Kingdom Rush ... Autochess?

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Kingdom Rush ... Autochess?

by SJBlood » Wed Jul 24, 2019 3:15 pm

The Auto-battler genre is quickly taking over the gaming community as the newest trend and I don't think I'm the only one obsessed with several of these games and the idea in general. But creating this sort of game requires either an already-existing pool of diverse characters from another game or designing a long list of units to place on your chess board.

That said, what better game to draw inspiration from than the Kingdom Rush franchise that has hundreds of units and abilities, spread among dozens of races to choose from amongst its four titles? And on top of that, the KR artstyle is clean enough not to cause clutter on a phone screen but polished enough to interesting and engaging.

You can't simply shove hundreds of characters into such a game, however, since the more possible units there are, the fewer your chances to upgrade them and create synergies between them. This is where a KR autochess could either keep it traditional and simply pick anywhere between 50 and 60 of it's units or it can innovate and bring its own flair to the genre.

Two ways to do this would be:

1. Make use of the extensive list of Heroes that KR disposes of. What if at the start of each match, you could choose a Hero unit that acts as the player's avatar, replacing the (useless) mascot that some other titles in the genre make use of. This Hero unit could have it's own affixes and force the shop to prefer showing similar units for easier synergies.

2. At the start of each match, have an option to disregard a number of affixes in order to maximise the drop for your preferred strategies. For instance, completely nullifying a few out of over 20 possible properties a unit could have leaves more space for the others to show up, making sure that you get a head start and do away with some of the RNG factor the genre comes with.

I will continue this post with a list of 60 units spread amongst 11 races and 11 classes to kickstart the discussion about the countless possibilities a well-developed universe like Kingdom Rush offers to the auto-battler genre.
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Re: Kingdom Rush ... Autochess?

by SJBlood » Wed Jul 24, 2019 3:30 pm

:star: Troop Captain: Human, Captain
:star: :star: Musketeer: Human, Ranger
:star: :star: Priestess: Human, Mage
:star: :star: :star: Arcane Magus: Human, Mage
:star: :star: :star: Shield Bearer: Human, Warrior
:star: :star: :star: Gryphon Bombardier: Human, Rider
:star: :star: :star: :star: High Sorcerer: Human, Sorcerer
:hero: Cavalier: Human, Rider
:hero: Valkyrie: Human, Captain, Eternal

:star: Harasser: Twilight Elf, Assassin
:star: Scourger: Twilight Elf, Assassin
:star: :star: Evoker: Twilight Elf, Mage
:star: :star: :star: Arachnomancer: Twilight Elf, Summoner
:star: :star: :star: :star: Mounted Avenger: Twilight Elf, Rider
:star: :star: :star: :star: Twilight Golem: Twilight Elf, Construct
:hero: Heretic: Twilight Elf, Sorcerer

:star: Elven Hunter: Elf, Ranger
:star: :star: Mystic Magus: Elf, Mage
:star: :star: Moon Sentinel: Elf, Rider
:star: :star: :star: Forest Keeper: Elf, Druid
:star: :star: :star: :star: Bladesinger: Elf, Assassin
:star: :star: :star: :star: Archdruid: Elf, Druid

:star: Ghost: Undead, Mage
:star: Ghoul: Undead, Assassin
:star: :star: Werewolf: Undead, Assassin
:star: :star: :star: Abomination: Undead, Warrior
:star: :star: :star: Black Hag: Undead, Sorcerer
:hero: Vampire Queen: Undead, Assassin

:star: Nightscale: Saurian, Assassin
:star: Darter: Saurian, Assassin
:star: :star: Myrmidon: Saurian, Warrior
:star: :star: :star: Deathcoil: Saurian, Ranger
:star: :star: :star: :star: Savant: Saurian, Summoner
:star: :star: :star: :star: Brute: Saurian, Warrior

:star: :star: Demon Guard: Demon, Warrior
:star: :star: Demon Trident: Demon, Ranger
:star: :star: :star: Demon Lord: Demon, Captain
:star: :star: :star: :star: Infernal: Demon, Sorcerer
:hero: Pit Lord: Demon, Eternal

:star: Redspine: Deep Devil, Warrior
:star: :star: Deviltide: Deep Devil, Rider
:star: :star: :star: Blacksurge: Deep Devil, Mage
:star: :star: :star: :star: Bluegale: Deep Devil, Sorcerer
:star: :star: :star: :star: Bloodshell: Deep Devil, Warrior

:star: Shaman: Greenskin, Mage
:star: Ogre: Greenskin, Warrior
:star: Goblin Sapper: Greenskin, Ranger
:star: :star: Worg Rider: Greenskin, Rider

:star: :star: Shadow Archer: Dark, Ranger
:star: :star: :star: Necromancer: Dark, Summoner
:star: :star: :star: :star: Magma Elemental: Dark, Construct
:hero: Dark Slayer: Dark, Captain

:star: Spear Hunter: Troll, Assassin
:star: :star: Axe Thrower: Troll, Ranger
:star: :star: :star: Chieftain: Troll, Captain
:star: :star: :star: :star: Breaker: Troll, Warrior

:star: Desert Archer: Desert, Ranger
:star: :star: Immortal: Desert, Warrior
:star: :star: :star: Executioner: Desert, Warrior
:star: :star: :star: Sand Wraith: Desert, Summoner



Legend:
:star: Common unit, costs one gold
:star: :star: Uncommon, costs 2 gold
:star: :star: :star: Rare, costs 3 gold
:star: :star: :star: :star: Epic, costs 4 gold
:hero: Legendary, costs 5 gold
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Re: Kingdom Rush ... Autochess?

by SJBlood » Wed Jul 24, 2019 3:33 pm

And to explain a little what some bonuses for the races and classes above could be in such a game:

Human:
• 3 Humans: abilities are 20% more effective
• 6 Humans: abilities are 50% more effective
• 9 Humans: abilities are 100% more effective

Elf:
• 3 Elves: 20% chance to evade attacks
• 6 Elves: 50% chance to evade attacks

Twilight Elf:
• 3 Twilight Elves: 20% magic resistance
• 6 Twilight Elves: 50% magic resistance

Greenskin:
• 2 Greenskins: Greenskins cost 1 less
• 4 Greenskins: Greenskins are free, gain 1 interest

Dark:
• 2 Dark: gain 10% damage for each enemy killed
• 4 Dark: gain 25% damage for each enemy killed

Demon:
• 2 Demons: 5 AoE damage per second
• 4 Demons: 10 AoE damage per second

Troll:
• 2 Trolls: 5 HP regeneration per second
• 4 Trolls: 10 HP regeneration per second

Undead:
• 2 Undead: enemies have -15 armour
• 4 Undead: enemies have -30 armour
• 6 Undead: enemies have -50 armour

Desert:
• 2 Desert: 15% lifesteal for Desert units
• 4 Desert: 15 % lifesteal for all allies

Saurian:
• 3 Saurians: attacks cleave for 40% damage
• 6 Saurians: attacks cleave for 100% damage

Deep Devil:
• 2 Deep Devils: 20% change to silence an enemy for 4 seconds
• 4 Deep Devils: 50% chance to silence an enemy for 4 seconds

Rider: Riders dismount with 20% HP and gain a secondary class that activates instantly (Orc Champion, Avenger, Paladin – Captain; Greenfin, Moon Warden, Bombardier – Ranger)
• 2 Riders: +15 armour
• 4 Riders: +30 armour, when killed, Riders now dismount with 40% HP
• 6 Riders: +50 armour, when killed, Riders now dismount with 60% HP

Ranger: Rangers have 10% chance to attack twice in quick succession
• 3 Rangers: 15% attack speed
• 6 Rangers: 30% attack speed, 20% chance to attack three times in quick succession
• 9 Rangers: 50% attack speed, 30% chance to attack four times in quick succession

Assassin: Assassins teleport behind enemy lines at the start of each battle
• 3 Assassins: 20% chance to critical strike for double damage
• 6 Assassins: 50% chance to critical strike for triple damage

Warrior: Warriors taunt enemies, forcing them to focus their attacks on them
• 3 Warriors: +200 HP
• 6 Warriors: +500 HP
• 9 Warriors: +1000 HP, Warriors survive 3 additional seconds before dying

Captain: Captains have 5 armour for each non-captain allied unit on the board
• 2 Captains: allied non-captain units gain 20% damage
• 4 Captains: allied non-captain units gain 40% damage, increase Captain armour to 10
• 6 Captains: allied non-captain units gain 70% damage, increase Captain armour to 20

Druid: Druids only need 2 units of a kind to be upgraded to level 2
• 2 Druids: the lowest level allied unit appears as one level higher, Druids only need 2 units of a kind to be upgraded to level 3

Construct: Constructs are immune to magic damage
• 2 Constructs: Constructs absorb magic damage, turning it into shields for their allies

Mage: Mages gain 5 mana per second
• 2 Mages: allies also gain 5 mana per second (stacks with mage baseline)
• 4 Mages: allies gain an additional 5 mana per second
• 6 Mages: allies start with 50 mana

Sorcerer: Sorcerers have a 25% chance to cast their abilities twice
• 2 Sorcerers: ability cooldowns recharge 50% faster
• 4 Sorcerers: abilities no longer have cooldowns, increase the chance to cast their abilities twice to 50%

Summoner: Summons heal their Summoner for 10% of their damage dealt
• 2 Summoners: have a 20% chance to spawn two summons at once
• 4 Summoners: have a 30% chance to spawn three summons at once

Eternal: If only one Eternal is present on the board, it has 50% increased stats
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Re: Kingdom Rush ... Autochess?

by RaZoR LeAf » Tue Jul 30, 2019 4:22 pm

I have to say Auto-battlers are one of the most boring game genres I have ever played. Like, what is the point? It just goes on its own with barely any influence from you. There's no skill involved, just tapping a button now and again to upgrade things.
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Re: Kingdom Rush ... Autochess?

by SJBlood » Thu Aug 01, 2019 6:10 am

RaZoR LeAf wrote:I have to say Auto-battlers are one of the most boring game genres I have ever played. Like, what is the point? It just goes on its own with barely any influence from you. There's no skill involved, just tapping a button now and again to upgrade things.


It's resource management and strategy. There is a degree of RNG but just like in TGC games, the best players will always be at the top. The point is to pick units that have synergies between them in order to counter most enemy comps and pull ahead. You have to choose what units you want to play and you can only have so many on your board. You decide how they go on the board and who gets what items. You can upgrade your level or reroll at the cost of money but those can backfire and leave you bankrupt.
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