New Update! Abilities descriptions fixed, random encounters are back, etc.

Worlds of Chaos: Invasion

Worlds of Chaos: Invasion is a single player, party based open-world tactical RPG with a strong emphasis on exploration, tactical real-time-with-pause combats and party creation. It has a deep, fun and intense combat system that will challenge you to your limits, and will make clever decisions count.

In this update : - Abilities (previously named "Spells") have their description texts updated to be more descriptive, precise and I corrected the inaccuracies and missing parts. - Random encounters, that I've decided to remove because they were very buggy, have been put back, corrected and improved a lot. These will make the game a bit less difficult and you will be able to grind if you ever fall behind on levels or money. Random encounters pay less than normal ones, though. - I've put back xp adjustment for difficulty of encounters because of the previous point. When you fight very hard enemies, xp will be increased and decreased if encounters are below your party level. - A cavern at the end of the game was covered with grass, and has been corrected. - I realized that the game cannot be described as an "Action" tactical RPG. I thought that being real-time and that the speed of the game made it eligible to the title, and when I checked the definition, it seemed that my game fitted in. But I checked back and it doesn't, because you don't have direct control of characters. I'll change the trailer, the store page and everything that has the description "Action" RPG and correct that. I'm beginning to work on the next game these days, while also improving Invasion. I've created the base program structure and I'm really happy with what I've come up with. It will be incredibly easier than this game, I'm dropping everything that didn't work well in "Invasion" and that is too complex, and use Unity at it's best. I've learned a ton while working on this game, and I realized that I tend to make things too complicated, and it creates huge structures that are really hard to work with and slows development down considerably, and it constrains me more that it helps if I just used Unity at it's best. Unity is really good, seriously.