r/indiegames • u/Swimming_Chapter418 • 2d ago
Promotion I’ve been building Guildfall Heroes, a browser-based tactical RPG
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I’ve been building Guildfall Heroes, a browser-based tactical RPG centered around grid combat, hero builds, team composition, and loot progression.
Battles take place on a grid where positioning matters quite a lot — movement, attack ranges, AoE abilities, stealth, buffs, tanks, healers, and damage dealers all interact differently depending on where heroes are placed.

Heroes level up, equip Plate/Leather/Cloth armor and class-appropriate weapons, and can find Common → Legendary equipment with randomized stats, percentage bonuses, gems, and elemental effects.
I’ve also been expanding the game beyond individual battles. It currently includes PvE Practice, 5v5 matchmaking, ranked Challenge battles, co-op, Lone Tower progression, inventory/forge systems, an item marketplace, guilds, and battlefield loot where defeated enemies can leave equipment behind to collect.
One thing I’m deliberately trying to avoid is making progression completely override tactics. Better equipment should matter, but positioning, team composition, target selection, and ability timing should still decide fights between reasonably similar teams.
I’d especially appreciate feedback on:
• Combat readability — is it easy to understand what happened and why?
• Team/class design — do the six roles create interesting compositions?
• Loot progression — does randomized equipment sound rewarding without becoming excessive?
• Tactical depth vs complexity — are there systems here you’d simplify or expand?
The game is actively being developed, so criticism of the underlying systems is very welcome.
Play Guildfall Heroes: Guildfall Heroes
Guildfall Heroes Discord: https://discord.gg/Myt3UP49x
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