

DON'T build a base to buy an army. DON'T play simple "Strike: 6 damage"... In my base-building meets deck-building roguelike, your bases supports your battle spells & hero party. Surviving the siege grows your hero roster.
tl;dr: Build a base to support your army of heroes (instead of a base that grows the army). Base building meets Deck Building in turn based battles.
Usually games use the building of a base and gathering resources like gold to then buy units to raise your army from a barracks. You're then just basically managing your economy until you can get X number of units to attack the enemy. I hate when late game becomes a slow pace of managing resources. So I solved this by limiting the number of buildings and then tying all buildings directly to supporting spell cards in the battles for your hero party.
In "Elemental Lands", you already start with a party/army, because they are basically your "life" (i.e. if they all die, then start a new run). The loop uses the base to tie into the strategy of helping your party/army of heroes and your deck of battle spells, with buildings like:
- 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
Steam page & gameplay video: 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