No. 06/10 · Game · Mobile RPG, portrait first
Astra Tactics: Crystal Vale
Portrait mobile tactics RPG: state-driven turn-based battles, hero collection, summons and progression.
- Engine
- Unity 6 (URP 2D, C#)
No. 06/10Game
Astra Tactics: Crystal ValeAstra Tactics: Crystal Vale

Mobile RPG, portrait first
- Engine
- Unity 6 (URP 2D, C#)
- Built
- State-driven turn-based battles with player and enemy turns
Joemar Camenzuli · Set of 10
No. 06/10 · Back
Astra Tactics: Crystal Vale
What I built
- State-driven turn-based battles with player and enemy turns
- Special attacks, defending, critical hits and items
- Hero collection with summons and a results screen
- Character progression and a battle pass
- Engine
- Unity 6 (URP 2D, C#)

What I built
- State-driven turn-based battles with player and enemy turns
- Special attacks, defending, critical hits and items
- Hero collection with summons and a results screen
- Character progression and a battle pass
- Portrait-first mobile UI: home, shop, daily rewards and victory screens
Systems
Battle turn loop transitions. 7 states: PlayerSelect, PlayerResolve, EnemySelect, EnemyResolve, Check, Victory, Defeat. Starts at PlayerSelect. Ends at Victory or Defeat. 7 transitions, listed below.
- From PlayerSelect to PlayerResolve when: action chosen.
- From PlayerResolve to EnemySelect when: turn ends.
- From EnemySelect to EnemyResolve when: move chosen.
- From EnemyResolve to Check when: turn ends.
- From Check to PlayerSelect when: next round.
- From Check to Victory when: enemy defeated.
- From Check to Defeat when: player defeated.




