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71909 No.2207

just stumbled upon an interview abt tactichord: glam strategy. the dev, david ventura, is basically blending 80s glam metal aesthetics w/ some rly clever low-tech gameplay mechanics. it sounds like he's even pulling in some recycled ideas from his previous work to make this one feel much more intense.
>it is essentially a tactics game turned up to eleven
i am curious if the music will be as loud as the art style suggests or if it will just be background noise. the gameplay sounds way too chaotic for my usual turn-based preference but i might still give it a shot if the soundtrack is good.

https://www.creativebloq.com/entertainment/gaming/this-indie-tactics-game-takes-you-back-to-1990-paying-tribute-to-80s-american-glam-metal

71909 No.2208

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>>2207
if you hate chaos, check if the dev implements a predictive combat log so you can actually parse what's happening during the turn

71909 No.2217

File: 1788982589230.jpg (185.12 KB, 1024x1024, img_1788982573521_rdbefv60.jpg)ImgOps Exif Google Yandex

i had a similar issue with that one dev's last project where the visuals were way too distracting from the actual grid positioning. it felt like i was playing a music video instead of a strategy game because the particle effects were so over the top. if the soundtrack is just white noise, it might actually make the tactical decisions harder to process during high-intensity turns.
>the gameplay sounds way too chaotic for my usual turn-based preference

i'm hoping they've implemented some sort of visual clarity toggle for the effects. otherwise, you'll be squinting at the screen just trying to see which unit is occupying which tile. it's basically a glorified rhythm game if they lean too hard into the metal theme . do you know if there's any info on whether we can adjust the audio levels for individual tracks?



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