Deaths Grip is a top-down, turn-based strategy game that offers players a challenging and engaging experience, rewarding strategic thinking and tactical decision-making. The game features a variety of medieval weapons, armour, and characters with relevant abilities. The player will be in control of a band of medieval mercenaries who must face off against Death’s Army in a single-player campaign.

Controls
ESC = Main Menu

W , A , S , D = Pan Camera

Q , E = Rotate Camera

Left Mouse = Select Action / Perform Action

When selecting units please click on the unit directly.
When performing actions please click on the area on the visual grid.

If you are out of action points remember to click the "End Turn" button. 

I have used the GameDevTV turn-based strategy course/tutorial as the base for this project and have expanded upon this.  My main focus around this project is on combat design, focusing on weapon damage health values and making relevant adjustments based on player feedback. 

There have currently been 3 rounds of playtesting and I look forward to receiving further feedback in the future.

Combat Design Survey - https://forms.gle/LhnfrMgBUmSBKW879

StatusPrototype
PlatformsWindows, HTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorLuke McCarron
GenreStrategy
Tagscombat-design, Low-poly, Medieval, tbs, Turn-based Strategy

Download

Download
DeathsGripWindowsBuildGold1.zip 61 MB

Development log

Comments

Log in with itch.io to leave a comment.

Nice work mate. I am just finishing up CodeMonkeys course too(Loved it).
I would agree with what Satinel said, you very quickly understand the enemy behaviour and there is nothing to discourage "cheese", The actual combat however to me felt quite good during any given engagement, maybe the big melee guy was a little OP and the healing effect seemed a little weak I would probably boost its effect and limit its use somehow.

looking at bumping the heal up but implementing some options to prevent using it to often also going to have a look at implementing the a* path finding to make the combat nicer.  Really enjoyed the project will definitely run through it again from scratch and try some different things now I’ve learned more.  Thanks for the feedback it’s most appreciated. 

A nice showcase and implementation of the strategy course! Having different classes and a healing action are nice additions.

In its current state, it feels like the best way to play through the level is to abuse the game mechanics. For example, there's no punishment if you take several turns to heal up to full in-between groups of enemies. Another is moving far enough out of an enemy's range that their default behaviour is to move back and forth toward a specific GridPosition. Playing the game 'properly' by not using those methods made it feel impossible to reach the end.

(+1)

I appreciate the feedback and will definitely adjust now that I've picked up a few new skills along the way.