All A Board!
We promised players they’d get their hands dirty. They’d get into the nitty gritty of defending their village, and not just from the combat perspective. But that they’d have a say over how their defenses work, and where they are.
So that’s why we’re proud to share with you the new build phase!
This isn’t Fortnite, so there’s no building on the fly. Instead we’ve gone for a more focused approach, with a brief build phase before the beginning of a level. This allows you to place just about everything - except the village and naturally occurring elements. You can place allies, defenses and magic.
Want your Hedgehogs sitting up high to snipe at the oncoming hordes - you can place them on a ridge. Want the Gnomes guarding the treasures - you can set them right in front. Want some currently unannounced allies helping to funnel the enemies into a bottleneck - you can do that too.
The build phase is still a work-in-progress, as is much of the game, but we’re pretty confident in this feature for what it lets you do. And what that is, is control. Building on this board, in this manner gives you a level of control and ease that isn’t possible during the combat phase. It also allows you to be strategic in your placement of defenses and allies.
Yes you can still change things once you’re in combat. Just about every object in the game, and that includes defenses, traps and allies, can be picked up. Hell, they can even be used as a last ditch weapon if you need it. Combat is for tactical decisions after all.
Building in this way means we get to add depth to what you can build, and the allies you have available. Right now all we’ve shown are the basics. But we do have some other building types coming. To learn about them and stay up-to-date on all that’s happening with A Giant Problem be sure to wishlist the game on Steam!
So that’s why we’re proud to share with you the new build phase!
This isn’t Fortnite, so there’s no building on the fly. Instead we’ve gone for a more focused approach, with a brief build phase before the beginning of a level. This allows you to place just about everything - except the village and naturally occurring elements. You can place allies, defenses and magic.
Want your Hedgehogs sitting up high to snipe at the oncoming hordes - you can place them on a ridge. Want the Gnomes guarding the treasures - you can set them right in front. Want some currently unannounced allies helping to funnel the enemies into a bottleneck - you can do that too.
The build phase is still a work-in-progress, as is much of the game, but we’re pretty confident in this feature for what it lets you do. And what that is, is control. Building on this board, in this manner gives you a level of control and ease that isn’t possible during the combat phase. It also allows you to be strategic in your placement of defenses and allies.
Yes you can still change things once you’re in combat. Just about every object in the game, and that includes defenses, traps and allies, can be picked up. Hell, they can even be used as a last ditch weapon if you need it. Combat is for tactical decisions after all.
Building in this way means we get to add depth to what you can build, and the allies you have available. Right now all we’ve shown are the basics. But we do have some other building types coming. To learn about them and stay up-to-date on all that’s happening with A Giant Problem be sure to wishlist the game on Steam!