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Crab And Cycle - Broken World

An endless banner defense game.

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About the Game

In this endless banner defense game, enemies launch relentless around-the-clock assaults on your city. You’ll need to carefully manage your units’ Energy and implement a three-shift rotation system to keep your defenses running.

The map evolves dynamically in two ways:

• Automatic Evolution: At the end of each turn, the terrain shifts based on weather, wind, and seasonal changes.

• Unit-Induced Evolution: Attacking empty tiles or having attacks dodged can alter the terrain depending on weapon type, element, and damage dealt. Accumulated damage will eventually transform the tile type.

Action sequence: The side with the highest number of actions in this round acts first, and both sides alternate actions. When there is a large difference in the number of people, the majority can take action on multiple people at once. The current number of people that can be taken is displayed below the bottom right end button.

Frontline position: Based on the above action sequence mechanism, when the front line is close to the enemy's birth point, the number of enemies is relatively small, making it easy to gain the advantage of being first and taking multiple actions. However, at this time, the distance from the city is far, the supply line is long, and changing personnel requires more time; On the contrary, when the front line is located under the city wall, the enemy gains the above advantages, but players can quickly exchange units for combat; When in the middle of the map, the numbers of both sides are close, resulting in a standard one-move-per-turn dynamic, much like a game of chess.

Explosion (Player Exclusive): Sacrifice specific attributes permanently for a short-term power spike. Note that Constitution only triggers automatically when facing death. If the HP boost negates the fatal blow, the unit enters a "near-death" state; otherwise, they perish permanently but may return as spirits to aid you at least twice.

Since characters will inevitably be phased out as the game progresses, there’s no need to over-invest in micro-management: growth is fixed, gear is class-bound, and units will autonomously train or cultivate every turn as long as they’re assigned to city facilities.

Enjoy diverse playstyles with over 100 gifts (excluding different branches of the same gift; for instance, [Strength/Magic Enhancement D/C/B/A/S] are all considered a single "Any Attribute Enhancement" gift), 21 flair skills, multiple classes, 20+ personality traits, and four distinct races.

Most game mechanics have at least one associated gift, such as those related to time, weather, death, soul return, rescue, deployment, items, terrain, explosion, etc.

Day/Night System: Enemies during the day and at night belong to different factions and races, and they will even fight each other. Enemies that don't belong to the current day/night cycle will suffer penalties each turn to ensure they leave the battlefield quickly.

Calendar Events: Many days feature events that affect all parties indiscriminately, lasting for one full day.

Special Commands: Certain skills or talents can add or enhance new commands.

Flair Skills: These skills are unlocked or upgraded when the corresponding Flair reaches a specific tier. For each Flair, you must choose one skill from three options, and this choice is permanent.

Relationships: Units can increase their affinity in various ways, such as being within line of sight or adjacent at the end of a turn, helping others, staying in the same facility, or attending parties. The difficulty of gaining affinity varies between different personalities. Affinity allows you to learn gifts from friends, with higher-level gifts requiring greater affinity. It also influences characters with specific personalities/gifts.

City Facilities: Cities have various facilities with different functions, broadly categorized into training, recovery, and buffs. Each facility can be upgraded once per day.

Loyalty: A unit's combat effectiveness is directly proportional to their loyalty. Different personalities gain or lose loyalty in different ways. However, a common rule for most (with a few exceptions) is that attacking allies or aiding enemies will decrease loyalty. Units with low loyalty may flee from the battlefield, but rest assured, they won't return for revenge. Once loyalty exceeds 100, it becomes exponentially harder to increase further.

Each turn, a weapon can be used once for either an attack or healing. Although dual-wielding classes can use both weapons in a single turn, each use consumes stamina, making sustainability a concern.

Squad Expansion: On the weekly rest day, you can recruit up to 3 new recruits. Before recruiting, you must choose whether to upgrade the new recruits' Flair or increase your squad size limit for the week. For new players, it is recommended to mirror the enemies' choice.

The opening backstory hints at certain game mechanics.

The amount of content shown in the ending depends on how many years you survived and the difficulty level, with a maximum of four paragraphs displayed.

On higher difficulties, AI behavior becomes nuanced, with enemies making decisions based on their unique personalities rather than following simple patterns.

The game offers seven preset difficulty levels: VeryEasy, Easy, Normal, Hard, VeryHard, Nightmare, and Unsolvable. You can also customize individual difficulty settings to suit your own playstyle.