WORLD


Overview

Critical Missions is an AWD strategy RPG named for the heavy use of "Critical Time" and "Critical Position" maneuvers. In terms of story, it takes place between the events of "End of Innocence" and "Knights", featuring various self-contained scenarios to be played out through one or more battles. Each scenario varies depending on which characters are involved, and in what capacity.

Missions & Scenarios

Critical Missions features numerous scenarios, each with its own self-contained storyline. By selecting a scenario, players will have to accomplish a series of tasks, most of which revolve around combat. Scenarios may span one or more missions, depending upon the level of complexity.

Units

Units are any “things” on the battlefield that are independently mobile – such as characters, vehicles, and certain environmental weapons. Each side in a Critical Mission battle is made up of one or more units, to which the player issues commands for defeating the enemy.

Movement

Units can be moved from one location to another by plotting a specific destination or by setting a target. Unlike most strategy RPGs, movement in Critical Missions is vector-based, not tile-based, meaning that units plot the fastest course from point A to point B automatically. However, up to 4 points may be plotted if a player wishes a unit to take a specific route.

Attacks & Combos

Character units may attack enemy units or destructible part of the environment once they come within range – as determined by their available weapons or techniques. Each type of attack has its own time requirement. Therefore attacks are only possible if the unit can move within range and still has enough time left to execute the attack. If enough time is available to execute more than one attack in a sequence, it is called a combo. Executing combos increases the chances of a critical hit and may activate special attacks otherwise unavailable, depending upon which techs are used and in what sequence.

Battle Techs

Battle Techs – “techs” meaning techniques or technologies – refer to the different resources at a unit’s disposal for attack, support, and restoration. All weapons, magic, and special moves are examples of Battle Techs. Most character units begin battles with their standard issue tech – usually a low-power weapon – and acquire more potent techs in the field (on site acquisition). In the case of magic users, they must find ways to build up “ether points” in order to cast spells. In most cases, there will be a number of different items (e.g. ether packs) or environmental resources (e.g. etherium wells) at their disposal.

Defense & Evasion

A character unit may take a guarding posture, increasing its defense and the chance of evasion. A unit may also “take cover” behind or near objects in the environment to reduce or shield themselves completely from damage. Since many parts of the environment are destructible, however, units taking cover run the risk of receiving collateral damage from those objects. Players must be cautious in when and where they take cover. For example, it would not be wise to take cover behind an explosive tanker.

Background Interactivity

Objects and structures within the environment can be destroyed or altered as a part of a player’s battle strategy, or for novelty purposes. For example, multiple enemies could be standing in vicinity of gas tank. Rather than attacking one of them, the player could destroy the gas tank to cause an explosion which deals damage to all enemies within the blast radius. Individual damage may not be as a great as a direct hit, so it is all a matter of player preference.

A second example would be a cluster of water barrels sitting somewhere between allies and enemies. One unit throws a grenade to blow them up, spilling the water all over the battlefield; another unit uses that water to conduct the electricity of a battle tech across that whole radius as opposed to one target. Another possibility would be to freeze the water to restrict movement - units automatically slide to end of icy area in direction of approach.

Crates

Crates are a significant part of the gameplay. There is no inventory; units must collect the items they need on-site, including battle-tech weapons or nano-power packs to fuel innate techniques such as magic. There are many different types of containers, all distinguishable by appearance. Crates appear on all battle maps automatically; new crates may be uncovered by destroying parts of the environment; new crates may also randomly be dropped off by parachute from an ally or enemy drop ship. Which types of crates will appear – and their locations – are random.

When to make a move for a crate is an integral part of battle strategy, and involves a lot of risk. A crate dropped by enemy forces could contain dangerous weapons they could use against you, or packs to replenish their ranks; sometimes another unit may be stored in an enemy crate, increasing their numbers. Players must decide whether to break a crate open, leave it alone, or destroy it to prevent the enemy from gaining access to what’s inside, or using it as a weapon.

Stay tuned for more information and media...






Overview

AWD: Knights Academy will be an independently developed and published 2D action game featuring 10 playable characters, 20 thrilling stages, 30 special item pickups, 40 unique skills and 50 weapons and techniques. Players engage in various missions as the cadets of the Knights Academy learn of the many threats facing their world. Initially the story is told through a series of random missions, but then the bigger picture comes into focus as the characters have to face off against an unexpected and powerful enemy. Developed using the Torque Game Builder, AWD: Knights Academy will provide a blend of retro-gaming nostalgia with next-gen style and sophistication.


Story Mode

It takes place through 20 stages, each divided into 3 parts. At the beginning of each level, players select which character they wish to use. Each character has its own strengths and weaknesses, and their abilities determine how they will proceed through each stage. Each stage has multiple paths, some of which can only be traveled by certain characters. In order to complete a stage, players will have to fight hordes of enemies with special weapons or techniques and solve environmental puzzles using skills.


Experience Levels

Every character begins the game at experience level 1. By completing a stage with a given character, the player can choose one of 3 upgrades for that character – stats increase, new weapon, or new skill/tool. Once all upgrades at a given experience level have been acquired, the character improves to the next experience level.


Special Weapons & Techs

Each character has 4-5 special weapons or techniques that can be used to destroy enemies throughout the stages. Some techs are more powerful than others, while some are of equal power but better suited to different playing styles. Each character begins the game with only one tech, but with each upgrade at a given experience level, the character acquires a new tech.


Skills

Each character has special skills which enable them to bypass obstacles throughout the different stages. Examples include Will’s grappling hook, which allows him to swing across unsafe or missing ground, and Lilith’s multipurpose wrench, which allows her to fix broken machinery. By completing a stage, players can choose to upgrade to add another skill or tool to the character’s repertoire.


Items

Scattered throughout the stages, either in plain sight, or hidden within the environment, are various special items to pick up. These include health and tech-power restoration items, ammunition, and character-assist tokens, to name a few. Sometimes players may find it to their advantage to explore alternate paths through the stages, even if they are not the fastest way to the goal, to find items which will benefit them in the long-run.


Stage Limitations

In order to complete a stage with any character, that character’s experience level must be equivalent to or higher than the stage number. This means that at lower experience levels, characters simply will not have the skills required to complete higher stages. A higher level character may go back and replay lower level stages, but will not receive any upgrades for completion. However, the new skills acquired at higher levels may enable certain secrets in lower stages that were previously inaccessible.


Character Paths

While it is possible to complete the entire game using only one character, the game experience is enhanced by improving and using multiple characters. In order to raise the experience levels of other characters, it may be necessary to replay lower stages. However, the gameplay will vary by character, as each one has its own unique path through the stage. If the player chooses to complete the entire game using only one character, then they must discover which paths through each stage is accessible specifically to that character.


Gauntlet Mode

In Gauntlet Mode, which essentially works like “Capture the Flag”, players use techs and skills in an attempt to reach the other team’s goal, steal their emblem, and return it to their own starting point. There are also various traps scattered throughout the level that can be tinkered to work against opponents. 1 on 1 and team play options will be available.


Time Trial Mode

After a stage has been completed in story mode, it becomes available for replay in time trial mode. In time trial modes, players attempt to complete the stage in the least amount of time possible. Awards such as special unlockable features will be granted for each level completed in the lowest time with each character.


Multiplayer

AWD: Knights Academy allows for up to 4 players to play cooperatively in the story mode or for up to 8 players to play against one another in the gauntlet or time rial modes. Multiplayer options will be available for at-home play and online.


Custom Stages

In addition to playing through the story mode, players will be able to build their own custom stages using an extensive in-game tool set. These new stages can be uploaded online to challenge other players. New add-ons to the existing tool set will also be available periodically for download. Custom Stages can be used for time-trial completion runs or for gauntlet mode.





"A World Divided" (AWD), its storylines, characters, settings, all associated game concepts, and all other information contained on this website are the exclusive intellectual property of Godheval. All Rights Reserved.