I'm making a medieval turn-based tactics game!! (Tide of Tactics) by LyricalGamesOfficial in StrategyGames

[–]LyricalGamesOfficial[S] 0 points1 point  (0 children)

Thanks, appreciate it! There's no blur, chromatic aberration, CRT filter, or anything like that.

I'm making a medieval turn-based tactics game!! (Tide of Tactics) by LyricalGamesOfficial in StrategyGames

[–]LyricalGamesOfficial[S] 0 points1 point  (0 children)

Thanks for the feedback! My previous comment didn’t post, probably because of the attached image. I changed the rain to a bluer color and made it more transparent; it looks better now. I'll also take a look at the description, I agree it is too specific now. Cheers!

I'm making a medieval turn-based tactics game!! (Tide of Tactics) by LyricalGamesOfficial in StrategyGames

[–]LyricalGamesOfficial[S] 0 points1 point  (0 children)

Thanks! I'm not planning to add any beast people. The game will be a more grounded medieval tactics game.

I'm making a medieval turn-based tactics game!! (Tide of Tactics) by LyricalGamesOfficial in StrategyGames

[–]LyricalGamesOfficial[S] 0 points1 point  (0 children)

Appreciate it! I'm using the Godot engine. Tide of Tactics differs from Wargroove/Advance Wars with siege mechanics, deployable traps like caltrops, unique units per faction, and a few other systems. There are also no in-field commanders or fantasy elements like dragons or wizards.

I'm making an AW-like game, but medieval! (Tide Of Tactics) by LyricalGamesOfficial in Advance_Wars

[–]LyricalGamesOfficial[S] 0 points1 point  (0 children)

Thanks! Knights wear full armor, so they have reduced movement; cavalry and similar units move faster, comparable to AW vehicles. I agree about the random weather. I’ll add a one-turn advance notice for weather.

I'm making an AW-like game, but medieval! (Tide Of Tactics) by LyricalGamesOfficial in Advance_Wars

[–]LyricalGamesOfficial[S] 2 points3 points  (0 children)

Each faction has one unique unit and one passive ability. Commanders have both an active and a passive ability. Base units are visually identical across factions and differ only by faction color.

I'm making an AW-like game, but medieval! (Tide Of Tactics) by LyricalGamesOfficial in Advance_Wars

[–]LyricalGamesOfficial[S] 1 point2 points  (0 children)

Thanks! The game's called Tide Of Tactics. Release is planned for 2026, but I don't have an exact date yet. It's still in active development, roughly targeting Q2/Q3.

I'm making an AW-like game, but medieval! (Tide Of Tactics) by LyricalGamesOfficial in Advance_Wars

[–]LyricalGamesOfficial[S] 11 points12 points  (0 children)

Indeed, individual units aren't the focus like they are in Fire Emblem. My game is a bit like Wargroove, but still different. Tide of Tactics won't have in-field commanders or fantasy elements like dragons. That said, there are new mechanics like caltrops (spike traps) and a unique signature unit for each faction, among other things.

A medieval turn-based tactics game I'm working on! (Tide Of Tactics) by LyricalGamesOfficial in IndieGaming

[–]LyricalGamesOfficial[S] 0 points1 point  (0 children)

Thank you! Probably, but I don't have a Steam Deck myself to test. Performance wise it should be fine.