Introduction to Key Mechanics: Units, Signals, Ticks, Shops

Signal Maze

The story takes place in a future company called "RavenTek". R.O.O.T. - A grid, unit, and signal based computing system. Move the units to create signal links, transmit the signals, and activate other units to generate benefits. Are the benefits generated all for the company, or...?

As a puzzle game that brings pure gaming joy through its gameplay mechanics, "R.O.O.T." has several noteworthy features. Let me introduce these mechanics and their characteristics. (P.S. The game will have a detailed in-game wiki encyclopedia. Here, I will focus on the interesting aspects of these mechanics without providing extensive explanations.) [h3]Units:[/h3] The most fundamental components in the game are units. The core unit acts as the power source, while the field units function as appliances and wires. Field units need to be connected to the core unit to receive signals and generate profits. Players need to use simple directional movements and rotations to connect these components and create more complex networks. Units can also have different levels, with higher-level components generating greater profits. Some units may have restrictions like limited lifespan or being locked in position, which tests the player's basic movement and arrangement skills. [img]{STEAM_CLAN_IMAGE}/43459195/b3a784bef7df9083b53b81a533b2f70752454477.png[/img] [h3]Signals:[/h3] Different components generate different signals, and each signal has its own set of rules for calculating profits. Matrix signals are the simplest, requiring units to be directly or indirectly connected to the core unit to generate corresponding profits. Cluster signals require a more compact arrangement with a higher number of adjacent units. On the other hand, Thermo signals work in reverse, generating higher profits when there are fewer units adjacent in all eight directions. There are also more tricky Firewall signals, where profits are maximized when nearby units are exactly two in number. [img]{STEAM_CLAN_IMAGE}/43459195/ef7f0325d15fa2344af0cfba1a67c2232e00eb38.png[/img] [h3]Ticks:[/h3] As the name suggests, "Ticks" are gameplay elements that test players' short-term strategies and adaptability. Similar to event cards in many board games, "Ticks" can be somewhat predictable to a certain extent, and players can actively trigger the progression of "Ticks". These may bring profits, special tasks, or even disasters. [img]{STEAM_CLAN_IMAGE}/43459195/1110daf68698c3f039c4cc4d27f8860e5a885793.png[/img] [h3]Shops:[/h3] The "Shops" mechanism in the later stages is an interesting one. Unlike other mechanics that impose more restrictions, the shop gives players more choices. Players can purchase units of different types and levels, each with a different price. Moreover, players can place the purchased units in specific rows or columns or even at random positions, adding a touch of uncertainty to the situation. [img]{STEAM_CLAN_IMAGE}/43459195/d76fba0ce6030a0dc7d81d15f6e2592f2fa9761a.png[/img] The game will be available tomorrow, and I look forward to meeting all of you. See you then!