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Our main character is a simple puppeteer who wanders between towns and cities to make a living. One day he performs a show about some poor children, who steal a delicious looking cake. But they are beaten down to death by guards. Surprisingly, what happens in his show, while he performs, happens right in front of the audience as well. At that day our main character, the puppeteer, gains the power of controlling people from his shadow theatre stage. The game is about rest of the story after this event.

Main features:

- Unique shadow play theme and scenario
- 8 types of units, 3 types of towers, 3 types of buildings & 1 castle, 6 types of skills/tools, 5 types of buildings which can be captured, and more than 200 upgrades.
- Unique gameplay: Strategy, simulated combat and action combination
- Indirect decision making system via short shadow play shows
- Dynamic change between shadow play and cartoonish graphics
- Cross platform multiplayer available

1) Main Strategy Gameplay:

Basically there are 3 main lanes that player can capture buildings, build buildings, train unit squads, and use battle tools/skills. According to the territories, the scene becomes shady or colorful. Shades represents the puppeteer's area for he controls his army from his shadow play stage. There is one battlefield for each lane, and armies move or fight while they are in these battlefields. Battlefields are the areas between black and red flags. Squads are consisted of small number of a unit type and they cannot fight until they reach battlefield. Although they can be destroyed via battle tools/skills, which is harder than armies; so the player gets extra trophy for it. You need to build and upgrade certain buildings to train squads. They all have weaknesses and strengths. Player cannot directly commands units.

One of the most important parameters in this kind of game is distance. Distance affects almost everything in the game. Winning side is always disadvantaged by the distance. For example when player fires the Great Ballista, the cooldown will not start until the arrow hits the target. So the losing side will be able to use them more frequently.
Screenshots
Buildings which can be captured give bonuses to players. Like increased income, damage, etc. Player can build markets, camps, and towers on lanes. Markets gives extra income as player builds it farther away from his/her castle. Camps are for garrisoning squads. Towers are for holding armies.
Screenshots
There are over 200 upgrades in total for most of the things in the game. You can increase your Mortar's area of effect, attack speed of your Spearman, construction speed of your towers, capacity of your camps, etc. That helps to create a vast strategical variance.
Screenshots
There are also screens to show you detailed summary of your forces. When you click on your castle, this screen appears.

2) Mini Shadow Theatre Shows:
Mini shows are basically mini games with no close relation to the main story. They are the indirect decision making mechanism of the game and they will affect the game scenario. This will be another unique feature of the game. There will also be direct decisions, which will be chosen by the puppeteer himself.
Screenshots

3) Cinematics:
Prepare for frequent cinematics, because there will be a lot. We think our art is really unique and suits well with the concept and scenario. With enough IndieGoGo funding, there will be more
endings as well!

Here is the intro cinematic of the game:

4) Special Shooter Level:Well it is a little bit of spoiler but I really want to make an awesome shooter level as well, which you will control a berserk giant elephant mounted by axe throwing barbarians! This will be made if we reach enough funding on IndieGoGo.

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Improving Art and Gameplay

News

According to the feedbacks we have been given, we've decided for going a big gameplay change. There won't be any more squad system. All units will represent one soldier. Instead of combat in armies between two flags, your units will fight individually. And we are going to add special cool skills for each unit. Like if there are Archers or Catapults in the battleground Camel Rider will slide through the other units and start attacking those Archers With this kind of skills we aim to increase our tactical variance. Too much work to be done!

Also we are changing the UI and environment suitably. Looks much better now, still this is not the final state!

Demo Release Very Soon

Demo Release Very Soon

News

Before demo, I want to share my main menu -> start game screen.

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