TactTiles
Enter a world where every tile matters in TactTiles, a turn-based strategy game that blends tactical combat with smart positioning and resourceful decision-making. You control a powerful Rogue in a series of intense skirmishes against cunning skeletons with each battle taking place on a compact but deadly grid. Choose your actions wisely: move across varied terrain, strike from range or up close, defend to parry incoming attacks, or heal when the odds turn against you. Each decision costs AP, and every move can bring you closer to victory – or defeat.
Enemies are intelligent and react to your choices, using health, terrain, and line of sight to hunt or evade you. But beware -they adapt, defend, and even retreat when outmatched.
FEATURES:
- Tactile, grid-based combat with melee and ranged attacks
- Class-based abilities: defend, heal, parry, and more
- Smart enemy AI that adapts and repositions dynamically
- Terrain types that affect strategy and movement
- Clean, mobile-optimized interface with touch and gesture support
- Fast, challenging rounds, perfect for on-the-go play
Can you make it off the grid?
Status | Released |
Platforms | HTML5 |
Author | KennyBlanks |
Genre | Strategy |
Made with | Unity |
Tags | 2D, Turn-based |
Comments
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The game "TactTiles," is a bit too simple in the sense, that it's too easy to beat all three levels. The text on the game is far off the panel, which can easily confuse people into thinking the button is the colored squared not the text itself. You should make it that the text is on the squares or make the text color when the player is hovering over them and pressing on them. Not giving the player the ability to not cancel their action to waste their action points seem a huge drawback seems hinder player abilities to make strategies on the fly and rely on not messing up their current action and picking on the action they desire the first try. Which could be good for gameplay and increasing the difficulty of the game if it's intentional, but if it isn't, then it makes the game unfair and drives away any potential players. And given it's not mentioned in the help screen of the game, I could infer that this feature of players not canceling their current action to select wasn't intentional. So, you either include that in the help section of the game, or give the player ability to cancel their current action to save up current points. The Fonts used seem to bland and generic, so I would suggest a more fantasy or blocky font for your game. Also, the exit button, I hardly noticed at the bottom of the corner of the screen and thought it was to cancel the action, and not exiting the game. I would positioned it in the top right corner of the screen, and make it a button with text that says "exit" and mention it in the help screen. Having all the levels be able access all of the levels in level select seems neat, but removes the need of progression in levels. I would had it that after completing a level, you would unlock the next level. And provide buttons to go from one level to the next level, and exiting the game after completing a level.
I really enjoyed how your game required a bit of strategy, the levels felt similar, and they did increase in difficulty. The first two levels I rushed towards the enemy and attacked them with no strategy and won but I was quickly punished when I did this on the third level. The gameplay is very good, and I am not confused at all when playing.
This is an interesting game. I like the idea behind the tiles changing gameplay, and also the direction-based tile effects like the backstabbing. These are all fun mechanics that are seen in mobile strategy games. The AP system was a good addition to the game as well. The resource management added more required thinking from the player. There is also a good number of things here that you could scale up into a portfolio piece as well, such as procedural levels, and different enemy types, and more characters for the player. Nice job!