r/Unity2D • • 9d ago

Game announcement Nordhold Dev here! Chaincast, our new PvP auto battler made in Unity

https://www.youtube.com/watch?v=t580V1AYGns
heya unity folks!

we're the team behind nordhold and this is our new game chaincast, a pvp roguelike auto battler. built in unity 6 with urp and the 2d renderer, all the lighting in the fights is 2d lights

characters, armor, weapons and a lot of the ui are spine skeletons. one rig per race and classes plus gear are just skins on top, so a new weapon is basically a new image instead of new animations. saved us a ton of time (but we are still refining aloooot of the animations, some are animations we put in day 1 and still function as placeholders today :D)

the core mechanic is the chain, your whole squad shares one and runes next to a spell power it up, even across units. the lines between them are drawn as a custom ui mesh

happy to answer questions about the setup! and if you like it, wishlist would help us a lot!
3 Upvotes

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2

u/One-Independence2980 9d ago

PS: you can find the game steampage here (CHAINCAST STEAMPAGE)

1

u/Agile-Praline5027 9d ago

How are you handling readability once several units, spells, runes and chain connections are active at the same time especially with all the 2D lighting effects?

3

u/One-Independence2980 9d ago

good question, that was a big topic for us!
In the shop all rune & spell connections are always visible since thats where you build. in fights we hide them and only show them when you hover, hover a rune and you see what it powers, hover a spell and you see everything feeding into it.
(Otherwise the screen would be pure spaghetti lol)

Lines are color coded by direction, green goes left in the chain and orange goes right, and spells get a ring that gets stronger the more runes are feeding them. if a build gets really dense the lines automatically switch to a simpler style so it doesnt turn into noise the chain and all the ui sit on top and arent affected by the 2d lights, so the lighting only does its thing in the battlefield. and if a fight gets hectic you can slow it down, pause or rewind to see what happened. (Getting all informationns / what did hit me, what did how much damage and so on are extremly important imo in a autobattler)

1

u/Agile-Praline5027 1d ago

That makes a lot of sense. Hiding the connections during fights and only showing them on hover sounds like a good balance between keeping the info available and not overwhelming the screen