Dev Update - 2/27/2019


Woohoo! I didn’t wait an entire month to do a dev log! Still working towards a major release for the end of march. Here’s a summary of what’s changed recently:

Difficulty Adjustment

Added a new menu for selecting a difficulty choice of normal, easy, or story. Easy provides 100% hit rate for player unit attacks. Story does the same with the addition of setting the enemy hit rate to 0%. Right now this can only be chosen from the starting menu, but I think I’ll find a way to work it into the pause menu at some point. Easy setting feels really fun as there’s less annoying RNG issues (like missing at 95% hit rate…grrr). I may explore a higher difficulty setting as well if there’s interest.

Action Animations

Began implementing some very basic animations for unit actions. Going to tackle projectiles and simple weapons next, then finally add magic effects like lightning, etc. At least the Wingless can properly dance now.


Dark Level

This is in testing. Ran into a bit of a dead end chasing shaders that would help with the spotlight look. Almost everything I could find seemed to be focus on deferred and (as I learned after too many experiments) you can’t use that with an orthographic camera. Going to test some builds on low end machines and see how the spotlights work there before looking for alternative ways of prettying them up.


Lore Viewer

Have a rough design for this but want to figure out how to track if a player has encountered each of the enemies. I think it’s fun to unlock the lore as the player sees new things. Sky Rogue is the most recent game I’ve played that did this, but I’m sure I’ve seen it in others as well.


I still feel good about doing a big release at the end of march. There’s lots to do and then more testing, but nothing feels too overwhelming right now. Thanks for your support and feedback!

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