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Status mechanics explained simply

🕒 Estimated reading time: 3 minutes

In Sidyq, status don't follow the usual recipe found in video games, where common effects include burn, freeze, or paralysis. Instead, the system chooses a more targeted and strategic approach, divided into two main categories:


1️⃣ Universal statuses: shared by all monsters

Certain statuses are shared by all monsters and can be applied by various spells or effects, whether they come from allies or enemies. They define a common base of understandable and recurring mechanics, such as:

  • Cursed: reduces max life when a creature receives healing
  • Exhausted: using movement points reduces action points
  • Disabled: prevents the creature from dealing damage
  • Uncurable: blocks healing on the target
  • Invulnerable: temporarily immune to damage
  • Rooted: locks down movements

These universal statuses have a significant impact on combat dynamics, forcing the player to adapt their choices.


2️⃣ Unique statuses: signatures of creatures

In addition to these generic effects, each monster can possess its own unique statuses, linked to their mechanics and identity.

Here are some iconic examples:

  • Witch: applies green flames, a unique poison that accumulates through multiple attacks and can be consumed.
  • Clemency: uses stacks of rage which increase power but also raise the cost in AP of spells.
  • Greed: accumulates gold coins, a unique resource that boosts stats and changes the nature of attacks.

These specific statuses strengthen the tactical personality of each creature and encourage adaptive strategies.


3️⃣ Dealing with statuses?

If a creature is affected by a status, there are multiple options:

  • Wait for it to expire, as a status is often temporary
  • Use utility spells reducing the duration of applied statuses

It's also possible to exploit these statuses to adapt your gameplay:

  • Root yourself to avoid being moved by a spell that would normally put you in danger
  • Take advantage of the disabled state to perform a tour of buffs or healing
  • Prefer mobility spells or use AP before moving if under exhausted status

The status system in Sidyq stands out for:

  • Its clear division between universal effects easily understandable and applicable...
  • ...and the unique mechanics specific to each monster, which create depth and variety
  • A real and varied impact from both systems, a true enrichment vector of gameplay

This approach avoids the monotony of classic effects while providing a rich field for creature expression.

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