First of all, I finally managed to compile OS X and Linux versions. Now binaries for all 3 platforms are available for download here. I was typing ‘radio talks’ text at the very last moment, so probably there are some grammar errors and plain typos. Sorry about that :).
I know that it looks very generic. I tried to change visuals this way:
but attack area highlighting animation was not very well compatible with the floor like this.
Like many others I’ve done much less than I planned. But it is a complete game and explores an idea I wanted to try quite well. And the idea was to make enemies with area attack based on a pattern. Player can see that attacks is coming next turn (which means that he stands inside attack area pattern) and then he can move away from the attack area if he remembers pattern well enough, or use special ability to interrupt ongoing attack, or use ability to position himself far enough from the attack area. Or probably ignore the attack and try to finish the enemy faster. On earlier levels this works quite well. But later on the most important thing to remember is pattern around enemy, i.e. where to move to avoid attack once your are at melee range. But I think that it’s mostly due to the lack of variety of abilities and obviously dumb AI. With better AI, that tries to exploit features of it’s attack area pattern, and more positioning abilities it should be more interesting.
Another little experiment I added is an alternative control scheme for keyboards without keypad. If you choose this scheme, you need to press and hold direction in which you want to move and than press ctrl to actually move. I.e. pressing and holding up and left cursor keys and then pressing ctrl will move the character diagonally. Not sure that it’s the most convenient scheme, but is definitely working.
p.s. In windows version refrain from using thermooptical camouflage in the final room. In mac and linux versions I fixed this.