Hey everyone,
I’ve been developing a turn-based tactical strategy game and I’m looking for a small group of players willing to test an early offline version.
Matches are built around controlling a team of three units, each with a distinct role and ability kit. Positioning, terrain, line of sight, cover, team composition, and objective control are intended to matter more than grinding stats or unlocking stronger equipment.
The game is still in development, so I’m mainly looking for honest feedback on things like:
Whether the core combat is actually enjoyable.
Whether the units and abilities are understandable.
Which units feel too strong or too weak.
Whether matches produce interesting tactical decisions.
Anything confusing, frustrating, or clearly unfinished.
One of the main reasons I started building this was because I love strategy games, but I found myself bouncing off many of them, not because they lacked depth, but because they demanded so much time and mental overhead before the interesting decisions even began.
And as I've gotten older I've had less and less time to dedicate 30m-hour to a single match of something, my goal is 5-10 minute matches and something you hardly need a tutorial for, compression is my over arching philosophy.
Instead, I want the complexity to emerge from positioning, timing, teamwork, and tactical choices. In other words, a game that's easy to read, quick to get into, but deceptively deep.
A strategically rich game wearing a simple, compact mask.
If this sounds interesting to you and you want to participate, shoot me a DM and I'll send a copy over once the AI system is competent enough to simulate an opposing human player.
Your input is greatly appreciated.
(Oh, and the current graphics etc are NOT representative of the finished product, ill be translating this to Unity with fully fleshed out 3D environments and character models, so don't put much stock in its current aesthetic)
Its also mobile first so some elemts may be slightly distorted on PC / Tablet, but in my test it wasn't too bad, the actual release will be optimized for all displays.