Finally get the engine done and start tailoring the game itself (damn that sure was a SLOOOOW progress...). This is the (unpolished) prologue stage of the game. UI and the stage background itself isn't finished yet, but we do hope you get the feeling of it.
A clash in the Silent Forest
This time i'm going to tell a bit more about the game. First of all, Trigger Knight might seem like a happy-go-round game at a glance, but we're aiming for a bit more gloomy feeling (without being overly dramatic/emo) for Trigger Princess. We are also going to change some things in Trigger's mechanic, some of them are:
- "Lifespan" is changed into "Morale", which simbolizes the Princess' bravery. It's only decrements in battle (except for certain circumstances). If you run out of morale, unlike Lifespan, you won't lose. Instead, all of your summoned units will get weaker, essentially brings disadvantage in combat. Overall, we think this is more forgiving than "Lifespan" system, where it's instant game over.
- There will be no "consumable" items. Instead, you can use your "Skills" by paying some Mana (gold, in Trigger Knight). Each skill has cooldown, so you have to use them wisely. You can bring Maximum 1 Active Skills and 3 Passive Skills into battle. This system allows room of customization before the battle.
- A "Progress" bar (the interface in the top of the screen) that informs how close you are to the boss. Each stage have 3 checkpoints. Should you die in battle, you will not restart the game from the nearest checkpoint, not from the beginning.
- Since the princess wont fight alone (in fact, she cannot fight at all), Armor and Weapon Upgrade are changed into "Reinforcement" and "Level Up", which will summon allies and level them up, respectively.
Welp, that's all for now! We're sorry for the lack of update post, but we're working as hard as we can, just letting you know.