Tenderfoot Tactics Gameplay: Multi-wave combat & terraforming

Tenderfoot Tactics Gameplay: Multi-wave combat & terraforming

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Published on ● Video Link: https://www.youtube.com/watch?v=mTVxKGewUVQ



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Duration: 27:38
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Some battle footage for Tenderfoot Tactics, with some town and world map exploration near the end.

Tenderfoot Tactics is a turn-based tactics game in the vein of Final Fantasy Tactics, but two distinct elements in this game are the way abilities can shape the battlefield and the total lack of randomness and RNG: Combat is wholly deterministic!

Characters can unlock classes, which each grant a number of active and passive skills. These skills are augmented by equipment, which can increase character Max HP, skill potency and additional effects on skills.

Inside combat, tactics mostly boils down to clever use of your skills as well as synergistic team composition and terrain control. Most of my team has the ability to deal bonus damage to enemies who are at lower height, so several of my units have height reduction skills, which can lead to really bizarre battlefields in long battles.

Another element is the unnerve/promote system. Instead of back/side attacks doing more damage, they unnerve enemies, delaying their turn in the turn bar on the right side of the screen. Many active and passive skills also grant additional unnerve/promote effects, the promote effects being the opposite of Unnerve. Some skills invert promote and unnerve, others reduce unnerve and turn neutral hits into promote, and some skills outright unnerve of promote their targets.

Another element is plant/fire/water control. High water in a tile makes it impossible for units to act, with the threshold depending on how tall the unit in question is. Water is absorbed by the soil to fuel plant growth, which acts as difficult terrain, and dry patches of grass can be lit on fire to cause a damage-over-time burn effect.

It's an interesting system!

As for the combat in this video, well... I kinda fucked up, really. I let my two main damage dealers die, my archer and wizard, so I have to clean up slowly and steadily with my sturdy remaining units. This does show that even three units can win against nine enemy units, with proper battefield control. This would have been a loss if the enemy had more ranger attackers!







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