A Strategic Game... Without Being Inaccessible
🕒 Estimated reading time: 2 minutesWith Sidyq, we aim to create a game that is really strategic, but not intimidating.
🧠 Interesting choices from the start
Even in the early sessions:
- Placement is immediately important
- Monsters have different profiles
- Spells involve choices
- The terrain and enemies vary
You quickly understand that each decision matters, without being overwhelmed by too many options.
📊 Readability always at the forefront
A tactical game cannot afford to be opaque.
Sidyq emphasizes:
- Providing condensed information
- Displaying previews of zones and effects
- Distinguishing visually between spells, targets, states
Result: you act while understanding what you're doing, not blindly.
⚖️ No overbearing meta-game
There is no one perfect composition, no imposed builds.
At each combat, you compose your team with the monsters you have:
- No need to have played 300h to be "competitive"
- No need to optimize every stat
- No need to follow a YouTube guide
Playing with what you have can work, if you know what you're doing.
👣 For explorers as well as optimizers
Sidyq does not impose any playstyle, and suits both casual players as well as hardcore gamers:
- Play a few games, capture monsters, test compositions on the fly...
- ...or optimize, find the best combos, seek the best synergy
The game respects all approaches. It offers, without imposing.
🧭 No fatal choices
No traps, no ineffective builds. Teaching monsters can shine in certain conditions, and no choice is a dead end. This is a fundamental base for encouraging experimentation, without creating frustrating elitism.
Sidyq, it's a game where strategy is not a wall, but an invitation to dig deeper. We want players to feel free, curious, motivated. It's important to prove that a strategic game can be:
- Deep without being complex
- Tactical without being rigid
- Accessible without being simplistic
And most importantly, it can be fun from the first game.