Beastmancer is a monster tamer tactical RPG. Play as an adventurer in a fantasy world, capture monsters and use them to fight turn based tactical battles.
UPDATE: alpha demos for Win64, OSX and Linux systems are available for download: Indiedb.com
UPDATE: the store page is up! check it here => Store.steampowered.com
My name is Jorge Pacheco, I'm a solo indie dev from Chile and this is my second game. My first game "Nomad Fleet" got mostly positive reviews on Steam and allowed me to work full time in game development (at least for the moment :) ) so I decided to start another project where I could apply what I learned. "Beastmancer" takes inspiration from games like "Heroes of Might & Magic" and Pokemon. My vision is to make a short but polished RPG that allows the player to collect monsters and engage in tactical battles.
I'm open to feedback so please consider following the project or leaving me a comment.
Here's the latest trailer and a pre-alpha gameplay video:
You can also follow my progress on Twitter: Twitter.com
After getting some really useful feedback from people here and other developers I decided to make a few major changes to my alpha demo and reupload it. Here I list the changes:
Considering its just an alpha demo, the first version only had simple attacks for the starter monsters, I decided to change that and add more flashy attacks like a "Stomp" attack that hits every monster surrounding the current unit (watch out for friendly fire though), a blade attack that causes a bleeding status effect and a "stink bomb" projectile.
One issue that's apparently stopping people from testing the demo until its completion is the lack of a saving and loading system. I still need to fix a few problems but at the moment is working while exploring a scenario (I'll make it work during the World Map/overworld later).
One major change I made was to reduce the size of a few scenarios. The idea is to reduce the walking time and make the place look less empty (I still need to work more on this like adding NPCs, loot, etc. but the idea is there).
Adding to the smaller scenarios I also went through most of the textures of the game in order to reduce sizes and compress when possible. This is not only to optimize rendering and loading times but also to reduce the file size of the demo.
I changed a few of the steps of the main quest in order to give the chance for the player to start exploring and catching monsters sooner. The idea is that the players gets to the "meat" of the game instead of be delayed by dialogue and plot points.
Of course, I also fixed most of the known issues of the previous version and at the moment I'm making a Mac build that I hope to upload by the time this article is approved. Please check the downloads section for all the versions available: Indiedb.com
Please if you have time check the demo, I reduced it size and added saving and loading mostly because I need more feedback while theres still time to make major changes. With this version I also want to show you that I do listen to feedback and apply it, its not just an excuse for self promotion.
Anyway, thanks for reading.
The store page for Beastmancer has been approved. Also my latest progress.
Working in new scenarios and stratin g to populate them with content.
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A very early alpha demo of Beastmancer. This version is for Linux systems (32 and 64bit executables included).
A very early alpha demo for OSX systems (universal).
This is a very early alpha demo of Beastmancer. This version is for Windows 64bit systems.
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