Original Mechanics of Sidyq
๐ Estimated reading time: 5 minutesSidyq is a tactical RPG... but it doesn't play by the same rules as others.
Here are 10 original mechanics that define our approach to the genre.
1. ๐งฉ Rapid yet strategic combats
Sidyq prioritizes short sessions, with battles lasting only a few minutes. However, this doesn't mean "simple".
Each monster has:
- Positioning or utility spells
- Unique mechanics and passives
- Variable power and range attacks
The goal is to reduce dead time, not depth.
2. ๐ง Flexible turns
Unlike most tactical RPGs, in Sidyq:
You can play your action and movement points in any order
This opens up numerous possibilities:
- Move โ attack โ flee
- Attack โ move an ally โ push an enemy
- Advance, retreat, trigger an effect, all in one turn
The system encourages smart improvisation.
3. ๐ฏ Monsters to collect... at every fight
Not capture in the traditional sense. In Sidyq:
- Each monster can be looted at the end of a fight
- The base probability is fixed...
- ...but increased according to the challenge faced and activated curses
- Drops are visible and fair
Result: you build a team from defeated enemies, creating a true dynamic of adaptation.
4. ๐ง Experimental builds first and foremost
Sidyq encourages experimentation rather than rigid meta.
Each monster has:
- A predisposition to a role thanks to its spell kit and stats...
- ...but modifiable via equipment of various relics
- Deep gameplay possibilities through 10 spells divided into different categories
- Different potential and roles depending on the other team members
This pushes the player to test, modify, retry. Not just follow a guide.
5. ๐งจ Boss at the heart of gameplay
The core of the challenge lies in fighting bosses, who represent a significantly higher threat than random battles.
Bosses represent a danger and offer a more strategic combat through:
- Higher stats than regular monsters
- An invulnerability mechanic to remove by meeting specific conditions
- A fixed map layout, unlike random battles, allowing for planning
They are designed as tactical puzzles.
6. ๐ฒ Unique sessions per playthrough
Each combat in Sidyq is generated with an enemy team, a map, and a challenge randomly selected This is done to break the repetitiveness during farming sessions.
Result: the player must adapt constantly, build their team as they go, and make the best of what's offered, even when it's not optimal.
This encourages creativity and decision-making over repeating set strategies.
7. ๐ง Analysis over memory
Sidyq does not just reward those who know by heart lists of builds or stats. It rewards those who understand effects, interactions, timings.
The game is designed for the player to progress by gaining familiarity with:
- The mechanics of the game (push, poisons, teleportation, ...)
- Intelligent use of action and movement points
- Consideration of the environment to get lines of sight or hide
8. ๐ Progressive difficulty that renews the experience
The level of challenge increases naturally as you progress, through:
- Unlocking new enemies as you advance through campaign chapters
- Access to bosses with more complex mechanics
- The difficulty choice during farming, which will grant new spells and mechanics to the enemies
The player gets better, but so do the challenges, without ever becoming unjustifiably punishing.
9. ๐น๏ธ Playable instantly, on any PC
Sidyq is playable directly in the browser, without installation.
This choice allows increased flexibility from several angles:
- A demo version playable without connection, to discover what the game is like
- Identify yourself in a few clicks, and find your current progress
- A cloud save, ensuring you won't lose your progress
Playing in the browser doesn't mean casual play - it's a game that's accessible but challenging.
10. ๐ Double mastery system
The mastery of Sidyq is on multiple levels. The player progresses by understanding better, choosing better, anticipating better.
But it's not just that; a mastery system linked to the monsters allows for permanent consequences on stats.
- Playing a monster increases its mastery level over battles
- A mastered monster has a small bonus of stats, depending on the mastery level
- All monsters will also have a subtle bonus of stats according to the total mastery level of the player
Sidyq is not just another tactical RPG.
It takes the best of the genre, but dares:
- Shorten without simplifying
- Give power to the player
- Reward experimentation and effort
And most importantly, offer a refreshing tactical experience, in an accessible... but deep format.