Concept jam link: https://itch.io/jam/greenlight-concept-jam/rate/2133018

What I have for the prototype phase:

At the moment, there are 8 moves created. The 8 hexagons are buttons for those moves:

Top row (left to right): 

  1. "Pass":  To be used when player can't or won't do anything.
  2. "Regular Movement"; 
  3. "Quick Strike;
  4. "Arm Block"
  5. "Reactor Energy Burst"

Bottom row (left to right):

  1. "Reactor Energy Blast"
  2. "Energy Priority: None"
  3. "Energy Priority: Repair"

NameMove typeDescriptionPriority (0-5) (slowest-fastest)RangeTargetRequirementsMain effectsAdditional effect
PassMovementTo be used when player can't or won't do anything.50Grid panel; 0 subsystems0% energy costPasses current turn for player.None
Regular MovementMovementMove forward or backward 1 tile21Grid panel; unoccupied panel next to player2% energy cost;  Leg subsystemsMove backward or forward 1 tileNone
Quick StrikeAttackFast, but weak physical strike. 31Opponent; 1 subsystem8% energy cost;  At least 1 arm subsystem5% target subsystem's health removed.Can cancel out opponent's slower attack via flinching (unless opponent has hyperarmour).
Arm BlockDefenseRaises arms to defend, reducing incoming damage below certain threshold. If threshold exceeded, damage is still applied and you will be knockbacked.40Self; Head, Chest, Arms subsystems4% energy cost;  At least 1 arm subsystemIf incoming damage is equal or below damage threshold, reduce incoming damage by 30%.If incoming damage is above threshold, damage is not negated and player is pushed back if possible.
Reactor Energy BurstAttackOpen chest plating to fire a large burst of energy from chest reactor. However, chest becomes vulnerable to damage.13Opponent; 1 subsystem18% energy cost;  Chest subsystemOn hit, 20% target subsystem health removed.During the turn this is used, if player chest subsystem receives damage, the received damage is increased by 50%.
Reactor Energy BlastAttackBrace and overclock chest reactor to unleash a devastating blast of energy. However, chest becomes extremely vulnerable to damage.05Opponent; All subsystems50% energy cost;  Chest subsystem Leg subsystemOn hit, 40% target subsystem health removed.During the turn this is used, if player chest subsystem receives damage, the received damage is increased by 250%.
Energy Priority: NoneBuffSet no energy priority. All Energy Priority effects are removed, and 100% energy generation is sent to the energy pool.40Self; 0 subsystems0% energy cost;  Head subsystemUser will get 100% of the energy generated at the end of the turn in the energy pool.This is a passive mode, and will remain applied until another passive is enabled.
Energy Priority: RepairBuffEnable passive repair system. Divert 20% of generated energy to repair 10% of all active subsystems each turn that this is active.40Self; 0 subsystems0% energy cost;  Head subsystemAfter each turn, all active subsystems recover 10% damage. Maximum generated energy is reduced by 20%.This is a passive mode, and will remain applied until another passive is enabled.

There's no UI feedback of any sort. Any indication of attacks can only be found in the console. The attack buttons do send off the selected move for the "action resolution" part, but the damage isn't being applied properly. 

Minor Update: The damage values now update correctly. I missed a negative multiplier before using it to update the health and UI i.e. a punch from a multi-tonne mech/kaiju would be healing the recipient instead of inflicting damage.

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