A combination of a deck-builder and tank combat based spatial tactics game. Play cards to control movement and combat of your tank. Select cards and mechanisms to build a powerful tank and defeat all enemies.


Greenlight Jam: Changes post-Production Stage


These are the changes in the game after the production stage:

  • More movement options in cards: either pure movement or mix of movement and action. Along with changes to armour cards, the idea is to have the players move more, atleast depending upon the situation.
  • Icons for cards and mechanisms. Cards now have an icon on the top left. Mechanisms now are displayed as an icon only, with the title and description shown on hover.
  • Campaign structure. There are 20 levels now, with 2 Challengers (5th and 15th levels) and 2 Champions (10th and 20th levels).
  • The starting mechanism is now randomized everytime a run is begun. Reloading the game is not required.
  • The starting deck consists of 12 cards which are fixed and 3 cards which are randomly selected.
  • The "Heat" effect is removed from the game for now. Will add it back in future along with some revisions in the mechanic.
  • Some additions/deletions in cards and mechanisms.


Greenlight Jam: Changes post-Prototype Stage


These are the changes in the game after the prototype stage:

  • Mechanisms (New feature): These are passive advantages and auto-triggered actions. The player starts with a random Mechanism, and gains a Mechanism upon defeating a Challenger. There are a total of 8 Mechanisms.
  • Cards: There are around 20 new cards, for a total of 50.
  • Campaign: A longer campaign of 17 levels (compared to 6 earlier), with more enemies and Heal points.
  • Stats: Momentum, Blaze, Freeze. Explained below.
  • Cards which have a Heat effect no longer add a "Heat" card to the deck. Instead, the Heat value of the tank is increased. The intent is to have a negative effect of Heat, but right now there is no negative effect. Some cards have a positive use of Heat.
  • Music tracks: Additional tracks for battle and campaign home screen.
  • Styling changes: Appearance of Cards, Menus, etc.


Description

  • Defeat the enemy in each level, while protecting your tank.
  • Cards: Cards are basic unit of action. Play cards to move and turn your tank, swivel the turret, fire shells, and add armour.
  • At the beginning of each turn, five cards are drawn from the Draw pile into your hand. Atmost 7 cards can be held in the hand at any time.
  • Each card costs energy to play. You start with 3 energy each turn.
  • At the end of the turn, any unused cards are moved to the Discard pile.
  • When there are no more cards to draw from in the Draw pile, the Discard pile is shuffled and placed in the Draw pile.
  • Mechanisms: These are passive advantages and auto-triggered actions. The player starts with a random Mechanism, and gains a Mechanism upon defeating a Challenger or Champion.
  • The starting configuration of the player consists of a deck of 12 cards which are fixed and 3 cards which are randomly selected, and a random mechanism.
  • HP: Tank health.
  • Armour: Incoming damage first reduces Armour. Any leftover damage reduces health. Armour is cleared at the start of your turn.
  • Shield: For each incoming shell, reduce the shell damage to 1, and reduce Shield by 1. Unlike Armour, Shield is not cleared at the start of turns.
  • Momentum: Momentum increases by 1 whenever a move or turn card is played, and resets to 0 at the start of the next turn. Some cards have a positive use of Momentum.
  • Blaze: At the start of the turn, reduce HP by Blaze amount, and reduce Blaze by 1. Blaze bypasses Armour and Shield.
  • Freeze: A tank that has Freeze>0 cannot move or turn. It can swivel. Freeze reduces by 1 at the end of the turn.
  • Remove: When a card is Removed, it no longer plays a role in the current battle, but stays in your deck.
  • Attacks are carried out by firing shells. Each shell has a specific Damage and Range. The shell is fired in the current turret direction.
  • Enemies have a single shell with a fixed Range and Damage.
  • Each enemy moves a fixed number of times per turn. This is the enemy's Speed. (Enemy moves consist of forward steps and turns).
  • On its turn, the enemy will move towards the player if not in range, and then if in range, fire once.


Campaign

  • The campaign consists of 20 battles, with opponents: 16 Fighters, 2 Challengers (5th and 15th levels) and 2 Champions (10th and 20th levels).
  • Tank HP is persisted across levels.
  • You will heal by 20 HP before and after each Challenger battle.
  • You will heal by 20 HP before and fully after each Champion battle.
  • You can select a card to add to your deck after each battle.
  • After defeating a Challenger or Champion you can also add a mechanism.


Instructions

  • Click on a card in your hand to play it.
  • When you are done with your turn, click on "End Turn".


Credits

  • Asynchronicity, Kistol, link
  • Battle Midi, djsaryon, link
  • Simple Action Beat, LushoGames, link
  • Some Unused Menu Stuff, Alexandr Zhelanov, link
  • Target Position, Zhelanov, link
  • Icons, link


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