Medieval War
Two paladins, four enemies, one 30×20 tile map. A compact turn-based skirmish.
▶ Play nowWhat it's like to play
A 768×384 tactics skirmish on a 30×20 tile map. Two Paladins start at (2,2) and (3,4); four enemies hold (5,6), (6,7), (22,4) and (23,5). The camera scrolls one tile when the cursor hits the 24×12-tile viewport edge.
Each Paladin has 36 HP, 15 attack, 12 defense and 7 movement. Damage is attack minus defense, so a clean hit does 3. Enemies have 10 HP, making them four-hit targets. They hit back for 3, so a Paladin absorbs 12 hits. Four enemy turns on one exposed unit cost a third of its health; positioning beats trading blows.
After both Paladins act, the AI closes in and attacks anything adjacent. The only objective is to kill all four enemies.
One map, no save system. There is no weapon triangle, inventory or healing: two identical Paladins against four identical enemies with less health. It suits players who want a compact, Fire Emblem-style puzzle, not a campaign.
Damage is attack minus defense; the hit-rate function is an empty TODO, so attacks always land. No local save.
Verdict: A compact Fire Emblem-style puzzle, not a campaign: two Paladins, four enemies, one map and no save.
Controls
Arrow keys move the cursor, Z selects or confirms, X cancels, Enter starts.
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