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Which is only avoided with a well-defined hierarchy of power and/or competencies that not everyone in the indie world is willing to assume. The size gives the advantage that you can see much more terrain, so the action is much more interesting. I had no idea what I was doing with Moons of Darsalon. I’m not the type to give up.”
The high visual polish and stellar production values adorn a solid but predictable gameplay loop: you fight through dungeons with random rooms / enemies, collect resources, and bring them back to your hub to build up your village and its inhabitants. Here the restraint of the walking sim format justifies the minimalism.
A Few Final Comments When a computer RPG has a very complex terrain system with lots of elevations, it becomes tempting to have every fight be complex with a spread of enemies at all sorts of different heights. I found fights in BG3 where it became really hard to target the high-up enemies. Nicely done. Time for a vacation.
It's probably not worth the hassle for a solo indie. But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. It's not uncommon to walk between towns and fight like 6 different packs of wolves. Sit and listen. Money sink.
The trick is making sure the fighting part is engaging. Restrictive terrain. Unless actually fighting a boss fight. If you’d like to support us, consider wishlisting our upcoming indie role-playing epic, Geneforge 2 - Infestation. That's the loop. Which means it has to have variety. No suspense. Minibosses.
Back in 2019 when I was making the original prototype, there were also two other gay cowboy things on my mind: Orville Peck's hit single "Dead of Night" and the gay indie romance film God's Own Country. When we idolize crisp clean superflat pixel art today, it's actually a new aesthetic invented by indie game devs from the late 2000s.
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