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Active: 1224 users

Playtest a Indie Blind-TurnTactics Game?

Blogs > affinity
Post a Reply
affinity
Profile Blog Joined October 2007
United States266 Posts
March 10 2014 00:05 GMT
#1
Hey, I've been working this tactics game for awhile and was wondering if anyone here would be interested in trying it out and giving me some criticism. You can play it in your browser since it's in Flash.

It's a blind turn SRPG with ACTUAL skill builds and skill-based combat. Turns are double-blind, so each player first sends out their commands, and then the turn plays out. There's currently 40 different classes with different playstyles, and 50 selectable skills. If you're a theorycrafter or enjoy making ridiculous Johnny combos in MTG, or even just liked making Pokemon skill builds, I think this game might be up your alley.

Some screenshots:
Assassin Backstab
[image loading]

Double Kill Ice Blast!
[image loading]

Recently implemented Phoenix Knight
[image loading]

Anyways, you can play the game at http://www.almasytactics.net if you're interested. I'm always looking to improve, so any feedback you can provide would be super helpful!

[image loading]

*****
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
March 10 2014 06:19 GMT
#2
I've tried it. Fun so far, though I think speed is a little too strong an attribute
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
affinity
Profile Blog Joined October 2007
United States266 Posts
March 10 2014 06:42 GMT
#3
Cool, thanks for trying it out!

Yea, speed is definitely the most important attribute, and I think I'm only in the general vicinity of how the mechanic should work. However, every character can manipulate their own speed by staying still/not attacking for a turn, so some speed catchup is definitely doable. I'd love to implement some mechanic to reward correct predictions, though!
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
March 10 2014 07:21 GMT
#4
Instead of having a bonus for correct predictions, having a penalty for having your moves cancelled feels more logical (since you are interrupted). Maybe a percentage of the speed that was cancelled. Of course this discourages taking risks, when taking risks and predicting your opponent should be encouraged.
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
LastWish
Profile Blog Joined September 2004
2015 Posts
March 10 2014 15:59 GMT
#5
Looks great!
I'll give it a shot when I'm at home.

I have a flash game in development aswell!
Though it's far far from ready
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
Kaeru
Profile Blog Joined November 2005
Sweden552 Posts
March 10 2014 20:06 GMT
#6
--- Nuked ---
LastWish
Profile Blog Joined September 2004
2015 Posts
Last Edited: 2014-03-10 20:21:09
March 10 2014 20:20 GMT
#7
Ok just played a little bit.
Very nice, I have one suggestion though.

I would like the tooltip window(triggered over characters/spells) to be on a fixed location - because it messes up the UI and I can't often see the rest of the map/other skills when I'm about to take action.
Best place I can imagine for it is bottom left.

I will play some more later to see if there are any exploits in the battle system.
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
affinity
Profile Blog Joined October 2007
United States266 Posts
Last Edited: 2014-03-10 21:28:24
March 10 2014 21:28 GMT
#8
Thanks!

Lichter: Yea, it does make sense that if you're interrupted you lose speed. Not very good for gameplay balance though, fast characters will dominate even harder.

LastWish: Yea, I agree that the tooltip should moved to somewhere nonobstructive. Problem with bottom left though, is that some skills have pretty long descriptions, so I think I'll just try to detect an open spot on the screen on mouseover.
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
March 10 2014 22:39 GMT
#9
When you get incredibly rich, can I have some money please?
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
hp.Shell
Profile Blog Joined April 2010
United States2527 Posts
Last Edited: 2014-03-10 23:26:21
March 10 2014 23:24 GMT
#10
Very cool. The balance is fine for the first four characters - I thought the monk was op because of meditate, but having him out of the game for the beginning offsets his potential lategame dominance. Overall it was a fun experience. But I think you should put more microtransactions in and get it hosted on a major portal when you're done. Maybe you could buy a free unlock, up to a maximum of X per account.

It'd be a shame to see all the effort put in and you get nothing out of it. Are you intending to put this game in a portfolio for a future employment opportunity or maybe you're going to open your own studio?

Edit: Ah, I see you have a gold system already in place. I assume you're going to add in pay to be rich right?
Please PM me with any songs you like that you think I haven't heard before!
affinity
Profile Blog Joined October 2007
United States266 Posts
Last Edited: 2014-03-10 23:45:46
March 10 2014 23:38 GMT
#11
nina: Sure you can have some money if that happens. Probably won't be happening in this lifetime though

hp.Shell: Cool! I haven't thought of the free unlock - I think that's a pretty cool idea. I think having more "Challenge" missions (where you get a predetermined set of characters) should be geared for that though - I'll make more of those!

The dream is to have a game that people love enough to play for awhile, and be paid for it. I do plan on trying to implement microtransactions ethically in the future, but right now my focus is to polish up a game that people will play. As for how that system will work - I think I've designed gameplay to not unreasonably favor people who have more stuff unlocked by making no skill/class strictly better than another so hopefully just pay to unlock more will work.
docvoc
Profile Blog Joined July 2011
United States5491 Posts
March 11 2014 00:31 GMT
#12
Game looks cool, will try out and give feedback for it!
User was warned for too many mimes.
affinity
Profile Blog Joined October 2007
United States266 Posts
April 06 2014 22:30 GMT
#13
Hey, I'm running a playtest at the moment! I think PvP is infinitely more fun than PvE, so if you've like to try your hand against some other people instead of a predictable AI, now's the time to do it! http://www.almasytactics.net/
Nemesis
Profile Blog Joined May 2009
Canada2568 Posts
April 06 2014 22:44 GMT
#14
Played a bit of it. The fight system is pretty cool.

My main suggestion right now would be to add a story and add some personality to the characters. Would make single player a lot more interesting than just some random fights.
Lee Young Ho fighting! KT P are just CHINTOSSTIC.
affinity
Profile Blog Joined October 2007
United States266 Posts
April 06 2014 23:07 GMT
#15
On April 07 2014 07:44 Nemesis wrote:
Played a bit of it. The fight system is pretty cool.

My main suggestion right now would be to add a story and add some personality to the characters. Would make single player a lot more interesting than just some random fights.

Ooh, yea! Great idea, thanks! I'll put in some dialogue in fights.
affinity
Profile Blog Joined October 2007
United States266 Posts
April 26 2014 21:02 GMT
#16
Hey, I've made a pretty big update.

There's a robust campaign with character dialogue:
[image loading]

There's some new skills to play with:
Shield Slam: deals damage based on the user's defense, and pushes its target back.
[image loading]

I've also made a big change on the speed system - fastest characters no longer gain speed! So far, playtesting has shown that it speeds up the very beginning and end of matches, which sometimes were just pass and go.

There's a playtest running right now, so there's more people on than usual~ Any feedback that people can provide helps me a ton!

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