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GALACTIC CONQUESTS

About
Galactic Conquests (GC) is a game inspired by RAID: Shadow Legends. But I have the goal of changing all of the things I dislike in RAID, especially the greedy pay-to-win monetization. GC is not intended to be a clone of RAID either, although it will include a lot of similar features and mechanics. The core distinction is that GC allows players to move their characters around a level, using turn-based grid movement and Actions, rather than just doing a 3-stage stationary turn-based battle.

Please, please, please leave a comment, or send a message with any feedback! And, PLEASE send any bug reports to beachblockgames@gmail.com. I do play test before releases, but I am a solo dev.

State of the Game as of Demo v0.3
This is still an early stage prototype demo of the game. It will have bugs. 
Demo v0.3 adds:

  • Equippable gear to boost Hero stats. Equipment can be leveled up and moved around between Heroes and the Inventory. Removing Equipment from Heroes is FREE! (unlike Raid)
  • Heroes can be leveled and ranked up in the Hero Training screen by using other Heroes and items obtained from reward drops
  • All Upgrades to Equipment and Heroes, as well as using Summoning Fuses, do cost Credits
  • New difficulty levels for the demo level. You can unlock up to Hard difficulty, which gives better reward drops!
  • New Reward drop: Training Data items can be used to level up Heroes faster
  • Fuel (energy) use is now active. The initial cap is 50, and it starts full. For demo purposes, the refill rate is currently set to 1 every 30 seconds, so you can play for a while before you would have to wait for a refill. That will change at full release.

How To Play
To play a level:
- Click on "Conquests"
- At first, only the Easy difficulty is available. As you defeat each difficulty the next one unlocks. You can go up to Hard in this demo.
- Choose your Heroes and Click Start
- Your Heroes will load into the level
- Each character gets 2 Action Points (AP) per turn, and each Action takes a required number of points to use. 
- Use the Controls below to navigate the level and kill the enemy team
- The Wait Action will use up your remaining AP if you do not wish for your current Hero to do anything else on the current turn.
- Once you run out of AP, the turn system will progress automatically, choosing the next Hero.
- FYI, the Ranged Class Hero has a small chance to miss his target. This is calculated as an Avoid Chance by the target Hero. So, if he attacks, but does no damage, it is likely a randomly calculated miss. There will be UI elements added in the next update to indicate more of what is going on with damage and types of Actions being used.

Note: I recommend running Easy difficulty several times before attempting Normal. This will give you some equipment to put on your Heroes, some Credits to use for leveling that equipment, and maybe even some more Common Fuses to summon extra Heroes for leveling/ranking up. 

Summoning
After your first win, you will get a guaranteed Common Fuse. To use it, go to the Main Menu and click on Call for Backup. You'll see a big button for each Grade of Fuse. The Common ones on the left will say 1. This means you can summon 1 new Hero by just clicking the big button. Your Hero will show up in the bottom right of the screen. The Hero will be automatically added to your Roster.
There is a Rare Hero available in the demo, a Support Class, that can be summoned. There is a 10% chance of getting a copy from any Common Fuse. More Fuses can be gotten from winning battles and getting them in random Reward Drops.

Upgrading Heroes
Your Heroes will gain XP from being used in battle, or you can level them up in the Hero Training screen. When you open the screen, select a Hero and a panel will open depending on the Hero's current Rank & Level.
If they are not level capped for their current Rank, the panel will be for adding XP with either "food" Heroes or Training Data Items.
If they are level capped, the Ranking panel will open. Here, you can use a "food" Hero of the same rank to Rank Up your Hero. Once they are available in the game, you will also be able to use Medallions with or in place of other Heroes for ranking up.
Ranking up will initially result in a slight decrease in base stats, but now the Hero will be able to level further than before. Rank I Heroes will level cap at 10, Rank II at level 20, etc. The Common Heroes will max out at Rank V Level 50. The Rare Hero will start at Rank II, and caps out at Rank VI level 60.

Upgrading Equipment
Each Level win will drop Equipment Item Rewards, which will automatically go into the player Inventory. Higher level difficulties drop higher rarity Equipment, which comes with better stat bonuses. Once you reach hard difficulty, Epic rarity items can be dropped. Equipment can be viewed on the Hero Roster screen.
A selected Equipment Item can be equipped, unequipped, upgraded, or sold for Credits. Once Crystals (premium in-game currency) are available in the game, an item can be instantly upgraded to its next sub-stat roll.
Like Heroes, each rarity item will level cap differently. Common items will have 1 sub-stat, cap at level 5, and get 1 sub-stat roll when maxed. Rare items will have 2 sub-stats, cap at level 10, and get 2 sub-stat rolls, one roll at level 5, and one at level 10. Epic items get 3 sub stats and go to level 15, etc. you get the idea.
Each normal item has a slot type: Head, Chest, Legs, & Feet. If one of each of these is equipped from the same Set, a set bonus is applied as described in the item's details. Since the only Planet available right now is the Human Planet, all equipment drops available are from the Human set.

Controls
Left-click on an Action button to select the action you want to take for the current turn's Hero. Note, some Actions have a cooldown counter in the lower right corner of the button. An Action cannot be used unless the cooldown is 0.
Right-click on a highlighted valid grid space, or the enemy unit standing on it, to perform the selected Action.
Rotate the Camera with Q or E
Mouse scroll wheel zooms in/out
Middle-click the mouse to reset the camera

Hero Stats Explained
HP - Hit-points (duh)
ATT - Attack - causes damage to enemy Heroes
DEF - Defense - mitigates incoming damage, if your DEF exceeds incoming ATT then total damage will be 0.
AGL - Agility - Used to calculate turn meter and the chance to avoid taking damage from certain Actions
PRE - Precision - Currently only used to determine the max distance of a ranged attack Action

AGL can only be a main stat on Boots, while PRE can only be a main stat on the Helmet. Any stat can be a sub-stat.
HP, ATT , & DEF stats are all upgraded by %, while AGL & PRE are upgraded by smaller, whole numbers due to the way they are used for calculations and scaling.

Development Plans
Boss Battles, Interactive Adventure Levels, PVP (of various types), Live Events, and more coming!

Download

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Click download now to get access to the following files:

Galactic Conquests Demo v0.3 (Windows).zip 80 MB

Development log

Comments

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(+1)

I think it's pretty solid, but maybe some balancing changing would be nice? (Guns should have longer range than the characters movement imo) I really like the enemy behavior, and I think it's a good basis for the game!

(+1)

Also maybe DND style opportunity attacks for melee characters- if they're within range of an enemy and that enemy runs away to make space, maybe the melee character could get a free attack with a chance to miss? That way it's harder for ranged attackers to create space. All suggestions of course!

(1 edit)

Did you try upgrading your Heroes with equipment yet? The gun's range will extend as you upgrade the Ranged Hero's PRE (precision) stat with equipment. Once I get into testing Titan rarity equipment with the stat modifiers I have planned, I may need to tweak the multiplier I'm using for the final calculation and develop a more advanced algorithm in order to avoid the range covering the entire level. Lol.
The enemy AI is very simple right now too. In fact there is currently an exploit for going up against the melee units with how you position your Heroes near him so that he just uses all of his action points to move and never attacks. I do have plans to rework the AI, possibly even involving a custom AI for each Hero, or at least for the higher rarity ones.
Also, regarding your further comment, there will be some general Actions, like I have implemented so far, and some more Hero-specific ones, so thanks for the idea! In this next phase of development, I am working on a new level environment and a couple more characters, so maybe I'll try that as a passive action. I hadn't considered how to do those yet, so that'll be a nice challenge for me.

And thank you so much for all the feedback! I really want this to become a game people will enjoy and that a community can be built around so feedback is crucial for me. It is still in early stages of development too, so the earlier I get this kind of input, the easier it will be for me to make any changes and keep updates coming.

(+1)

I think once you add more content the game will be really fun. Looking back on what you said with more time in the game, i think some of what I noticed is just the specific balancing of the beginning. I’m excited to see how this game grows :)