
Real Gangster Shit
Developers | Publishers | Release Date | Price | Buy Automatic Battle:Galaxy General |
---|---|---|---|---|
ZHANG HONG |
ZHANG HONG |
27 Jan, 2025 (3 months ago) | 14.99$ |
STEAM Kinguin KeyForSteam SteamDB |
This is a sci-fi space strategy, puzzle-solving, adventure, and combat game featuring an innovative combat system. Players can devise combat strategies, assign specific ships, and customize ship modules according to their preferences. The game boasts multiple endings and optional side quests. After completing the main storyline, players can engage in endless battles against special AI enemies that adjust their combat deployments based on the situation, albeit somewhat rudimentary at the outset.
The unique combat system employs a hands-off design. Will it be boring? Not at all. Before combat, players must strategize their deployments to outwit enemies. Victory hinges not just on ships and equipment but crucially on skills and commands. During combat, players must closely observe ship behavior and make adjustments accordingly. The main storyline provides intelligence information (only once), while side quests offer hints or allow for independent reconnaissance (the flagship in the first position can be infinitely repaired but at the cost of one side quest opportunity).
Like playing cards, you have a rough idea of your opponent's hand and their potential moves (each pirate general has several fixed configurations). Based on intelligence and victory conditions, players must devise their tactics (e.g., lure enemies into a trap, capture the ringleader first, focus on breaking through, etc.).
Instructions:
I have already uploaded some strategy guides and explanatory videos to Bilibili. Currently, the game has integrated tutorials. There are 4 difficulty levels in the game now; the first two levels are available for exploration and trial play, allowing players to get familiar with the game's weapons and mechanics, while the latter two levels are designed for challenges.
The early game may feel somewhat tedious (the initial chapter), mainly focusing on teaching basic functions such as installing weapons, selecting suitable weapons and armor, configuring unassailable tank ships, understanding skill effects, command effects, and the impact of different terrains. (Note that some side quests are challenging.) The game improves significantly with the introduction of later elements and the main storyline, and the maximum number of ships per battle will also be reached.
Overlapping displacement commands and skill triggers in the game can lead to unexpected outcomes (like commanding a soldier to move forward for 60 seconds and then backward within the same 60 seconds, resulting in an unpredictable result).
Formation is optional for fast-moving ships; slower ships may be defeated before they can even form up. (So choose wisely.)
Future Plans:
The game will be updated or receive DLCs based on its popularity in the future, with content roughly including the following:
Level System: Adding more levels.
Character System: Introducing a character interface for roles. This includes illustrations, detailed background stories, special skills, or abilities.
Weapon System: Adding more weapons and equipment.
Ship System: Introducing more ships.
Long-term Vision:
City System: This may require a significant amount of time and effort.
Sovereignty System
Economic and Trade System
Others: Random items, blueprint crafting, spaceship production, alien creatures, among other things.