Heya!  Zahtahvi here.  I'm making a turn based strategy rougelike!  Fight till ya drop!  This has been in development for 4 years since I was 2016, with failed prototype after failed prototype.  However, with Unity engine, I feel like I actually got a shot at it this time!  As of now, this is just a demo for the combat in this game.  There's 11 abilities in total, 10 of which are available, and you'll probably see if you make it to level 6.   And - only 2 characters with 2 enemies.  Unfortunately, animation is hard.  But I'll get there!  Future updates will focus on working out another new game feature, as well as at least one other new enemy, ability, and possibly more characters/animations.  I'll try my best to do re balancing and bug fixes based off feed back.   The game IS supposed to be hard, and flavoured with RNG, but more features down the road should help players strategize with rng instead of against it.


I'll add a more proper tutorial in future updates than the i card in the top right - for now, this is simply here for me to link others to.  Till then, I'll write a mini tutorial here.  Read these before reporting any bugs!  Some of my mechanics are weird.


GUIDE VER0.01__  [In case the menu is confusing or you haven't played a turn based combat before].

MENU__

Each round your units gain 2 "ap", as do enemies - represented by the green bar below all units.  You can only store up to 4.  Spend them on abilities by clicking through the command menu in the bottom right, then hit the green arrow in the bottom right corner when ready to execute, or hit space.  When hovering over an ability to select, information about the abilities' speed, ap, and mp costs will show in the bottom left info box.  Speed will determine how fast you can use this ability before others.  Next, choose a target! The game will predict how much damage/healing you can inflict on a target once you start hovering over targets.  Now the command is ready - Abilities you choose will show up in the command list[top left], you can cancel abilities by hitting right click to rid the most bottom command, or clicking the X in the individual boxes in the command list to rid specific ones.  The list organizes itself automatically from your fastest moves to your slowest.  One exception is the "Tactics" button.  It'll have more features in the future, but as of right now, it allows you to swap which party member is in front.  You can hover over icons in order for an explanation on their status effect in the info box, and you can hover over allies & enemies for their stats too.  Every ten levels, you can dramatically increase the growth of one of your character's stats.  Choose wisely!

Info__

Eradicate as many enemies as you can for the highest score!  Once a character dies, they die permanently.  1/4th health and 1/4th mana is restored every new wave of monsters, and a full heal [mostly] will be administered every 5 waves you survive.  Try to beat my score of 60!

STR affects Aggrieve commands

INT affects arcane commands

VIT reduces damage from flat attacks

AGI helps the casting speed of abilities

DEX affects the status effects of abilities

Fatigue__

Fatigue is a core mechanic of this game.

When your hp is reduced to 0 in this game, you don't automatically die, but enter a wounded state.  You're still completely functional, but every point of damage you take in this state will reduce your maximum health.  You can still heal your hp back past 0 again, in which you can leave the wounded state.  Once you reach 0 max hp, THEN you die.  Max health is restored every 5 rounds as well.  Similar case with mp - though you have to be above 0 mp to cast a spell, you can still cast a spell that costs 4 mp if you only have 1 left.  However, each point you overcast will subtract from your max mp.  Max mp is also restored every 5 rounds.  Ap follows the same idea that mp does, but there is no maximum ap penalty for overexerting yourself.  Ap also resets to 2 each new wave.

Tips!__

- You CANNOT be one shot if you're not wounded, but the two enemies have status effects that could potentially kill your character in one round anyways - meaning you'll have one planned opportunity to heal before a bleed or burn proc hits.

- Overcasting might be what it takes to get it to the next round.  The game's core strategies are about knowing when to push your limits.  For example, "Slam" is an ability that Andreas learns at level 2, that deals double his STR in damage.  It costs 4 ap.  Even if you only have 2 ap, it might be wise to take the penalty of not being able to act on the next round in favour of eliminating an enemy quicker.  

- Hp or Mp?  Choose which is more important to sacrifice in order to get past the next wave.  Remember: you only have to survive 5 waves before a full heal, so go all out on wave 4, 9, 14 . . . etc.

- Line formation matters.  Melee opponents can only target the front liner, even if the ranged enemies can attack either.  Eliminate the spell slingers quickly to avoid making Reilly take a hit!

- The Guard ability is quite strong for surviving the Slugs.  It divides enemy damage in half, once more for each guard active.  If you get Reilie to store some ap, even she can tank a hit with her lower hp/def for andre if he's in trouble!  The bleed status effect will still chew through as pure damage, but it usually isn't much.  The block status effect that guard gives is actually permanent until attacked, so you can use any leftover ap from other rounds preparing for the next one!

- Think!  Saving ap or overspending it!  Slugs can heal themselves between rounds, or by dealing damage to you.  If you can't kill one before it's ready to heal again, just play defensive and save ap until you've got 4/4 ap.  Then, unleash everything at once!  One example of a bread and butter combo would be getting andreas to 4 ap, then using bash, slash, and slam all in the same turn for 7/2 * STR + bleed total!  Much better than letting the slug heal between rounds, and only doing 2* STR using the slash attack each turn.  The casting speed of bash is twice your agi, slash is equal to your agi, and slam is agi/2 - so you don't gotta reorder them in your queue, either.  However, you gotta plan for that -3 ap!  You won't be able to do anything next turn with -1 ap.  However, since ap resets to 2 each wave, give it your all on the last enemy!

That's all the basic strategy for the game I've got figured out, and I intend to add more pre-battle mechanics to make better use of rng level ups and such.  Good luck!