团长别生气(Yes Sir!)

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About

Event system
·Random events
Every time a new day comes, some random events will be triggered, requiring players to make decisions. For example, if you are sick, is it allowed to rest? If you choose yes, you cannot go to the mission today. Choosing otherwise will increase the character's dissatisfaction value.
·Plot events
Some plot events will be triggered based on the player's behavior and the content of the missions performed. This type of event will have many additional branch options that last for several days, and different options will bring different results (rewards).
Mission system
·main mission
Every time a new day comes, a mission will be drawn from the main mission pool to the player. Players need to complete the main mission to advance the game progress.
·Rare mission
Rare missions are uncommon and missions that require specific conditions to obtain. For example, you need to make specific event choices; have a designated role; obtain specific props, etc. Rare missions will give special rewards and achievements.
Recruitment system
·After coming to a new day or using recruitment items, you can recruit different characters. Each character has a unique ability and personality.
Building and technology system
·Players can exchange special resource items for buildings and technologies. These contents will not be lost due to the failure of the game. With the accumulation of the number of games, players can continuously unlock new contents and mechanisms to assist in the progress of the game, and at the same time compensate the players for Frustration after failure.
Character system
·Different characters have different personalities, which will have a certain impact on the game. For example, some characters are prone to get angry, generate extra dissatisfaction points, and finally trigger frequent resignation events.
Small game system
·Built-in various mini-games, when some special events are triggered, players will be required to complete a set of randomly generated number weaving challenges, and will receive additional rewards after completion.
Combat system
·The battle adopts a turn-based war chess mode. Compared with traditional war chess, it simplifies many operational logics, greatly speeds up the rhythm and unnecessary decision-making thinking, and basically achieves the goal of being easy to learn and difficult to master.
Special skill release mechanism
The release of skills is based on a set of rune extraction mechanism. Each round the player will extract a certain number of runes from the rune library. The skills that can be released by the character will be determined by the type of rune extracted. The content of the rune library is composed of the types of characters in the team.
This mechanism can ensure that teams composed of different characters will have different characteristics, and the same character will produce different effects in different teams. In each round of the battle at the same time, players will have different expectations of what they can release in the next round. In order to avoid the boring feeling that the traditional war chess is just a simple comparison of values ​​in the late stage.
Choose one of three rewards/upgrade system
· Players can choose one of three rewards/talents when they win and upgrade their characters.
The design here uses a standard Rougelike mechanism to ensure that each game will have a different experience and freshness.
Random map system
Currently, a random map generation system is designed based on the wave function collapse algorithm to ensure that players can explore different map routes every time they set off.