Mankind’s March ****is a tactical turn-based roguelike. You control the Elites, a squad of soldiers sent on a suicide mission to search for humanity’s last hope where no one else would dare to look. The Quantum Planets are the scenario of your desperate expeditions, an infinite extent of shapeless ground where any living form in this dimension meets a slow and painful death.
Your squad is formed by intrepid characters with unique abilities that will allow you to survive in these inhabitable environments: by *observing *****tiles you can raise stable ground below you, allowing your units to safely traverse the isometric grid and make progress in your quest. “Safety” is a relative word though, as you try to stabilize the planet its original inhabitants will be able to manifest in our dimension and express their discontent with your visit. You should be well equipped to fight them off through the isometric turn-based tactical combat system and complete your mission but your time is limited and survival is not guaranteed.
Each character also has a list of traits that define their personalities, these will change over time depending on what happens to them during each expedition: every time a character is met with a decisive moment in their mission you will be able to make choices and determine their fate depending on their traits and stats. Based on the outcome, these will change and be reflected in the gameplay.
We want to resonate with fans of unique and challenging experiences that require great emotional investment, 25+ Adults with an interest in tactical turn based combat games and role playing games that allow them to tell their own stories through choices in narrative and gameplay.
Darkest Dungeon is a challenging gothic roguelike turn-based RPG about the psychological stresses of adventuring.
When focusing on turn based games and combat, the interactive elements are more important then providing a realistic sound scape. Having the sounds be reactive and providing auditory feedback is crucial for a good gameplay experience. There is some sound effects for movement or walking but a lot of the audio is environmental and meant to have you the player being in the world. There is a lot of ambient and background sounds that add to the suspense of the game. Any combat or action scenes have loud striking sounds to emphasize them. This contrast is what allows for the player to recognize what is and isn’t important. The music is also more cinematic rather than stylised and adds to the eerie atmosphere.
This helps serve a good foundation for Mankind’s March sound and music design. It helps establish what should and shouldn’t have sound and the overall audio direction.
