We mentioned previously that the gameplay of StarLicker involved a switching dynamic between offensive and defensive play, with a unique take on asynchronous multiplayer. Here are some gameplay details to clarify what we meant by this…
Each player’s turn literally consists of an offense phase and a defense phase.
Offense is the typical, take-as-long-as-you-want strategic planning gameplay that is common to many turn-based strategy and tower defense games. Once the offense is set up, the units attack automatically.
Defense is a real-time action mode in which you must control your StarLicker ship to collect all the bullets your opponent’s offensive setup is sending at you.
The game of StarLicker has one resource to rule them all - energy. To build or upgrade units during the offense phase, you need to spend energy. When defending, every bullet you absorb will not only save your units and buildings from being damaged, but will also increase your supply of energy.
The Harvest Cannon is the main source of energy. On offense, your cannons will pull energy from the bottomless energy wells scattered across the map and shoot it at your opponent in the form of bullets.
On defense, your cannons transform into “harvest mode”, and will automatically gather energy to add directly to your supply.
Be careful! You need to send a lot of bullets at your enemy if you hope to damage them, but the more bullets they collect, the greater offense they can send right back at you.