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Children of the Fall

The endless cycle of wars destroyed the world as we knew it. The human civilization ceased to exist, leaving three things as its legacy: the old ruins, the relic technology, and numerous self-managed, self-sustaining war machines that dominated the planet for many centuries. Nowadays, no one knows the logic the machines follow. Some of them guard the designated territory, and some wander around like wild animals. Sometimes they attack, sowing chaos and death. The machines rebuild themselves and produce new ones using any resources they can find. They are dangerous. Deadly. But they are also useful. As the planet’s resources were completely depleted by centuries of wars, these machines serve as almost the only source of metal. Hunting them is necessary for the clan’s survival. How to play You manage a hunting expedition that ventured into the wilderness in order to find and hunt down mechs and smaller robots. Click on the mission pins to read the intel. Choose one and start. You can pan the map by right-clicking and dragging. You can zoom the map with the mouse wheel. During a mission, you take turns with Rust (this is the code name for the war-machines). Left-click to select a unit, then choose either to move or attack. Each unit can attack up to two times per turn, unless it first uses a portion of its move points. If more than half of the move points were used, the unit can no longer attack this turn. To finish the mission, either kill all robots on it or exit it using the exit zones. If at least one of your units survived, you are awarded with loot that you can use to recruit new units. Army Composition Your army consists of units, and each unit is composed of up to 9 individual characters. Each character has their own stats that could complement one another. The same is valid for Rust. The game was made for the MechJam VI and currently demonstrates the concept and key features. The mechanics are not balanced in any way. So please feel free to experiment with unit composition and have fun! Some of the assets for trees and the code for the tile-based movement were reused from our previous project. Known Issues Pathfinding sometimes bugs out when the unit starts movement from the deployment zone. If you see a strange route, try to move in smaller steps instead. Credits Design and Programming: Wandering Peak Art and Design e.NoT_FOUND SFX and Music: Red Tree Game engine: Godot

Wandering Peak 35 followers· portfolio 13 View creator →
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