Tactical RPG and monster collection, playable directly in your browser

Original Mechanics of Sidyq

๐Ÿ•’ Estimated reading time: 5 minutes

Sidyq 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. ๐Ÿงฉ 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. ๐Ÿง  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. ๐ŸŽฏ 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. ๐Ÿงƒ 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. ๐Ÿงจ 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. ๐ŸŽฒ 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. ๐Ÿง  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. ๐ŸŒ€ 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. ๐Ÿ•น๏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. ๐Ÿ† 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.

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