Endless Tactics - Advance Wars-inspired Tactics Roguelite

STEAM PAGE

Endless Tactics is a turn-based roguelite game. Play as the commander of a high-risk planetary mining operation, defend your base from alien creatures while trying not to get overrun. Use resources to upgrade your starship, unlock new technologies, powerups, and deadly new worlds to harvest.

There’s a free demo available (link above). Feedback and wishlists are always highly appreciated!

… The game’s set to release quite soon (start of 2025), and meanwhile I’m implementing the remaining assets, minor technical stuff such as Controller Support, QOL, and addressing every single piece of player feedback I can (check Steam patchnotes for details)!

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I gave this a shot and it’s really cool! I left my thoughts in the feedback form on the Steam page. Good luck with the launch!

thanks a bunch! Just saw it, and addressed/am addressing what’s viable as of current.

breakdown:

  • reworked “move unit” interface as suggested so that it automatically selects the unit to move once its done AND has moves left (also took the liberty to do the same with actions and specials; and its all integrated with the “auto select unit” setting, which skips the context panel step)
  • sped up the unlocks panel
  • am replacing the description stat text with their respective icons

obs.: due to pretty much all of the other points being either up to personal preference or heavily conflicting with other systems (and as a note of mine: other users’ feedback, as of plural), ive decided to only tweak the systems mentioned above. am also looking into reducing the hover panel size although it is sort of impossible to display all crucial info w it being any smaller afaik, so not sure still - likely an actual rework would be needed for that i suppose. I’m aware of how some other games merge the “move” and “attack” actions into a single overlay, however due to the sheer amount of possible range types and interactions with battlefield objects (including the way you chart your path), I simply cannot see this being anything but intrusive/cluttered - and the move-attack previews kind of already solve this issue tho w greater user-control imo.

also worth noting that some of the complaints are/were already addressed and toggleable as setting… such as not having to click MOVE or attack every time you wanna select a unit, through either using the “modifier” key along with the select action, or through turning “unit auto selection” on in the options menu.

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Wow, you work fast! I’m glad it was helpful. If these changes are live already I’ll have a play again later and let you know how I find it.

I’ll have to try and remember what other feedback I gave as well, so that I can figure out where my preferences differ from the majority. That’s useful information for my own attempt at game development! :joy:

I must admit I didn’t really look at the settings. I opened them up but there was a lot there. Not having played yet I didn’t want to fiddle. I only played for a little under an hour, but I suppose it’s likely I’d have discovered them eventually if I’d played a lot longer.

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thanks! Almost in. Just mostly waiting for some art fixes/reworks to wrap it up as a patch. also took the opportunity to do some other QOL improvements regarding unit selection and “spawn fatigue” indication.

Yeah, ive definitely went and iterated through a ton of feedback by now, so it does certainly require, unlike before, an extra bit of consideration to whether even making changes brings in a positive enough balance to it - as opposed to just pissing off another half of the players lol. tho thats mostly what the settings are for and I did add in a lot of customization to it - and honestly surprised by how many players don’t look at the settings before playing the game, so ig thats also some useful information Ive learned through the dev cycle… overall thats sort of a pattern, at least for these “endless”/survivors type games - you do have to be somewhat forceful (more than I’d initially like to at least) at the “steering wheel” of your game, else a huge chunk of players will just straight up miss most of the content or go through unnecessary spikes of difficulty due to not discovering the proper means of progress in time.

anyway, best of luck with your project!

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That’s a really interesting glimpse into your development journey, thanks. Sounds like a lot of challenges to rise to!

And thank you, good luck with your launch as well!

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