Bounty of Pixels is a single-player strategy game, where the player has to recruit various units into his army in order to make a truly unstoppable force. Different unit combinations offer different synergies, and unit dwellings have a limited selection, so the winning combination is always different.
The player's final goal is to defeat the boss at the end of the game. In this task it is vital to gather enough troops, resources, magic and leadership and equipment. The player has limited time, before the darkness engulfs the world.
Bounty of Pixels features many different units, a procedurally generated map (including enemies, artifacts, dwellings, dungeons, and perhaps even a story), a truly strategic experience where you have limited resources, and where exploration truly matters.
When we started to develop Bounty of Pixels, our initial idea was that we want a game like the Heroes series or the original King’s bounty, but with faster paced combat and more emphasis on army building - unit synergies. Ultimately our original combat wasn’t as great as we hoped it will be. We identified a few problems with it:
Because of these, we remade combat to contain the following changes:
Overall combat became MUCH more enjoyable, with different strategies available (prepare for the big strike, or debuff an opponent, or just go straight to damage, or AOE damage maybe, etc). It also made synergies interesting too. A dryad can enrage your animals, a necromancer can heal your undeads, and so on. In the old system, these skills were passives (which isn’t as interesting), and they were relatively weak so they won’t unbalance the game. Now these are active skills, relatively powerful, but since they cost AP and a turn, when to use them became a strategical choice instead of a no-brainer.
Our programmer made a wonderful skill editor where one can put together a skill from "skill components". Skill components are like "dealing damage -> to all enemy units" or "increasing attack -> all allies -> if they are beasts".
Some skills already in the game:
All in all, we think this was a huge step to the right direction, making combat more enjoyable. We will make a demo soon, we are still undecided whether it will be a “combat only” demo, or a 0.1 version of the game, with army management and stuff. Thanks for reading this far, cheers,
Order of Pixels
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Waiting for more information:)
Looks very nice! Excited to see progress on this game :)
Thanks. We have a lot of cool plans for the future :)