Heya guys -- thanks.
Yeah, this is a mobile game, and will eventually see both Android/iOs tablets and phones. It's built in Unity, so it's possible that it will see other platforms, but as you can see, the aspect ratio doesn't make that super easy to do. When I decided to make it mobile, I wanted the best tactile experience for playing on the go -- that ended up being a vertical orientation.
As for building it solo, not quite. I am doing the design, art direction, UI, and about 80% of the programming. There are two other part-time team mates (my brother and a friend) that I'm grateful to have. The artwork is outsourced for pay to some talented freelance artists and friends (couldn't imagine doing all that
, although I do make the art lists, review art, specify tweaks, etc.)
For the design log, I implemented this guy last night.
This is a Subroutine called Memolock, a bomb unit. It comes with two abilities, one that adds charge counters, and another that detonates it, dealing more damage for every charge counter it has.
Memolock is great in defense buffing parties (or other stall parties) that can keep it alive long enough to gear up for a wipe. Conversely, detonating him turn one can make a great opener for a rushdown party if you want to live dangerously.
I also implemented a Hack you can find that makes all your Memolocks start combat with one charge. It takes up a valuable hack slot, but worth it if you want to make them a core part of your strategy.
A bit worried about balancing this dude -- I'm always wary of units that have possibility to wipe out a whole team... I'm making him very weak defensively so you really have to work to pull it off.