Death of A Tyrant (Browser)
Fan made browser-based prototype of the "Death of a Tyrant" board game from the webnovel Shadow Slave. (Shadow Slave - Guiltythree - WebNovel)
| Status | In development |
| Platforms | HTML5 |
| Author | AdamoVeritas |
| Genre | Strategy |
| Made with | GameMaker |
Development log
- Allow 2 player selection49 days ago
- Make mobile friendly72 days ago
- First update based on feedback87 days ago

Comments
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Here are a few ideas
Let the player have a certain ammount of moves , maybe based on the power of his pieces. the weaker pieces costing 1 point to move and the Tyrant costing 5 , dunno (it would be nice if their cost would be the ammount of their soul cores)
Make the ammount of power comming from the surrounding squares more noticeable , on the same point , the shrines power buffing your pieces should be better shown , i didnt quite get the difference outright., after playing a little though , i understood they are essential to keep a constant flow of power. so keeping control of those squares is essential . but that leaves the other player kind of defenseless.
Thats why i think having multiple pieces attacking (at least from the side that does not control so many shrins can be gamechanging) is so important, it keeps the strategy side of the game shinning and gives the shine-less player a chance to out maneuver the opponent
Also , the type of pieces i felt played a marginal role in the game. The focus of the game tight now is accumulating power and that is the defining factor so even the weakest piece can beat the tyrant. No problem with that in specific , but i was kind of expecting higher stakes using higher grade pieces. with my idea for higher pieces having higher costs of maneuverability they can have higher treshholds of power accumulation or higher recharge rates
also from the novels . maybe you can make the pieces in the shrine upgrade by sacrificing the already defeated opponent pieces to make your other pieces stronger or upgrade a lower grade piece into a higher one. this can play add another layer of strategy because you can either keep a lower grade piece that costs less to maneuver around or have a stronger piece that costs more to move . maybe the piece that destroys an oponent one can move to the shrine to have its upgrade.
This can encourage the player moving in and out of the shrine , and maybe giving chances for the other player to capture it
another thing. I dont think that capturing the enemys shrine (the one the tyrant starts on) should automatically win the game. dont know , maybe the player of that shrine is cut off from a huge ammount of power , but it disencourages the player from leaving that square , and cuts off many strategies involving the tyrant (the most powerful piece). just my opinion , why would i move the tyrant if any other piece can target my shrine and instakill me? I concur you should not lose your original shrine but not having such a deadly penalty.
i have a few other ideas but i think these are already game changing enough
looking forward to see this games progress
This is really fun! In case you plan on working on this more (and haven't already considered these) then here's some things that I think would be great additions:
-Like in the novel, the creatures take on the power of the land they are entering, so for example, if a beast has three squares around it(one to either side and one behind), when moving forward to attack, it would take on the power that it would have as if it were stationed on that tile, so in this case, it would only be strengthened by the tile behind it if it were moving into direct enemy territory. This would give white a better chance because black essentially guarantees two shrines off the bat.
-Make the dots that show where the power of a creature come from stay just a little bit longer, no matter who's turn it is.
-This one is also from the novel, but it's also a little more weird, but the idea is to allow for multiple pieces to fight a monster on a turn if they are directly next to it. This would make sending the Tyrant directly into battle a more risky strategy, and would require more careful planning
The game is already pretty great, so I don't really have a lot of ideas to give on how to make it better. I'm looking forward to showing this to more of my friends and playing this with them a little more! Thank you!