
Paths We Cross
A downloadable game for Windows
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This early demo showcases the main gameplay, it's a mix between an exploration platformer and tower defense/RTS.
Play as Haveo who seeks a way to free himself from control. Explore the Quinfortian lands and their surroundings, fight various enemies and unlock new abilities.
Aid Haveo in his task to defend the hearts of the forest and build outposts with the help of his allies.
- Create workers to gather resources and power your defense
- Build mighty bulwarks to push back the blighted
- Increase your strength by gathering materials and offering them to ancient beings.
Status | In development |
Platforms | Windows |
Author | SiebenSamurai |
Genre | Strategy, Action, Adventure, Platformer |
Made with | Unity |
Tags | Action RPG, Fantasy, Indie, Metroidvania, Pixel Art, Real time strategy, Tower Defense |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Download
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Click download now to get access to the following files:
The Paths We Cross Demo - Windows 63 MB
Version 1
Comments
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This was interesting. It being a demo I am thinking the overall gameplay will be rounds of exploration, then the RTS sections?
The dash-charge jump was a little awkward. There were sections where it felt like I was having to flail a little because the pacing was needing the charge-dash, then just regular dash otherwise you would overjump or ricochet of the edge of a platform as opposed to grabbing it. I guess started to make sense. The end of the exploration section where you had to dash-charge took multiple revisits because there was so little run up. I had tried dash-charging while touching the (wooden?) barriers but you needed a little run up otherwise nothing happened. It started to make sense.
The going back and forth between layers during the RTS sections didn't make much sense. It wasn't really explained.
My least favorite part was the resetting of all the structures I had built after a winning an RTS section. That felt a little defeating, like I was starting over.
Everything looked great and the exploration was interesting. I'll check it back out when further development has happened.
Thank you for the wonderful feedback!
Yes, the dash charge still definitely needs some fine-tuning to make it feel better, as well as visual clarity for when it starts doing damage (which is only after you have reached the maximum speed).
We are aware that a LOT of gameplay mechanics still need proper tutorials, which will be adressed in the future.
Regarding the resetting of all structures: We had once planned to let the player keep built structures of previous difficulties, discarded the idea though due to not finding a proper way to implement it. Might look into it again though, as it's something I would love to see implemented myself, but we'll have to see about that.
Fantastic that you are working on the mechanics still. They were not terrible at all, just not super intuitive. I would rather have just has a single dash button that transformed into the shield dash or something similar.
Resetting the structures - if there was some explanation, or even some resources carried over, that would alleviate some of the current feeling of lacking progress.