Post #9: New Playable Version!


After a long hiatus, the latest version of Holdfast Gate is now available for download on both Windows and Android!

This version brings lots of changes from the previous version, including: 

  • Massively revamped battle system
    • Fast paced, grid-based tactical combat
  • Equipment system
  • New Characters!
  • Basic Tutorials
  • Gameplay Loop (you can clear a Map and then will receive a new Map)
  • Story Introduction 


There's still tons to do, so please pardon the dust and I hope you enjoy it. I have lots more content to re-integrate into the game after this major redesign



Thanks!

Nick

Files

Holdfast Gate - 220515.exe 249 MB
May 15, 2022
Holdfast Gate - 220515.apk 246 MB
May 16, 2022

Get Holdfast Gate

Comments

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(1 edit)

Hey this is really cool! I love games like this, especially with the autobattle feature (I enjoy all the RPG stuff like outfitting peeps with gear and leveling them up etc. and watching them fight sometimes), but it seems there isn't much in the way of gear or leveling up? Is the game still being worked on, and do those features get unlocked at some point? Thanks!

Oh one more thing. Approximately how much content is in the game, hours wise? The bigger the better imo! :D Cheers!

(+1)

Played a bit of the new version! I've got some feedback, but overall I'm feeling good about the direction the game seems to be heading!

It should be noted that I played the Android version of the game.

  • I'm enjoying the new combat system, characters already feel like they have more individuality on the battlefield. Sound effects and movements feel right, and battles play out swiftly, too. I also like the mechanic of being able to switch out your party mid-round.
  • A (very) minor nitpick would be that I'd like to be able to activate auto-battle mid-round, as it'd save a few taps when you know you've won.
  • The character art looks good and appealing! No complaints here.
  • Definitely sad to see some features (temporarily) leaving but I understand why.
  • On that note, I do hope the story will return to easing the player in a bit more, as there are many unexplained gameplay events right now, or lack of character introductions and the sort. That said, I can tell that it's because the bulk of the story simply hasn't been implemented yet, which it wasn't supposed to be in this version, so I completely understand why it's like this right now.
  • THANK YOU for not having a character gain 0 EXP when they die mid-battle. So many RPGs do this wrong and I'm glad you got it right.
  • I'm not sure how I feel about repeatedly losing characters after every mission. Character stories aren't yet implemented but I feel that when they are, this could be disruptive. That said, I don't know what your plans are, and this can definitely be done right, but it's a slippery slope for a gacha game.
  • The feeling of gaining power is also gone right now between loops, but I assume that's because victory points are meant to replace that; though they aren't implemented yet, as far as I could tell. I have a feeling that the gameplay loop is going to feel a lot better once they have a proper usage and I'm looking forward to that most of all!
  • Equipment is a fun way to customize heroes, bravo on that!
  • Many gachas usually give characters some skills (passive or active, or both) to make them stand out, though wether that fits with this game is of course entirely up to you.
  • Having characters fulfill non-combat roles was great and I can't wait to see it return!

Overall I'm happy with what seems to be a shift towards more tactical gameplay, and making you work with what you've got. Though I'm still not used to losing all my characters, it definitely keeps you away from the "meh, just use the 5-star" "strategy" and gives every character a chance to shine! I'm just really happy to see this game getting updates again! I'm frustrated with the current gacha game market, as I enjoy gacha games themselves but I've had to quit almost all of them because of agressive monetization. I really hope that this project will eventually be able to show people that gacha games can be so much more.

Oof I really typed a lot there. I kinda just meant for this to be a quick comment at first. Ah well. Sorry that it turned out to be such a long comment. I hope it was at least of some use to you! I think I'm going to get food now, I'm tired after typing all that.

Godspeed!

(+1)

This is fantastic feedback, thank you very much for playing and taking the time to share your thoughts!


I definitely agree on the option to switch to Autobattle partway through the round, it's on my to-do list.


Regarding XP, right now I have it so that all characters (even those not in participating in combat) earn XP for each enemy defeated by the party unless they are currently KO'ed. So a Hero who gets KO'ed right away would still earn 0 XP, one who got KO'ed halfway through the battle would get about half XP, and one who survived the whole fight would gain full XP. However, even one that never even fought would gain full XP too. I wanted to make it so you don't have "dump" characters that you never use, since if you don't use them they eventually get strong enough you'll want to use them. I'm not sure that's the right thing to do, but trying it out at least!


And on starting without Heroes every Ordeal, yeah, that's something I'm trying to make less painful. It's not explained well, but Heroes have 2 different progression tracks

Level - By defeating enemies they level up and their stats increase relative to their growth rates (e.g. Power A+ means their Power increases by 8 each level). Level does not carry over between Ordeals, or at least not currently.

Bond - If you draw a Hero that you've already summoned before, their Bond level increases, which will increase their stat growth rates (e.g. Power going from A+ to S). So a 1-star that you've drawn a bunch of times can have better stats than a 2-star that you're drawing for the first time. I had planned on having passive and active skills learned via this too (as well as advancing their individual story), but haven't finished that part. 

Victory Points currently serve as the "XP" for Bond levels, so when you earn VP after a map, each Hero's Bond increases proportional to the amount of VP earned. Eventually you'll be able to actually spend VP to upgrade Lord Regent, like increasing grown rates, getting new weapons, increasing range, and learning skills.  


Non-combat characters are definitely coming back! 


Thank you again for your feedback and encouragement, it is most sincerely appreciated!