Tactical RPG and monster collection, playable directly in your browser

Design of Monsters

🕒 Estimated reading time: 3 minutes

Creating a monster in Sidyq is not just about filling a file or assigning some numbers; it's about thinking a gaming experience, a mechanics synergy, a modular role. Here's a glimpse into the gameplay design process.


🌱 Birth of a Monster

Everything begins with a raw idea, inspired by numerous video game experiences. Whether it's tactical RPG, action-RPG, roguelites, or even competitive games, each monster is the result of a crossbreed between:

  • Des talkative behaviors or mechanics, that have stood out
  • An adaptation to the turn-based tactical format
  • And especially, an original touch, unique to Sidyq

This reflection phase gives the monster its soul before even writing its first line of stats.


🎯 The Spell Kit: Balance and Synergy

Each monster has access to 10 spells, which can be used in combat.

We always aim to create a coherent but versatile kit, combining:

  • Offensive spells: at range, melee, area, or targeted
  • Utility spells: stat alteration, placement of entities, status effects
  • Mobility or placement spells: dash, teleportation, position swap
  • Secondary effects: combo with the passive, conditional interactions, modifiers

The cost in Power (PA) is deliberately variable to encourage turn planning and provide more flexibility in the strength of different spells. The design aims for balance between readability, effectiveness, and creativity.


🧩 Suggested Roles, Never Fixed

Even though each monster has a natural orientation (tank, DPS, support...), this identity remains flexible due to the addition of relics.

  • A base tank can become a brutal DPS if it receives enough PA and power.
  • A support can be transformed into a mobile harassment specialist at range.
  • Three monsters with similar profiles can be played dramatically differently based on equipment.

The goal is for each player to feel like they can reclaim the captured creatures, shape them to their image, and build unique teams.


⚖️ Automatic Stat Balancing

To avoid glaring imbalances between monsters, an internal weighting system assigns a weight to each stat:

  • For example, one point of range is worth significantly more than one point of health.
  • Each monster has a global value target (in build points)
  • If an excess is detected on an axis, the scaling is adjusted accordingly to rebalance the whole system.

This allows for the creation of diverse monsters while ensuring that each one remains viable.


🧮 Dynamic Distribution of Archetypes

To maintain a diverse ecosystem, Sidyq uses a counter for archtype distribution:

  • The tool observes the frequency of role assignment over time
  • We prioritize then underrepresented archtypes during future generations to ensure balance

Similar tools are used to ensure balance in the stat allocation used in entity scaling.


The monster design in Sidyq balances:

  • Raw creativity, inherited from numerous influences
  • Systematic construction, for consistent and balanced monsters
  • And modularity, to allow each player to redefine their creatures' roles

This alchemy brings the monster roster of the game to life.

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