size of enemy groups in second level.
Added interact animation for all heroes.
Added a few new animations for Sorcerer.
Sorcerer and Warrior models slightly changed (smaller feet).
Delayed effect abilities (such as fireball, throw bomb) can now display the projectile during cast.
Tactical mode/pause text can now be hidden.
Various gameplay tips are now shown on the right side of screen (e.g. tip for inventory is shown after picking up something for the first time)
Player selection marker is now clearer.
Camera: increased area for moving camera when holding mouse near screen edges.
.. plus a bunch of other changes I forgot to write down ..