Didn't quite have time to finish the tutorial, so there are a few major things that aren't communicated

Threat prevents healing

Characters recover some health at the start of their side's turn, unless they're in the threat of a foe.

Allies can enter and leave the map

The placeholder symbols around entrances to the second level:

Allies standing on the godot head will leave at the end of your turn.

You can click the other symbol to call allies onto that space.

Push Mechanic

When a character collides with other characters, it behaves like a Newton's cradle. Only the last one will be moved.

When a character collides with a character or other obstacle, they Crash - all those characters lose 2 block. If they had no block, they lose a reaction instead. One push can only crash each character once, even if a character is collided with and then collides with another.

Blurb

An boss rush inversion of grid tactics card games. The boss plays cards, you command subordinates.

Do only what’s most important

Commands - the resource you spend to act on your turn - are shared by your whole side. You’ll almost never command all your characters in one turn, they’re doing their job by controlling space with reaction attacks.

Burn the candle at both ends

Save commands for use on later turns, even if it means making sacrifices this turn.

Rush your forces into position, then deal with reduced information on your next turn.

Blast half the stage with grapeshot, then have your bodyguard leave the battle for a few turns so she can reload. (reloading not implemented yet)

Restrict, Bait, and Punish a clever, but short-sighted AI

What you do on your turn is mostly preparation for what your foe will do. Read their cards, think through what you would have done, then adjust the situation until they have no good options.

Development log

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