A Strategic Game... Without Being Inaccessible
đź•’ Estimated reading time: 2 minutesWith Sidyq, we aim to create a game that is really strategic, but not intimidating.
đź§ 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.
đź§ 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.
