Highlands - New Kickstarter Q&A Posted

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Burrito Studio's next kickstarter update for Highlands has a few answers that backers have asked about the campaign, and as usual here is a small sample of them.
Highlands Q&A

We are dedicating this update to shed more light on the gameplay aspects of the game. We’d like to give a special mention to Asa who sent us a nice message with questions she was having. Here are the answers:

You compare your game to ‘Risk’ which is quite simple strategically, does Highlands have more depth?

We use the ‘Risk’ analogy to give a quick idea of what the core mechanics look like because ‘Risk’ is a very popular game.

The game itself is much more complex than ‘Risk’ for various reasons: the different classes, the resources management, the RPG elements, the crafting system, the story events. Take the story events for example, the choices you make during story events will determine how your characters evolve throughout the game. All of these features make Highlands a game which is very dynamic and has a lot of depth.

What about re-playability?

On one hand we focus on a 15-20 hours of solid gameplay telling a story.

On the other hand, it is our goal to make a game that is very challenging at harder difficulty levels. The dynamic nature of the game (fights, story events) combined to the decisions you make on how you progress on the map, who you recruit and how they level will definitely make each replay unique.

In fact, failing a level and trying again will give a new experience in a lot of aspects. Trying on harder levels will also force the player to come up with strategies he wouldn’t have done otherwise.

Our 60,000$ stretch-goal would add a new Skirmish Mode that would be the ultimate replay value.

What does a typical map progression look like?

You have total control of which sectors you want to conquer. In order to win a level you might have to reach a specific goal but how you progress toward it is up to you: will you advance through the city? Or from the docks district? Or maybe both? This will be completely up to you.

How does combat work?

The combat spans over many turns. Each turn consists of an attack by the allies and an attack by the enemies. Both attacks occurs simultaneously. The combat points represent the attack strength of a character, but also its health points or “HP”. The combat ends when a side has its combat points drop to 0. At the start of each turn you may designate a character to block enemy damages. You also have the possibility to use a consumable (once per turn) or withdraw if the odds are not in your favor.

The combat is fast and simple: we purposefully made it quick in order to focus the attention on the strategic choices you make rather than tactical combat itself, yet it can still lead to impressive boss fights!

All of this is regrouped in the FAQ section. If you have further inquiries, we invite you to comment and we will answer you as best we can.
More information.
 
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