Gameplay
Last updated
Last updated
SENSAI is a turn-based strategy game where players can engage in PvP and PvE. Each player takes turns to command their units and make strategic choices that will shape the outcome of the conflict. The game features a grid-based map where players position their units and navigate the terrain to gain advantages or set up traps for their opponents. Players must carefully manage resources, such as Health Points, Action Points and Movement Points to maximize each turn's efficiency. The game encourages deep strategic thinking as players analyze enemy formations, anticipate their moves, and execute well-planned strategies to overcome their opponents. With its blend of tactical combat, resource management, and strategic decision-making, this turn-based strategy game offers a challenging and engaging experience for players who enjoy the complexities of planning and executing their path to victory.
Combat in SENSAI revolves around three crucial resources: Health Points, Action Points, and Movement Points.
Health Points: Representing the warrior's overall well-being, Health Points are derived from a combination of the DEF stat, equipment bonuses, and skill tree multipliers. They serve as a measure of a warrior's vitality. When Health Points reach zero, the warrior is deemed "dead" and unable to participate further in the ongoing round.
Action Points: Acting as a currency for unleashing abilities during the Combat Phase, Action Points determine the warrior's ability to cast spells and utilize special skills. With a finite amount of Action Points available, players must strategize and allocate them wisely, considering the potential impact and importance of each ability. Once Action Points are depleted, the warrior can no longer activate additional abilities for the remainder of the round. However, Action Points reset at the beginning of each turn, offering a fresh opportunity to engage in decisive actions.
Movement Points: Essential for maneuvering on the battlefield, Movement Points dictate the number of cells a warrior can traverse. As warriors move across the battlefield, their available Movement Points decrease. Once this resource is fully expended, the warrior's mobility is restricted for the remainder of the round. Similar to Action Points, Movement Points also reset at the start of each turn, granting a new chance to navigate the ever-evolving terrain.
Total haste is a factor in determining the team that gains the upper hand during the location selection phase. Teams with higher total haste are granted the privilege of choosing their starting positions, enabling them to seize favorable terrain, vantage points, or strategic advantages. This mechanic introduces a layer of strategic depth and rewards players who invest in overall haste.
Unit haste, on the other hand, plays a vital role in determining the sequence of warrior's turns within each round. This gives the warriors with higher haste first strike for timing and coordination of their moves, abilities, and attacks. The unit's haste value is influenced by a combination of DEX, equipped items, and skill tree enhancements.
The warrior's movement speed is influenced by a combination of DEX, equipped items and skill tree enhancements. A warrior can keep moving each within the turn until they run out of Movement Points in which it will be refreshed at the start of each turn.
Abilities whether its offensive, defensive or utility can be casted during the warrior's Combat Phase. Abiltiies can be modified by terrain effects so strategic placement around certain cells can prove beneficial for casted abilities.
Each map has different elements influencing the entire battle:
Time: Within a match, the time will switch from night to day after every few rounds. This will not only affect Fog of War but can also become buffs / debuffs to certain clans or abilities.
Cells: Certain cells within the map can either buff, debuff or provide a neutral utility. Utilizing a cell in a pinch can greatly change the outcome of a match
Field Effect: The entire map will be effected by a random field effect each round which can either buff or debuff certain warriors.
Terrain Element: Interacting with different terrains can provide different kinds of buff - so fighting on elements catered to the player's team can affect the overall playstyle.
Elevation: Higher elevation can provide stat buffs, ability modifications or greater Fog of War vision.