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KickStarter Lolwut? Mooncrest returns as a weeaboo tactical RPG/boardgame

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,548
UPDATE - Kickstarter: https://www.kickstarter.com/projects/350275419/the-rise-of-mooncrest-story-driven-tactical-rpg

:necro:
The game just reached Greenlight, they're also launching another Kickstarter next week, and it's a tactical RPG now :
http://www.mooncrestrpg.com/news/
http://steamcommunity.com/sharedfiles/filedetails/?id=918126793

You can download a demo on their site.

EDIT : Full description :
The land of Nocturne has been at peace for generations until it was recently invaded by an exotic army from a distant land. Seemingly overnight, all the cities have fallen save one: Mooncrest. As the last bastion and only hope for Nocturne, can you overcome an overwhelming force and the dark arcane powers they wield and save the land or will all become enslaved to these cruel masters?
In The Rise of Mooncrest (RoM), you will take command of the city’s armies and fight through a series of battles of turn-based strategy. As you progress you will use your tactical knowledge to defeat your enemies, acquire new abilities for your Commanders, and advance the story.
The Rise of Mooncrest (RoM) is a TRPG inspired by the long running Japanese series Langrisser (the first game was translated and released on Sega Genesis as Warsong). RoM draws on the storytelling elements of modern TRPGs to deliver a rich narrative that follows the early history of Mooncrest and the city’s rise to prominence.



The Commanders (yellow units) play an important role on the field of battle. While tactically the most import unit in your army, they there are also characters that lead Mooncrest’s troops to war. Their interaction with other Commanders, their troops, and a varied cast of characters is what drives the narrative of RoM.
In total, there are 6 Commanders that players will get to control. The 5th and 6th Commanders will also gain some additional build options if our Social Goals are met. Players begin the game with Serise who is a natural, but reluctant leader. Your second squad is commanded by Kerbasi, her childhood friend and an excellent tactician. On a routine mission they spot a foreign raiding party and discover that these scouts are part of a much larger invading force. Our heroes spring into action and attempt to warn the Council, but will they arrive before it’s too late?



The Rise of Mooncrest is separated into different stages. Each stage is a battle where your desperate and outnumbered forces attempt to free all of Nocturne from an invading army. These stages play through the major events of the story: reconnaissance, daring rescues, skirmishes, defense, and liberation. Some stages offer just a single massive battle while others develop over time through a series of related events.
The time for parlay has passed and each stage is a conflict between the ragtag forces of Mooncrest and their would be overlords. Victory can not be achieved without loss and every battle turns into a war of attrition. For the cunning Commander, the key to success is to leverage your forces tactical advantages.

Can patchwork army of Mooncrest’s remaining forces grow strong enough to repel the arcane magics of their attackers, or is Nocturne doomed to an age of darkness?

Commanders and Squads
Commanders are the most powerful units in your army. They are highly skilled individuals and the main heroes and villains of the story. Each Commander unit represents one mighty hero. In comparison, squad units represent 10 rank and file soldiers.
As mentioned, Commanders are your most valuable units. Not only are they the most powerful, but their command radius also allows them to buff nearby units. But be warned. Careless use of a Commander can see him defeated in battle, and if he falls, all units under his command will flee the battle as well.



Each commander represents a highly skilled individual and is one of the main heroes or villains of the battle. In comparison, squads units represent groups of rank and file combatants. Part of a commander’s strength is their ability to buff their nearby squads through their Command Radius. But their power does come with a price. When a commander is defeated, all of their squads will leave the battle.

Battles in The Rise of Mooncrest are brutal and decisive. RoM is a game that treats combat as a war of attrition. Commanders are akin to kings or queens in chess while squads are pawns to be carefully sacrificed to protect their Commanders.

Tactical Advantages
Combat in The Rise of Mooncrest is highly tactical. Players are rewarded for smart gameplay by out thinking and out maneuvering their opponents. Tactical advantage manifests itself in the game in various ways.
Terrain Bonuses: Terrain offers various bonuses in RoM. Some allows for faster movement which enables easier unit positioning. Other terrain grants attack and defense bonuses, but slows down your troops. For example: Roads don’t provide any combat bonuses, but units on roads can move much faster. Forests grant defensive bonuses, and hills provide bonuses to both attack and defense. Terrain advantage is crucial as lining up your units on ridge gives them a great advantage against troops attacking from below.
Unit Advantages: Units in RoM each have their own specialty and work off of the Rock-Paper-Scissors concept. With Soldiers, Archers, and Mages being the 3 primary unit types.



This concept is easy to understand, but increases in scope and complexity once additional unit types are introduced in the game.
Strength in Numbers: As units become injured their combat effectiveness decreases. A cunning player can overwhelm weakened units by attacking with full strength squads to help minimize their losses. Commanders can maintain their strength in numbers by taking advantage of their triage ability which allows units in base contact with their Commander to heal 1 point of health at the start of the player’s turn. Players who learn and utilize these tactics will have a significant advantage over their enemy.

Diverse Objectives
While crushing your enemies and seeing them driven before you is fun, too much of the same thing can get tiring and that has been an issue with some TRPGs in the past.
In order to add some variety to RoM’s gameplay, a lot of thought went into the design of the different scenarios. While some stages are your typical “kill all the enemies”, others will feature a linear series of objectives that must be completed in order to claim victory. There are a wide variety of scenarios planned to keep you all arm chair generals out there engaged throughout the game. Some examples include:

  • Advance to location “x” and: extinguish a fire, destroy a barrier, erect a fortification, capture an objective, etc.
  • Guard the pass and prevent any enemies from escaping.
  • Survive for “x” amount of turns until reinforcements arrive.
  • Chase down and capture a fleeing enemy.
  • Capture the flag.
  • And many, many more.
Story
Our story begins with Nocturne under siege. A powerful unknown enemy has quickly conquered all who oppose them. The dol-fayn as the people of Nocturne have come to call them, wield terrible arcane powers and raze the land. Mooncrest is the last bastion of hope for the people of Nocturne as all of the neighboring cities have fallen. You will take command of the remaining soldiers of Mooncrest in an attempt to mount a counter offensive and liberate your allies. You will uncover the secret origins of the dol-fayn and interact with characters through cutscenes both during missions and between stages.


Character Advancement
Like other TRPGs, The Rise of Mooncrest has a leveling system based on experience points (XP). This works just like you would expect: when a Commander or one of his units defeats an enemy, the Commander gains XP. Each time a Commander gains a level, his stats will increase until he reaches level 10.
Once a Commander reaches level 10, he can choose between two advanced classes that come with their own perks and abilities. For example, upon hitting level 10, Kerbasi can choose to advance to a Captain making him a melee specialist. This also gives him access to the special ability Rally which grants a bonus to attack and defense to any units in his aura until the next turn.
In addition, advanced characters gain one more unit to command for a total of 5. They benefit from increased stats, can choose what types of units they lead (selecting archers or soldiers), and their tactical acumen allows them a bit of control over where they are placed before the stage begins. In total, there are 22 different classes the player’s can choose from to customize their forces.



 
Last edited by a moderator:

Rahdulan

Omnibus
Patron
Joined
Oct 26, 2012
Messages
5,105
I guess the Banner Saga guys were all the runaway artists and this team has to make due to with Go stones?
 

hellbent

Augur
Joined
Aug 17, 2008
Messages
322
I'm shocked that it states on the website that all development is PC only at this time. With those simplistic graphics and the minimal visible UI, I assumed this was a tablet port.
 

Severian Silk

Guest
And I thought Battle Brothers character graphics were minimalistic!
 

28.8bps Modem

Prophet
Joined
Jan 15, 2014
Messages
302
Location
The Internet, Circa 1993
I keep getting email from these fuckers thanks to "backing" their last attempt.

The game looks like garbage, but at least they learned their lesson and actually showed their game this time rather than a "hilarious" skit about what women gamers want.

Kickstarter is now live, they want 35K.

inb4 somebody reposts the kickstarter pitch video.

I'm so glad this has actually been preserved for posterity.

 
Last edited:

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,232
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/350275419/the-rise-of-mooncrest-story-driven-tactical-rpg

The Rise of Mooncrest - Story Driven, Tactical RPG

A turn-based Tactical RPG inspired by the long running Japanese series Langrisser. Created by a veteran ex-BioWare designer.

About this project

The land of Nocturne has been at peace for generations until it was recently invaded by an outlandish army from a faraway land. Seemingly overnight, all the cities have fallen save one: Mooncrest. As the last bastion and only hope for the people of Nocturne, can you defeat an overwhelming force and overcome their dark arcane powers and save the land, or will all become enslaved to these cruel masters?

In The Rise of Mooncrest (RoM), you will take command of the city's armies and fight through a series of battles of turn-based strategy. As you progress you will use your tactical knowledge to defeat your enemies, acquire new abilities for your Commanders, and further the story.

f0fa2bbb2fc38a4aefcd815e9f251cbc_original.jpg

There is no better way to experience a game then to play it first hand. The Rise of Mooncrest demo was created specifically for this Kickstarter campaign. While all the features in the demo present the game in an early state and all assets are subject to change, the gameplay systems are working and in place. This demo is a good representation of what this Kickstarter campaign is building toward. The demo was created in Unity 5 and is available for Windows PC only.







db4ed5c293b5b062e5be037cba95cf75_original.jpg

The Rise of Mooncrest (RoM) is a TRPG inspired by the long running Japanese series Langrisser (the first game was translated and released on Sega Genesis as Warsong). RoM draws on the storytelling elements of modern TRPGs to deliver a rich narrative that follows the early history of Mooncrest and the city's rise to prominence.

b65a46bb63526ed8b023b6aba6b62613_original.jpg

The Commanders (yellow units) play an important role on the field of battle. While tactically the most import unit in your army, they are also characters that lead Mooncrest's troops to war. Their interaction with other Commanders, their troops, and a varied cast of characters is what drives the narrative of RoM.

In total, there are 6 Commanders that players will get to control. Players begin the game with Serise who is a natural, but reluctant leader. Your second squad is commanded by Kerbasi, her childhood friend and an excellent tactician. On a routine mission they spot a foreign raiding party and discover that these scouts are part of a much larger invading force. Our heroes spring into action and attempt to warn the Council, but will they arrive before it's too late?

23381fe59a2d8e6e4046ef0206f529ba_original.jpg

The Rise of Mooncrest is separated into different stages. These stages play through the major events of the story: reconnaissance, daring rescues, skirmishes, defense, and liberation. Some stages offer just a single massive battle while others develop over time through a series of related events.

The time for parlay has passed and each stage is a conflict between the ragtag forces of Mooncrest and their would be overlords. Victory can not be achieved without loss, and every battle turns into a war of attrition. For the cunning Commander, the key to success is to leverage your forces tactical advantages.

ba9a6bf0b92476feea729bc99239e7a1_original.jpg

Can a patchwork army of Mooncrest's remaining forces grow strong enough to repel the arcane magics of their attackers, or is Nocturne doomed to an age of darkness?

e6118af7b793b544a300345a94e1968a_original.jpg

Commanders and Squads
Commanders are the most powerful units in the game. They are highly skilled individuals and the main heroes and villains of the story. Each Commander unit represents one mighty hero. In comparison, squad units represent 10 rank and file soldiers.

As mentioned, Commanders are your most valuable units. Not only are they the most powerful, but their command radius also allows them to buff nearby units. But be warned. Careless use of a Commander can see him defeated in battle, and if he falls, all units under his command will flee the battle as well.

38182d6fb20edb99c9beef1facbf8c65_original.jpg

Battles in The Rise of Mooncrest are brutal and decisive. RoM is a game that treats combat as a war of attrition. Commanders are akin to kings or queens in chess while squads are pawns to be carefully sacrificed to protect their Commanders.

Tactical Advantages
Combat in The Rise of Mooncrest is highly tactical. Players are rewarded for smart gameplay by out thinking and out maneuvering their opponents. Tactical advantage manifests itself in the game in various ways.

Terrain Bonuses: Terrain offers various bonuses in RoM. Some allows for faster movement which enables easier unit positioning. Other terrain grants attack and defense bonuses, but slows down your troops. For example: Roads don't provide any combat bonuses, but units on roads can move much faster. Forests grant defensive bonuses, and hills provide bonuses to both attack and defense. Terrain advantage is crucial as lining up your units on ridge gives them a great advantage against troops attacking from below.

Unit Advantages: Units in RoM each have their own specialty and work off of the Rock-Paper-Scissors concept. With Soldiers, Archers, and Mages being the 3 primary unit types. Soldiers are better than Archers, Archers are better than Mages, and Mages are better than Soldiers.

27e6fe2902c1292a14c73416a3e40cd0_original.jpg

This in an easy concept understand, but increases in scope and complexity once additional unit types are introduced in later stages of the game.

Strength in Numbers: As units become injured their combat effectiveness decreases. A cunning player can overwhelm weakened units by attacking with full strength units to help minimize their losses. Commanders can also maintain strength in numbers by taking advantage of their triage ability which allows units in base contact with their Commander to heal some health at the start of the player's turn. Players who learn to utilize these tactics will have a significant advantage over their enemy.

Diverse Objectives
While crushing your enemies and seeing them driven before you is fun, too much of the same thing can get tiring and that has been an issue with some TRPGs in the past.

In order to add some variety to RoM's gameplay, a lot of thought went into the design of the different scenarios. While some stages are your typical "kill all the enemies", others will feature a linear series of objectives that must be completed in order to claim victory. There are a wide variety of scenarios planned to keep the arm chair generals out there engaged throughout the game. Some examples include:

  • Advance to location "x" and: extinguish a fire, destroy a barrier, erect a fortification, capture an objective, etc.
  • Guard the pass and prevent any enemies from escaping.
  • Survive for "x" amount of turns until reinforcements arrive.
  • Chase down and capture a fleeing enemy.
  • Capture the flag.
  • And many, many more.
Story
Our story begins with Nocturne under siege. A powerful unknown enemy has quickly conquered all who oppose them. The Dol-Fayn as the people of Nocturne have come to call them, wield terrible arcane magics and raze the land. Mooncrest is the last bastion of hope for the people of Nocturne as all of the neighboring cities have fallen. You will take command of the remaining soldiers of Mooncrest in an attempt to mount a counter offensive and liberate the land. You will uncover the secret origins of the Dol-Fayn and interact with characters through cutscenes both during missions and between stages.

e04c3243de9e75192c6e554e57f33dff_original.jpg

Character Advancement
Like other TRPGs, The Rise of Mooncrest has a leveling system based on experience points (XP). This works just like you would expect: when a Commander or one of his units defeats an enemy, the Commander gains XP. Each time a Commander gains a level, his stats will increase until he reaches level 10.

Once a Commander reaches level 10, he can choose between two advanced classes that come with their own perks and abilities. For example, upon hitting level 10, Kerbasi can choose to advance to a Captain making him a melee specialist. This also gives him access to the special ability Rally which grants a bonus to attack and defense to any units within his command aura until the next turn.

In addition, advanced characters gain one more unit to command for a total of 5. They also benefit from increased stats, can choose what types of units they lead (selecting archers or soldiers at the beginning of a stage), and their tactical acumen allows them a bit of control over where they are placed before the stage begins. In total, there are 22 different classes the player’s can choose from to customize their forces.
 

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