Among the thousands of applications they received, the efforts, achievements, and dedication of our team and our studio stood out! We are thrilled to announce that we are taking part of the Google Indie Game accelerator mentorship program!
Thanks Google for sending this swag box out! supercool stuff in it! Special thanks to Vanessa Quake, Benjamin Chia and Marcus Foon for supporting and organising the platform for the startups and for giving us this awesome opportunity!
We are thrilled to join the Indie Games Accelerator community!
Status Effects play a huge role in many games, and when it comes to it, Path of Exile is my go-to inspiration. They are absolutely essential in how your character attacks or defends and they can mix to create interesting synergies and provide worlds of variation in combat style. One thing I’ve found always fun was the use of the « elemental proliferation » support gem to make the status effects spread to targets unaffected by the initial hit, so entire screens may burn or freeze. It was just awesome.
So what we ended up doing for SUPERPUNK Tactics, which is wayyyyy more slow paced, is a system where the board has a turn between each players where it will try to spread status that are spreadable.
There are a huge variety of different types of effects that effect the player characters or enemies. These effects can be a huge factor in any fight, and can work for or against you. Knowing what these effects can do and how they interact with one another is extremely important.
Success in SUPERPUNK Tactics demands smart use of everything on the board. Push enemies into each other or into the environment to damage them. Move them into positions where their line of fire won’t cause damage. Hide your units behind obstacles to keep them hidden from the opponent sigh. Push and pull enemy units into water, fire, oil and other tiles with status effect and exploit their new weakness.
Or maybe do it the other way around ?
Warm up an oily crate to make it burn and then push it near your opponent and burn his team ? Or maybe pull wet enemies near and electrified obstacle to stun them all ? The possibilities are huge
This may be just me, but I have been seeing more and more games with crafting systems added to them. Many think they add another layer of depth to the game, but I am just not sure about that. Crafting is awesome when it’s central to the gameplay of the game, as in UO, Minecraft, or Eve Online. For loot-drop based games like WoW it just feels unnecessarily bolted on.
For many months we thought about it, we wanted to give you some tool to create something unique, and we like the idea of strategy being a part of your inventory, but we would prefer other ways to incorporate this than crafting.
That is why we added a BattleMap Editor.
It’s a neat way of giving the player choice and control over something crucial, tactical possibilities. In SUPERPUNK Tactics you can attack, destroy, push and interact in many ways the terrain and his layout. Giving you a battlefield where you can build things and plan your tactics is extremely satisfying. Every battle would be different from the last one, something truly exciting for the opponent, and because the terrain is symmetrical totally fair.
Combined with spreading status effects (Burning, Infected…) and you can just imagine where we are going.