Hi everyone!
Here's an early prototype of my game Remnants of the Vanquished, a turn based tactics game:
It was initially inspired by Into the Breach, but not much of that is left I guess.
I wanted to see what "happens" if I limit the movement of characters to a bare minimum. I also wanted every move to really count, allowing mistakes but still punish them.
The result is:
- A stack based movement, only the top ship can shoot or perform actions.
- When done with the turn, ships usually move to the bottom.
- Some ships can manipulate the stack order of their fleet or the enemy fleet.
- You can always see what an enemy ship would do, if it was at the top.
As mentioned above, it's in an early stage.
As such, feedback on the following would really help me:
- Does the stack based movement mechanic feel intuitive?
- Is the enemy intent feature ok? Is it understandable that it changes after the enemy made its turn?
- Are the player ship roles (tank, damage dealer, support ship) intuitive?
- Do the actions of the player ships feel ok? The intention is to make it possible to create combos.
- Is planning ahead reasonable? I want the player to understand that changing the order of (intent of) ships is a central aspect.
- Are the mechanics too simple? I'm aiming for the easy to learn, hard to master formula.
You can play it in your browser (I will provide Windows/Linux build soon) here:
https://bytekeeper.itch.io/rotvI’d greatly appreciate any and all feedback on these mechanics to help shape the game's development. Your input is invaluable!
PS: The game uses the Bevy engine if you're interested in such technical details.