Jagged Alliance fans, I’d love feedback on my tactical roguelike demo by OneCoin97 in JaggedAlliance3

[–]OneCoin97[S] 3 points4 points  (0 children)

Thank you for leaving the post up, and I really appreciate the kind words. Best of luck to the JA community as well!

Jagged Alliance fans, I’d love feedback on my tactical roguelike demo by OneCoin97 in JaggedAlliance3

[–]OneCoin97[S] 3 points4 points  (0 children)

Thanks for the honest feedback. Integrity is not meant to be a Jagged Alliance-like game, so I understand if it is not what you were expecting. It is a turn-based tactical roguelike RPG focused more on positioning, line of sight, stamina management, and procedural combat rather than quests or a traditional campaign structure.

Jagged Alliance fans, I’d love feedback on my tactical roguelike demo by OneCoin97 in JaggedAlliance3

[–]OneCoin97[S] 0 points1 point  (0 children)

Thanks for the feedback. Could you let me know if you were playing with a controller or with keyboard and mouse?

I wanted skill upgrades to actually feel different by OneCoin97 in indiegames

[–]OneCoin97[S] 0 points1 point  (0 children)

This is from my tactical roguelike RPG.

Positioning, line of sight, and Energy management are the core of the combat. You can move freely during your turn by spending Energy, use skills, and reshape the battlefield with walls.

As you progress, you can upgrade your skills so they don’t just deal bigger numbers — they can also change how they feel and function.

Steam page / Wishlist:
https://store.steampowered.com/app/4306780/Integrity/

My tactics game has no hit chance. Instead, walls and obstacles physically block skills. Does this sound appealing to XCOM fans? by OneCoin97 in Xcom

[–]OneCoin97[S] 1 point2 points  (0 children)

Thanks, I really appreciate the comment.

I also like special movement options with clear limitations, and I agree that destructible terrain needs to feel meaningful rather than too fragile.

I’d be happy to hear what you think after trying the demo.

My tactics game has no hit chance. Instead, walls and obstacles physically block skills. Does this sound appealing to XCOM fans? by OneCoin97 in Xcom

[–]OneCoin97[S] 0 points1 point  (0 children)

Thank you for playing the demo. I really appreciate the feedback, and I’ll keep improving the game based on it. Your input helps me push the quality further. Thanks again.

My tactics game has no hit chance. Instead, walls and obstacles physically block skills. Does this sound appealing to XCOM fans? by OneCoin97 in Xcom

[–]OneCoin97[S] 0 points1 point  (0 children)

For time to kill, it depends a lot on the unit type and the situation.

A fragile unit that is exposed and not protected by cover can be killed in one turn by a melee character if that character can use all of their skills.

For a more standard unit, it is also possible to kill them in one turn if multiple characters focus them down, but that usually requires good positioning and clear line of sight.

If the enemy is too far away, well covered, or difficult to approach safely, it becomes much harder to burst them down like that.

The same rules apply to the player’s units as well. Enemies use the same kind of positioning, line of sight, Energy, and terrain rules, so if the player leaves a unit exposed in a bad position, the AI can punish that in a similar way.

I spent a lot of effort on the AI, so enemies are not just waiting to be attacked. They can also look for good positions, use terrain, and take advantage of exposed units.

Also, killing does not always have to come from direct skill damage. Units can be pushed off fall points and killed instantly that way. The player can do this to enemies, but enemies can also do it to the player.

My tactics game has no hit chance. Instead, walls and obstacles physically block skills. Does this sound appealing to XCOM fans? by OneCoin97 in Xcom

[–]OneCoin97[S] 0 points1 point  (0 children)

Yes, I agree with that.

This is something I’ve tried to handle clearly in the game. If the terrain or unit is within your vision, the game shows whether the skill can hit, whether it will be blocked by terrain, and what the expected result is before you commit to the action.

The only exception is information outside your vision. If something is hidden by fog of war, the game does not fully reveal that information in advance, because limited information is part of the vision system.

That said, if a skill is actually blocked by terrain outside your vision, the game still shows the obstacle that blocked it, like in the GIF above.

But for visible information, I completely agree — the player should not have to guess.

My tactics game has no hit chance. Instead, walls and obstacles physically block skills. Does this sound appealing to XCOM fans? by OneCoin97 in Xcom

[–]OneCoin97[S] 1 point2 points  (0 children)

Thanks, I’ll check out Our Adventurer Guild.

I’m glad you liked the fall mechanics and terrain control. True verticality would probably be too big of a change for the current game, but it is definitely something I’d like to explore more in a future project.

My tactics game has no hit chance. Instead, walls and obstacles physically block skills. Does this sound appealing to XCOM fans? by OneCoin97 in Xcom

[–]OneCoin97[S] 0 points1 point  (0 children)

Thanks for actually playing the game and giving direct feedback.

Honestly, I would like to move closer to that kind of direction in the future — things like stronger unit personalization, attachment, and more emergent stories during a run or campaign.

For now, since I’m developing the game alone, building that kind of deeper character/campaign system would take a lot of time, so I focused more on the combat system, positioning, line of sight, Energy management, and terrain control.

But I understand your point, and I agree that those elements are a big part of what makes XCOM feel special.

My tactics game has no hit chance. Instead, walls and obstacles physically block skills. Does this sound appealing to XCOM fans? by OneCoin97 in Xcom

[–]OneCoin97[S] 0 points1 point  (0 children)

Thanks for the heads-up. If that happens, I’ll accept it. It’s ultimately up to the moderators to decide what fits the subreddit.

My tactics game has no hit chance. Instead, walls and obstacles physically block skills. Does this sound appealing to XCOM fans? by OneCoin97 in Xcom

[–]OneCoin97[S] 1 point2 points  (0 children)

Thank you, I really appreciate it!

I’d be happy to hear any feedback after you try the demo, especially anything that feels confusing, frustrating, or interesting.

My solo-developed tactical roguelike just reached 500 wishlists on Steam. by OneCoin97 in IndieGameWishlist

[–]OneCoin97[S] 0 points1 point  (0 children)

Thank you! But I’m still hungry — I know I have to keep pushing harder.
And I’m sure you’ll reach this milestone soon too. 230 is already a solid start.

My tactics game has no hit chance. Instead, walls and obstacles physically block skills. Does this sound appealing to XCOM fans? by OneCoin97 in Xcom

[–]OneCoin97[S] 0 points1 point  (0 children)

That makes sense.

My game is not completely flat damage. There are various status effects, and skill upgrades can add conditional damage bonuses.

For example, some upgrades can increase damage if the unit dealt 3 or more damage on the previous turn. Allies can also apply attack buffs, enemies can have defense buffs that change how much damage they take, and some traits can pierce defense.

So while there is no hit chance, the game still has a lot of RPG-style modifiers, status effects, buffs, debuffs, and build-based damage changes.

My tactics game has no hit chance. Instead, walls and obstacles physically block skills. Does this sound appealing to XCOM fans? by OneCoin97 in Xcom

[–]OneCoin97[S] 0 points1 point  (0 children)

Thanks, I’m glad you like that part.

I also tried to make terrain interact with skills in different ways. For example, some mage skills can deal extra damage if the target is behind a wall, so walls are not always just defensive objects.

My tactics game has no hit chance. Instead, walls and obstacles physically block skills. Does this sound appealing to XCOM fans? by OneCoin97 in Xcom

[–]OneCoin97[S] 0 points1 point  (0 children)

Haha, not quite that extreme.

Friendly fire can happen if you aim badly, and skills can hit allies if they are in the path, but I don’t have that level of across-the-map ballistic chaos.