AWESOME Turn-Based Tactics Roguelike Deckbuilder!! | Let's Try: Tendryll



Play the Demo / Wishlist Tendryll: https://store.steampowered.com/app/1915780/Tendryll/

Delve into grid-based tactical combat in this roguelike deckbuilder. Assemble your party, carefully select your battles, and construct powerful item builds to cleanse the Tendryll of its befouled enemies.

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14 thoughts on “AWESOME Turn-Based Tactics Roguelike Deckbuilder!! | Let's Try: Tendryll”

  1. My gold standard for clarity in tactics games is Into the Breach but this game does one thing differently which turns things a lot harder for the devs: updated enemy actions after moving. Can be solved with an undo button, though!
    This looks really nice and interesting

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  2. I think allowing allies to block ranged attacks for each other would be intuitive and add tactical depth.
    Also I noticed barriers have a tendency to spawn at the very edge of the field, making them rather hard to use. Wonder if that's intentional?

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  3. Maybe some attack types have a vertical advantage vs purely a horizontal one? Such as your magical laser, the first enemy or object in it's path will take the brunt of it (horizontal target) while maybe you got hit on that occasion because bow users can arc/punt a shot over obstacles? I notice some of the enemy's arrows show-casing the target's aim as straight lines versus some bowed lines (like the lava head's attack) though the one that did hit you was straight so who knows.

    Makes sense for the enemy to show where an enemy loses sight to hit if you're standing in their way since it allows your secondary character a chance to be safe, but I agree! It'd be nice if it could be togglable to see where they could go with and without taking your location in mind. Either a toggle or a color-coded marker showing grey/black if the target can't attack there and purple if it can reach were the characters to moved out of it's way.

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