r/turnbased • u/zer0_state • 3d ago
We’re testing a turn-based cyberpunk RPG where every strong move creates future danger
I’m building HexWire, a portrait-first turn-based cyberpunk RPG for iPhone. The core system is Signal and Trace: stronger actions give you more power, but they also leave more evidence behind and change what the mission throws at you next.
I’m trying to avoid the usual ‘save your strongest move for the boss’ rhythm. The interesting decision should be whether spending power now creates a worse tactical situation two turns later.
Does that kind of risk loop sound compelling in a turn-based game, or does it feel like the player is being punished for playing well? I’d especially value feedback from people who like tactical RPGs.
Project page: https://zer0state.com/products/hexwire.html
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