Description:

Super Auto Pets Inspired, Roguelike Autobattler Vtuber themed Indie Fan Game.

(The game is not finished yet, it still lacks the content and polish of a complete game, please wait for its release)

A Chill Strategy game for the VTuber community. It was designed so you could watch streams while playing as no fast, reaction-based actions are required.

Controls:

The only controls are Mouse Right click (Freezing) and Left click (Selection and Dragging)

Contribute:

If you spot any errors or any possible improvements, please use the Feedback form below to help me improve the game. 

I would especially appreciate feedback regarding game clarity, if the tutorial is annoying or too long, balance and difficulty issues, selection of zones and units. 

Feedback Form: https://forms.gle/oJF1g8jWwFqFNngr5

The game will be open source soon, after I finish documenting my code and figuring out how to set up an open source project.

Credits:

Game Development (Godot Project File Available for Download)

Eternal Zyoe

Art (Available for Download)

Eternal Zyoe

Playtesters

Acthiry, MoleyculeCirneinTsukinaga B

Music

Planning MusicBattle Music

Download

Download
Virtual2RailDemoArt.zip 9 MB
Download
Virtual2RailGameDevFiles.zip 284 MB

Development log

Comments

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(1 edit)

First non-pomu flawless win!

(1 edit)

hm... From what I can see of the files, why not associate every unit to a number, then use arrays to know the game state and all? Enemies would use the same with a number for name, icon, and base stats, then you could create another 2 arrays for stat boosts. It would decrease the computation needed for each round of the battle.

It would require an overhaul of the files though, so it might be a lot of work.

Sorry if you did this already, it's just my two cents as a past coder to optimize the code.

It would let the game run with less lag because while there is a little, it's still noticeable. I'd assume it's itch.io, but some optimization never hurts anyone but the coder.

Oh I see, fair point. Only problem I see is things that need to be saved beside stat boosts like maybe a unit's ability changes every 4 rounds. But I could just have another array to save those. I will consider for future projects. It will kill my motivation if I have to redo code now. Thx

No Prob. Not the first time I've made game code, so I'm a bit used to optimizing stuff like this. 

I believe in Pomu supremacy 


Damn. Thanks for playing my game so much! Glad you really liked it!

stats don't matter if all the enemies are dead by turn one.


Won using only 4 units!

First non-pomu win :D

I'd say nerf pomu spam but the game did it already.

leaving to menu and continuing fixed it

Dang the bug is still here. I have tried to recreate it but failed, if you still remember can you tell me if you were clicking any buttons during the game transition.

Not that I can remember

Unfortunate

I'll try and recreate it. I have a record of fucking things up in ways they aren't supposed to be able to.

Fun game, thanks!

Thx for playing :D

Glad to see the game finally released, good job on it!

(+1)

Thx. It will still be updated, since this is only a demo for play testers. Do look forward to future updates