The “Dove of Galatia,” a major peacekeeper who controlled the whole nation, is now dead. The Galatian capital is now hunting down the rebels who caused the Dove’s death, while the Galatian court is in disarray of strife, struggling for power.
The rebellion has been shattered to pieces. However new factions arise to take advantage of the chaos to attack Galatia…
Kallum, a captured rebel who contributed to the Dove’s death, now awaits his execution… Or perhaps not?
+30 crit boost for snipers, halberdiers, berserkers, and sword masters
Turn wheel
Project Details/Future
Thanks to the CELICA competition, I learned a lot about developing a game and things I can improve on.
Unfortunately, I learned that I am not built to make a 20+ chapter campaign
So I had this project collecting dust on my computer and figured I might as well release it so it wouldn’t go to waste.
Currently, I don’t have the motivation to finish this project, so development is halted as I have no clue what direction I want to go with this project.
But besides that, please enjoy the game! I hope you like the gameplay and story!
Just finished it. Incredible stuff. I really liked the story of Caged and the follow-up didn’t disappoint. I am enjoying the direction of the story. Some pretty expert cutscene eventing, especially in ch5’s start and end event.
I like that the skills are quite impactful but still simple and easy to remember. Trapmaster is perhaps my favourite. 2 mines with 5 range placement as a single action gives such an incredible amount of battlefield control.
Gram and Miles were my two reliable guys for tanking and damage. Everyone else was still quite useful. The weakest link was Yvette. Really poor base stats and savage blow was surprisingly hard to take advantage of, with most of my units either doubling for orko or hitting around 50% HP.
Maps felt pretty expertly paced. Chapter 2’s expanding boss range is a fun anti-turtle. I especially liked chapter 4 where there was a balance between letting two enemy factions whittle each other down and sneaking in to get the kills for drops.
Chapter 5 was an incredible set piece to end a first story arc. Damn if it isn’t insanely tough though. The right side seems like a trap with the blast on turn 3 destroying the whole area and the falco boss right above it. While I got pretty much every single anti-turtle reward in previous chapters, I could not catch a single thief in this chapter because even staying alive was a struggle.
Thanks for the review! As for Ch5, I did go a bit overboard with anti-turtle on the right side . I removed the blast for the right side and some of the reinforcements near the end so it should be more fair. As for rewards, it may be easier to experiment with how you split your units up, as certain units are more effective on the left or right side of the map.