Turrets & Traps!
snarlynarwhal last edited by snarlynarwhal
I'm PJ from Half Human Games, and I'm excited to be kicking off the Dwerve development blog! Many of you have been following Dwerve for awhile on social media, but I wanted a more personal and in-depth way to communicate the state of development directly to you. So... let's get to it!
Tactical Turret-based Combat
Combat involves making strategic decisions about which turrets and traps to build and where. During a battle you must rebuild, swap out, and reposition turrets to adapt to new waves of enemies and a dynamic battlefield!
Dwerve can build turrets that fill his foes with arrows, burn them to ash, explode them into pieces, electrocute them, hack and slash them, stab their feet with spikes, and even punch them into pits with a giant mechanical boxing glove!
The Difference Between Turrets and Traps
I generally use the term turrets when referring to both turrets and traps, but it's important to distinguish the difference between the two.
- Enemies can't walk through turrets
- Enemies can attack turrets
- Turrets have health and get recalled when destroyed
- Examples: Spinblade turret and crossbow turret
- Cost 2 power stones to build
- Enemies walk over traps
- Enemies can't attack traps
- Traps have a lifespan and get recalled after it ends
- Examples: Spike trap and tar trap
- Cost 1 power stone to build
Building turrets and traps requires power stones - those green shiny little gems. You start the game off with 2 power stones. As you play through the game, you collect more and more power stones. Turrets cost 2 power stones and traps cost 1 power stone.
If you recall a turret or it gets destroyed, you get the power stones back so you can build more. Recalling turrets to replace it with a different turret or to reposition it is important in combat!
Thanks for reading!
I post GIFs weekly on social media, so make sure to: