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New battle format!

I wasn't feeling great for the past week or so but I have somehow managed to get something done!

I have added a second battle format, in which you must actively seek out and destroy enemy spawners (the ominous red huts) which continuously pump out mobs while intact. Enemies slowly scale their stats higher over time to add a bit of time pressure, as otherwise it'd be possible to stall out a battle indefinitely by simply not attacking the spawners. I will refer to this battle style as "Assault", in contrast with the existing style "Siege", a more passive mode in which you simply defend against waves of mobs until none are left. The latter definitely shows the game's roots in a certain tower defense mobage and it's nice to have something a bit more active, if still not especially original.

Additionally, because it seemed necessary to maintain the intended pacing of the Assault gameplay, moving a unit that has enemies on their tile or the four adjacent tiles will "expose" them to attack, currently denoted by a very fancy exclamation mark symbol:


"Exposed" units have halved defense, and any attack made against them gains 50% increased attack power, so even defensively strong units will take quite a lot of damage in this state. This discourages the player from advancing recklessly towards the enemy bases without clearing out enemies first or otherwise outmaneuvering them (although this is still an option!). I'd been planning to implement this mechanic from the start but never found the time, but it looks like the time is now.

All random encounters currently have a 50/50 chance to be either Siege or Assault battles, with randomly spawned enemies. Next I'd like to add the capacity to have somewhat more tailored encounters, for specific battles that are meant to have some challenge, but that may end up being outside the scope of a simple prototype :)

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