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Almasy Tactics - Indie Blind-Turn Tactics game

Blogs > affinity
Post a Reply
affinity
Profile Blog Joined October 2007
United States266 Posts
February 01 2015 00:26 GMT
#1
Heya!

I'm working on a strategy game called Almasy Tactics. I've been working on it for awhile, and am looking for some feedback from people other than the couple regulars I have. I posted it here about a year back. I'm back, with a better game in terms of balance + polish!
[image loading]


Almasy'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 40ish different classes with different playstyles, and upwards of 80 selectable skills. If you enjoy making ridiculous Johnny combos in MTG or even just liked making Pokemon skill builds, I think this game might be up your alley.


[image loading]
Almasy has blind turns, because of two main reasons: it speeds games up, and allows for mindgames. Most of the tactics games I've played take FOREVER to get through one turn cycle, and games take at least 30 minutes, if not hours. Almasy battles are typically 8-12 minutes of difficult decision making, and 20 minutes if people are being slow.

Since turns are double-blind, you're not always going to want to attack your opponent, especially if you're slower. How the speed system works is that each skill costs a certain amount of speed, and if your character doesn't move/attack, he gains speed. This is where mindgames come into play. More than often, the basic strategy is to attack when you're ahead on speed, and stay still when you're behind. Crazy plays begin to appear when people try to predict the other person's movements and attacking seemingly empty spots.

[image loading]
A dragoon predicts his enemy movements and stuns him for his allies, while simulatneously dodging enemy attacks

[image loading]
My favorite part of rpg-ish games is to find synergies/skill builds and try to break the game. Almasy is almost entirely focused around this - there's a ton of different classes and skills, and they can be unlocked at a brisk pace in any order you choose. If you see a character/team that you'd like to make, you probably have enough gold to try out at least some of it, and complete the team within a couple of battles. No need to grind a whole character up just to see if something works. There's no "endgame" per say - the stuff that's unlocked immediately for new players is just as potent as any other unlockable.

[image loading]
An exorcist triggers debuff early by dispelling it, killing his target immediately


Some feedback I've received before is that the skills might be a bit daunting - all the skills are incomparable have have their own niche. I'm still trying to work out a good balance of presenting how much stuff is available to new players to reduce overwhelm.
[image loading]
The skill list page

So yea, I'd really appreciate any feedback you can give me, if you think this game looks cool and want to give it a try! It's flash, so you can play it in your browser at http://almasytactics.net/

***
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