Duck game mods not installing9/27/2023 ![]() We’re serious about balance but are taking a “Red Alert 2” approach to it where fun is a bit more more important than making sure every card is equal. I won’t be going super deep into gameplay stuff right now but hopefully you can get a pretty good idea of how it works from these screens and gifs. The Sea Lion for example is a “Swimming Psycho Beast”- Swimming means they can move through water without slowing down, Psycho means they can attack friendly cards, and Beast means that they don’t require a citizen to build. Traits allow cards to share certain behaviors. ![]() Sneaky units cannot be seen by your opponent until they’re revealed, and will stun the opponent’s card if they attack while hidden. Promotions are a limited resource that lets you boost a card and move it again. Some units move and attack differently, and setting up combos is important for getting the most out of your deck. Gameplay consists entirely of placing cards and moving them around. Your base area expands as you place cards around your castle, and the game ends when only one castle remains. Each player picks 40 cards and pairs together a Castle and a Sovereign that each have special abilities which affect the entire match. The gameplay is simple and completely based around placing cards and moving them around a map. It’s also designed in the same spirit of sorta dumb fun as Duck Game but Flatlanders is a completely different beast- it’s a turn based strategy game in the vein of games like Advance Wars or Civilization, mixed with a deck building card game. We’re building it in Monogame with my patented “ElfEngine” (it’s not patented) which is a total rework of the Duck Game engine. I’m programming, he’s doing the art, and we’re both designing the game. (Art by Dayton)įor the last year we’ve been working on a new game! It’s called Flatlanders, and it’s being developed by Dayton McKay ( and myself.
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