A war between two factions, an industrious working class and their overbearing magic-wielding rulers. The rebelling working class uses shoddy, repurposed equipment to battle their foes, while their magical overlords rely on their celestially powered abilities to repel them.
The Splash screen shows troops from the two different factions in the game.
The UI was designed to work on a touchscreen device. The available reinforcement units appear as cards at the bottom of the screen.
Touching the card selects it, and flips it over. This then displays the spawn radius, where the unit can be placed.
Touching a unit brings up an action menu. All units have a melee attack and a movement option, some have an additional ranged option. There were plans to also include a special ability for each unit type to further flesh out their battlefield roles.
The commander unit is slightly stronger than these tank units, and even has a ranged attack. Killing him prevents the player from reinforcing his units.
The commander attacks an enemy unit, who recoils from the blow.
Role: Engineer, Designer
Team size: 3
On a usual turn, the player is presented with their hand of cards, which represents the units they have in reserve. They can then choose one of these to spawn in as reinforcement. The player can spawn this new unit near any other friendly unit as long as their general is still on the battlefield. Selecting a unit brings up a small menu of actions that it can make. The actions were generally moving, a melee attack, a ranged attack if they can, and each unit was to have its own special ability that further defined its role on the battlefield.
Every few turns, the time of day would change. Since the magic wielding factions draws its power from the celestial bodies, they were much weaker at night when the sun was down. This added a bit of strategy to the game, as timing became a much more important factor when engaging enemy forces.