First implementation of reload animations + aiming down sights.
seen from United States
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seen from United States
seen from China

seen from United States
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seen from United States
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seen from United States

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seen from Israel

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First implementation of reload animations + aiming down sights.
Well, it doesn't look like much, but the AI is working as well as it needs to be for now.
Oh yeah, I guess this is that "gameplay" of Dual Resonance I've been talking about - guess I ought to explain some of it.
Down in the bottom left corner is your "Commander," a character that determines how many resources you get each turn (this one is Copper). To the right of her portrait is the list of units you can spawn in - usually, a maximum of 8, but for this scenario, just 1. Spawning in units costs gold (real creative, right?), and players can only do it in the blue zone, while the enemy can only spawn units on the red tiles. Each unit (usually) has one or two abilities. These abilities cost a resource called Resonance, but I'll explain that later when I actually have someting better to showcase them with (since I haven't decided on any abilities for Loyal Squire yet).
But hey, now that the core gameplay is implemented, I can go about making it look better (or making it so that the game actually knows you beat the level).