Preview the battle, pick a loadout, and destroy your enemies in this turn-based tactical mech game on a tiny 4x4 grid.

Pick your loadout

Choose a combination of 11 weapons, 3 utilities, and many support modules to attack the next mission head-on.

Grow your power

Use your randomised starting modules to destroy enemy mechs and take their weapons. But watch out: any modules on parts that are destroyed in a battle are lost.

Find your path

Each usable module provides a move pattern and an activation effect. Switch between their charged and uncharged states to maximise your damage and protect your precious parts.

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This is a prototype, so it's still early days for its development. There's lots of features and content that I still have in mind (and some jank still present), but let me know what you liked and didn't like by leaving a comment. Thanks!

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I  (Jaco van Hemert) did everything on this prototype, save the SFX, which were all found here: https://pixabay.com/sound-effects/

Updated 19 days ago
Published 22 days ago
StatusPrototype
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorJaco van Hemert
GenreStrategy
Made withUnity
Tags2D, Isometric, Mechs, Pixel Art, Roguelike, Tactical, Turn-based, Turn-Based Combat, Turn-based Strategy
Average sessionA few minutes
LanguagesEnglish
InputsMouse

Development log

Comments

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(1 edit)

Disrupter crashed the game, I suspect because it tried to disable a system on a body part that it also destroyed via damage. Otherwise quite fun

Ah, good catch! I'll squash that bug with a minor update coming soon.

Thanks for playing and for pointing that out!

That's a very cool prototype! Some thought:

There's a helpful tip about the cards being flipped from move to attack at the start of a round. Maybe after the player uses their first card, you could follow it up with another tip pointing out that the card is flipped, and that they can use card to attack after ending their turn. It took me a long time to figure that out.

There should be some way to cancel an attack. I sometimes picked an attack but found I couldn't use it, and had to waste it to continue. It seems like that happened after I already had another attack or move selected, and then selected another one?

Before using an attack, I couldn't predict what direction I would be able to shoot in. I eventually figured out that (at least with railgun, machine gun, and shotgun) I could shoot in front of me, to the side the gun was on (on arms) and 45 degrees diagonally on the side the gun was on. But is that always the case? I would be nice to see the attack pattern for an attack.

Lastly, I broke off the legs and one arm of an enemy, and he could still move. I know that hampers the enemies movement because they've got fewer available cards, but it still felt pretty, well, silly, to see the enemy move. I'm not sure how to do much about that, though.

Thanks for the feedback; good points!

You should able to cancel attacks by right-clicking. (I can't manage to immediately recreate your issue, but I'll investigate to see if I can find it. There is some weirdness with the attack selection not always disabling the other attack buttons, so maybe that's related.)

You're right about the attack patterns; I know them so well by now that I didn't think to show them. But I can do a similar diagram like I did for the movement to solve that issue, hopefully.

As for the movement after their legs are gone, yeah, I agree. It was something I planned to solve and never got to. I think limiting the amount of movements they can use per turn based on their remaining legs is probably the way to go. (E.g. if they have zero legs, they can only change facing with their move actions.)

I'll do a small update soon to implement some of these things.