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It's been a while so let's have a quick progress update! Progress on game content (story, maps) is coming along, and there have also been some system reworks and visual upgrades.
Visuals: Here's a taste of the updated battle map showing some of the improvements. In particular the sprite art, animations, and post processing have been improved to create a more consistent and polished look. This is ongoing but is already showing major improvements.
Game design: There have been a lot of minor design tweaks and class/system reworks, with one consistent emphasis being on action economy. Bleddyn the bard, and the bard class that is unlockable later in the game, now have an ability that grants an extra action to any soldier directly in front of them - this tradeoff can be very effective if a powerful ability that is normally only used once is now doubled. Goronwy also has two passives that can grant him extra actions - one if he's alone in the front row, and another when his health is low, giving him up to four powerful melee attacks at the cost of very high risk. Balancing these abilities is going to be a key to success.
For simplicity, the support ability system, where nearby units could choose from various support abilities to assist an ally's encounter, has been removed. Archers, who had the most useful support ability and the only one capable of dealing damage, retain this ability as a passive. So having nearby archer units will still result in a powerful Arrow Rain attack before combat begins.
Story: Finally, the style of narrative scenes has changed. Previously the game relied entirely on dialog to convey the story, as in most JRPGs. This is a bit limited due to the visual style where characters' emotions and reactions aren't really visible, and results in some forced exposition that can come across as unnatural. Now, dialog will be mixed with narration in the style of some CRPGs. This feels much more dynamic and provides a richer atmosphere with better clarity.
Given the level of rework we'll have a new version of the demo available as we get closer to release.
We'd love to hear your feedback!
A playable demo of Grand Arms: March of the Red Dragon, including the first three missions, is now available! Typical time to complete the demo is around 2 hours.
You can play it in your desktop browser right here on itch.io
We'd love to hear what you think, so please reach out with any questions or feedback!
As Grand Arms development progresses, we'll be posting introductions to some of our game systems here. Grand Arms is an RPG patterned after the classic Ogre Battle series from SNES and N64. If you've heard of Tactics Ogre (including the fantastic recent release of Tactics Ogre Reborn) you're in the right ballpark, but Tactics Ogre is an offshoot of the original series with fully turn-based gameplay. Ogre Battle, and Grand Arms, feature a mix of real-time and turn-based games that few other games have attempted. Here's how it works.
Grand Arms: March of the Red Dragon is a tactical RPG that combineds real-time troop movement with turn-based combat. Currently we're working towards a playable demo that will feature the first three missions of the game (out of 40 planned.) We have a "vertical slice" including all of the essential gameplay systems already implemented - you can choose a mission, watch story sequences, organize your army, change classes, and play through missions. Here are a few things we've finished recently, and what remains to be done:
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