About This Game
this is an autobattler roguelike inspired by UNICORN OVERLORD
real devil summoners play in fullscreen
web version will freeze momentarily during the first attack, play desktop version for better performance
build a team of demons and summon the right party to defeat your enemies
each demon has an unique set of skills that determine their behavior in battle, so carefully consider their positioning as to not waste their talents, or worse.....
if your team sucks you can fuse your demons to make stronger ones, but even weak demons will shine with proper tactics
enemies grow stronger as the FULL MOON approaches, and something awaits beyond that.....
this is a successor to
Yu-Gi-Oh 2
, a game I invented around 8 months ago (I also planned on including Shin Megami Tensei stuff to that game, but ended up cutting it)
soon after releasing Yu-Gi-Oh 2 I played UNICORN OVERLORD, which I really really loved. Playing it cleared up a "design space" in my mind that previously was very nebulous. The battle system in this game is very similar to UNICORN OVERLORD, but I'll tone down the plagiarism in my next projects
in this game, the "front row/back row" mechanics, enemy targeting, battle resources and skills are all informed by UNICORN OVERLORD. There are a lot of differences though -- for instance, I've switched the "unit type affinity" (infantry, cavalry, armored etc), with elemental affinities, and there is no "gambit" system to customize unit behavior (in Shin Fangame Tensei, there are skills that change the units behavior instead)
just like with Yu-Gi-Oh 2, I intended on developing this game in a single month (july 2024), however I got stunlocked by chain disasters in real life, so my shit got delayed
compared to Yu-Gi-Oh 2, I feel like Shin Fangame Tensei is a better game -- in terms of presentation, codebase and being fun to play (LOL). So I'm very happy with my personal development as a hobbyist game developer
these fangames are practice for an original game I've been wantin





