I think the different ways to complete the challenge and allowing players to take risks is so key to a good turn-based combat game. Along with that, allowing the player to make a tactical retreat to regroup would be good too. Wildermyth does this really well, in my opinion.
The other connection I'd like to see more of is a connection to the strategic layer -- for example, take the planning one step even further up and allow for something like sending in one squad to scout and soften up an enemy squad before retreating and allowing a second squad to come in and clean up. That kind of planning would happen on a strategic layer and would play out (or not if it gets disrupted) on the tactical layer.
I'm glad you liked it! Definitely one of my favourites as well. Been playing Persona 3 recently, and that one handles retreat very well too. (Wildermyth’s been on my tbp list since its launch.)
My favourite game genre!
I think the different ways to complete the challenge and allowing players to take risks is so key to a good turn-based combat game. Along with that, allowing the player to make a tactical retreat to regroup would be good too. Wildermyth does this really well, in my opinion.
The other connection I'd like to see more of is a connection to the strategic layer -- for example, take the planning one step even further up and allow for something like sending in one squad to scout and soften up an enemy squad before retreating and allowing a second squad to come in and clean up. That kind of planning would happen on a strategic layer and would play out (or not if it gets disrupted) on the tactical layer.
Thank you for this read!!
I'm glad you liked it! Definitely one of my favourites as well. Been playing Persona 3 recently, and that one handles retreat very well too. (Wildermyth’s been on my tbp list since its launch.)