There’s clearly been a lot of work put into the art for Almasy. Due to this mechanic, the game requires you to be careful about changing the speed of your characters as you play, as their speed updates at the end of each turn depending on the skills they used and whether they moved or not. The moves are then carried out one at a time from the fastest to the slowest character. The turns are double blind at the start of each level you pick your characters and place them in one of the designated starting spots, then each player maps out their moves for the next turn. You get a chance to watch an animated playthrough of your choices before you lock into the battle phase. The gameplay has an equally impressive depth to it too. There’s a lot of customisation you can work with, switching up each class with skills that will change their range of attack, have an impact on their speed and so on – there are even extra skins available for characters which adds a nice personalisation touch. Each character has a unique skill and can pick from different skill categories for the other slots. There are 35 different classes available (although you start with only 4 and then purchase extra character slots with your winnings). Once the section is complete you unlock one or more paths to adjacent areas, and travelling through the game is quite straightforward and linear. The big focus of the game seems to lie not in the quest, but in the customisation of the team you take with you. You start each level from the section overview, which also gives you a little glimpse into the background of where you’re at. Each section has a series of levels topped off with a final boss stage (which is structurally very similar to the basic levels to be honest). The campaign mode starts off with a series of introductory tutorial levels, and once you’re finished with them (they’re non-optional I’m afraid, but thankfully fairly speedy) you’ll find yourself traversing the map, one section at a time. As you progress through the different geographical areas, you face a host of fighters, sorcerers and ne’er-do-wells, collecting gold as you beat them and pass through their levels. Set in a fantasy style world that seems to be having some nondescript fantasy land troubles, you and your merry band of characters stomp your way through the terrain, cleaning up as you go. Whichever you choose, I hope you have plenty of time on your hands. Billing itself as ‘an online SRPG with an emphasis on theorycrafting and competitive play,’ Almasy Tactics is currently available in beta with a single player campaign or online multiplayer. My favorite part of the game though is the theorycrafting! Skill choices are more similar to Pokemon than FFT each character only can choose a couple, but they all have very significant effects! Probably one of the most fun parts of the games are finding ridiculously broken combos – and there’s a ton! From instant kills to guys that simply do nothing but run around and clutter up the battlefield with traps, there’s pretty much a billion different strategies.Īlthough there’s accounts, you can play as a guest.If there’s one thing online browser games and turn-based strategy games have in common, it’s probably their function as a blackhole for spare time – both are an incredible and lengthy time sink, and Almasy Tactics is both at once. This allows for some out-plays, like predicting where an enemy will go, as well as shortening the typical game length (usually 5-15 minutes). Turns in Almasy are blind-turn, so each player sets commands for their characters, which are carried out after both players have submitted their turns. I’ve been working on it for awhile and would love feedback on my progress so far! I loved Final Fantasy Tactics and Fire Emblem when I was younger, but wasn’t so satisfied with the multiplayer – so I made this. I’m making a tactics game called Almasy Tactics.
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