Strat Souls: Prepare To 7dRTS Edition

“Maketh thy pilgrimage to Stratholme… Thou must stroke the Fender Strat of Awekening so that thou mayest know thy purpose…”
SloweRTS
I actually have an old experiment lying around. I called it Slower Real-time Strategy (SloweRTS). The idea was to bring Final Fantasy’s idea of the ATB gauge into a real-time strategy game.
The reason for this was that one of my weaknesses in playing RTS games, is that I can’t micromanage that fast. So I thought, what if we slowed down the pace of the game on-purpose?
Here’s how it works: All units have an energy bar. Anything it does consumes energy. When it runs out, it stops and waits for it to fill up again.
Since enemies will play by that same rule, all activities in the game have a sort of periodical rest-period to them.
My hope is that it will lessen the frantic pace in an RTS.
To The Jam Mobile!
I heard about #7dRTS from the IRC chatroom for the Unity game engine.
Once I saw it, I immediately thought of SloweRTS. Perhaps I can use this opportunity to flesh it out more?
I had been wanting to make some sort of Dark Souls demake, and I thought the energy bar system of SloweRTS is very similar to Dark/Demon’s Souls’ stamina system, so I thought of making a parody of Dark Souls.
So here is the first WIP screenshot of Strat Souls:

Those are not Capra Demons.
You can play around with the web demo WIP here: https://dl.dropboxusercontent.com/u/25260770/StratSouls/Web.html
Controls:
Left-click: selection (drag for marquee select)
Right-click: context-sensitive command (right click on ground: move there, right click on enemy: attack it)
WASD: move camera
Middle-click drag: rotate camera
Mousewheel: zoom camera
Tags: progress, screenshot, Strat Souls, unity, unity3d