Wildermyth - Fantasy Tactical Game in Beta

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Spaceman
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Wildermyth is a fantasy tactical game currently in beta on itch.io.



Wildermyth Beta--starting March 1st, 2019

You'll live a hundred lives in the Yondering Lands. You'll untangle human stories and fight mustering forces who threaten peaceful folks. You'll gather threads of beauty, magic, and strife to weave your own ever-growing legend, called Wildermyth.

This is a beta. We think it's pretty fun, but it's not the full, complete game yet. We have a lot more content and features to add, and we'd love for your voice to help steer us as we go.

* * *

An Imaginative Papercraft World

The Yondering Lands weaves hand-painted 2D characters and scenery into a 3D world to create a luscious, layered landscape, full of detail and surprises. No orcs, elves, or goblins here--but watch out for the telepathic insect-dragons and the clockwork undead.

Character Depth

Each of your heroes has their own unique generated history, personality, appearance, and relationships with the other heroes--all of which can change over the course of the game as they encounter mysteries and overcome challenges.

Choices That Matter

A hero may choose to trust the enigmatic wolf god, leading to a particularly hair-raising change in their appearance and combat abilities. Or they may choose whether to pursue a romance with a fellow hero, giving each of them new advantages from fighting side by side. Encounters and events have permanent, character-defining effects, letting you craft the arc of each character.

A New Approach to Death

Got one-shotted by that tentacled horror-bear? Choose to let a hero "fall back" with a maiming that can open up opportunities for transformation later, or let them go down in a blaze of glory to be remembered for generations to come.

Fresh Tactical Combat

Combat in Wildermyth emphasizes teamwork and careful positioning. Walling and flanking provide conflicting incentives, and interfusion lets you remake the battlefield with explosive magic. Multiple difficulty levels mean you can get as intense as you want to.

Endless Replayability

Procedural generation gives you new heroes, new enemies, new story events, and new maps every time you play. Pick and choose from a huge bank of combat abilities as your heroes level up in each playthrough, and decide whether you prefer offensive or defensive tactics, brute strength, stealth, or magically flinging fire from a nearby lamp into your enemies' faces.

Build a Legacy

As time passes, heroes grow old and may retire, or may fall in combat. Adding them to a roster of legends allows you to call on them in later playthroughs, creating a metagame as you build their mythology and increase the renown of your pantheon.

Your Game

We built Wildermyth for you. We want to empower you to tell your best stories. Let us know what we can do to make it better.
More information.
 
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Is that a MOOSE at 0:45? And you are beating the poor thing up?! I'm telling Gabe!
 
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Crowdfunded and as such filled with toxic features.
 
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Probably the "Toxic Arrow" special attack. It's basically a poison DoT.
 
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What features do you find toxic?

Nothing like that.

Supposedly, backers accept the project as it is depicted to them. In fact, they do not and understood the listen to customers thing as an opportunity to turn the product into something else.

A toxic feature is any feature that is expected to be rejected by backers and therefore act as a warning for anyone who is interested in the product as it is depicted.

Eg: RTwP is a toxic feature as the UgoIgo crowd comes to state that the product has one major flaw: it is not UgoIgo.


This product is littered with toxic features.

One, intensity/tension linked to difficulty levels: Players can not stand not to play on the highest level so it means that the product is not going to be tense or intense. Devs will have to cut down on that.

Non scripted story: the product provides elements to tell a story, it is up to players to stitch them up together. Toxic.

Multiple run product: the product expands as it is played multiple times. Players are one or two run things. Repetition mantra incoming.

Character developpment: characters can go up as they can go down. Events come with positive outcomes and negative outcomes (like loss in stats) It kills the power rush. Players play to feel empowered.
This goes so far in this product that somewhat failures and death are built in. A character developpment includes being maimed, dying and stuff so that the transformation thing kicks in.

The list could go on.

Devs are going to be put under heavy pressure as many features they list as cornerstones of their product are commonly hated on by players.

Backers will join, expecting those features to go, to be lessened, to be diluted enough.

Pointless to back the product if you expect it to match the depiction made of it.
 
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