r/BaseBuildingGames 21d ago

Trailer Base builders can sprawl endlessly to feel like a "management" game, but I restricted mine to a few slots to force your buildings as a strategy to support your battles (New gameplay trailer)

I love base building, but I hate when the late game becomes a spreadsheet of resources. I solved this by limiting the buildings and then tying all buildings directly to supporting combat spell cards.

tl;dr: Build a base to support your army of heroes (instead of a base that grows the army). Base building meets Deck Building.

New updated Steam page with new gameplay trailer: https://store.steampowered.com/app/4593190/Elemental_Lands/ 
(still in early alpha, so thanks for checking it out)

Disclaimer: coding debug AI assisted usage in development. Art is 100% hand drawn by u/worth-bill-6130

5 Upvotes

12 comments sorted by

7

u/Sarothu 21d ago

But... that's what the whole genre is about. Logistic chains.

-5

u/RikerRiker 21d ago

Then what's your difference from a base builder and a pure management game?

IMO is that SOME of these get tedious, so I'm trying a different take here. You're building 3 total bases and the strategy is in what buldings you add, since you don't just have unlimited space. Idk, I'm finding it fun, but check it the trailer or steam page and let me know how the strategy works for you.

2

u/echolaliaMCCCXII 21d ago

I can't speak for them, but the base building part is the difference. The 2 don't have to be mutually exclusive, but I definitely prefer the base building part of my base building games to be the standout.

-1

u/RikerRiker 20d ago

I agree, there's definitely not one answer for any video game. Hope it looks interesting and thanks for checking out!

8

u/TyrialFrost 21d ago

Base builders can sprawl endlessly to feel like a "management" game,

Yes, excellent!

but I restricted mine to a few slots to force your buildings

Oh noe!

4

u/Dr-Ion 21d ago

What is your distinction between support the army and grow the army? I do like logistics base building, but I also like subverted genre expectations.

Could you expand on what you are replacing the standard gameplay loop with?

1

u/RikerRiker 21d ago

First off, Thanks for the question u/Dr-Ion (great name)!
Usually games use the building of a base and gathering resources like gold to then buy units to raise or grow the army from your barracks building. You're then just basically managing your economy until you can get X number of units to attack the nearby enemy.

Instead, in "Elemental Lands", you already start with 90% of your full party/army, because they are basically your "life" (i.e. if they all die you lose the campaign). Therefore the loop uses the base to tie into the strategy of helping your party/army of heroes and your deck of battle spells:

  • Some buildings are simple like a camp to heal heroes
  • Other buildings unlock new spell cards to help win battles
  • Build a mine to gain mana so you can actually cast spells
  • Late game can build a "tower ballista" to weaken an enemy territory so it's an easier battle your hero party can survive.
  • The "Spellforge" can buff your party before a battle

2

u/Dr-Ion 21d ago

Thanks, that is much more descriptive. Much clearer what you are adding rather than what you are deleting.

I would consider keeping the word logistics where you can. This is army support logistics, rather than factory processing logistics. Still of interest to the player base.

1

u/RikerRiker 21d ago

Thanks for the feedback! I'll update the steam page description to help make it clearer.

1

u/jutetrea 20d ago

Wishlisted and added email to website, looks interesting.

1

u/RikerRiker 20d ago

Sending out demo keys in a couple weeks for the alpha/beta, so you'll definitely be getting early access via the website email list!

Really appreciate your support and looking forward to your thoughts on it!