Project Bastion by SystematicComplexity
Here is my second Ludum Dare entry.
The goal of this game is to defeat as many enemies as possible before your soldiers are overwhelmed. It will not be completely straightforward however. The only way for the player to requisition upgrades for his/her force is to trade some soldiers in exchange, although after each victory, some defeated enemies will join the player's force. This means that players will need to balance the need to upgrade skills against a continuously growing enemy and the need to maintain a decent sized force.
The battle system uses elements from hybrid turn-based systems (not completely unlike the old Final Fantasy games). Each period, both teams generate an action point. Each player has a set of attacks and a set of stat buffs/de-buffs, each of which requires a certain number of action points to perform. Actions are made available as the player accrues action points.
The intended aesthetic was to try and mimic a war-planning table with little figurines representing the forces in combat.


Programs Used: - Unity3D - Blender - https://www.pixilart.com/draw - Microsoft Powerpoint
Ratings
| Given | 0🗳️ | 0🗨️ |