A downloadable game for Windows and macOS

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Tactical AutoBattler w/ simple controls and a deep battle system.

Basic tutorial included.

Compose armies using 50 unique units and carefully position them to defeat enemy forces!

Play over 80 single player missions!

Test your adaptiveness in Survival Mode. 

Play online Multiplayer against friends.

If you like the game, feel free to join https://discord.gg/ecxGTSFx

StatusPrototype
PlatformsWindows, macOS
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorCrunkNation
GenreStrategy
Made withRust, Godot
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse
MultiplayerServer-based networked multiplayer

Download

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Click download now to get access to the following files:

MetaBattler.dmg.zip 50 MB
MetaBattlerWin.zip 43 MB

Development log

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Comments

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(1 edit)

Nice Godot game, I enjoyed spamming foxes and filthspawn in the Full Arsenal mission, good AI, and the history bar at the top is really useful. My only criticism is that those dark gray health bars look like empty health bars, which confused me when I initially saw it.

If you don't mind explaining it, I'm very curious about how you programmed the navigation for the creatures, especially the way some creatures will avoid enemies and stand behind their teammates, while others pursue their opponents aggressively.

Finally, would it be possible to implement a feature for the player to control a single character? I feel that would be fun.

Really great work.

(+1)

Thanks for the feedback, I'm glad you enjoyed!

The navigation layer is a little complicated, but I use flow fields and hierarchical grids to figure out how to move towards the nearest enemy for each unit. Then, each unit is also treated like a boid (https://en.wikipedia.org/wiki/Boids). They have multiple incentives, including cohesion to allies, avoidance from obstacles (friendly units/walls),  alignment with flock, and, crucially, ranged units have an additional force to run away from the nearest enemy within their attack range while their weapon is on cooldown. This creates the behavior you noticed and the tendency for ranged units to hide behind allies and kite enemy units, whereas melee units have an additional force to pursue the nearest enemy rather than avoid.

It's an interesting idea to be able to control a single character or a hero character while the chaotic battle unfolds, though it's also not necessarily in line with my initial vision for this project. I've had less time to work on the game lately so I wouldn't expect this feature soon. Maybe in a future follow-up title :)

Simple to jump into and good fun throughout, congratulations!

One suggestion is implementing HP and damage numbers (or UI) in battle. This will make it easier to understand the battle dynamics and why you lost, to tweak the army composition and positioning next time. Thanks for the game! Cheers!

(+1)

Thank you. I've taken your feedback and added floating damage numbers and health bars to hopefully make battles easier to follow. 

Thanks for playing!

Lots of depth!

I love that there's so much variety for single player. Tons of pre-made challenges in varying difficulty, lots of unit stats (which is initially overwhelming due to the all-gray pallete).

Many different unit types and a hopefully-balanced cost system similar to warhammer.


Gameplay reminds me of Battle Legion (iOS app).

Functional and no crashes for me. Units seemed to get in there and start fighting. Ranged units kited when they needed to.

Support unit targeting is a bit challenging to understand.


Nice job well done.

Hope to see a way to store army loadouts in the future, having to purchase units and then re-drop them is a lot of legwork to go through after you fail a challenge 10+ times. It's hard to see what you did wrong if your composition keeps clearing.


Looking forward to sound too.

Thanks for the feedback -- very useful! I've started adding sound to the game, so far just combat SFX in the last update, but more to come. 

Support unit behavior is now on the list of things to improve (right now they will always target the nearest viable target, ie for Beastpriest the closest damaged ally, for leafsprite the closest debuffed ally, for cultists, the nearest ally). Will tinker with that.

Great idea to save and load army loadouts as well. I will try to implement something for the next update.

The all-grey palette will be changed at some point but that's lower on my list of priorities. I'm glad you were able to look past it for now :)


Thanks for playing!