Merc tactics is a squad based game similiar to Jagged Alliance. It is set in a lawless country plagued by tribal warfare. You control a ragtag band of mercenaries, which strive to rid the country of the gangs and restore order.
You can download the game here: http://astronautz.com/MercTactics/MercTacticsSetup.exe (Windows version)
Instructions on how to play here: http://astronautz.com/MercTactics/help.html
A short video of the game play is here:
In my opinion this game *rocks*, however I'd like to see what other people think of it. I'm especially interested in feedback about the game play - Is it too hard? Is it boring? Anything you think is missing and ideas how to improve it are most welcome.
Bear in mind, though this is a very early beta - many features haven't been finished yet and there is a lot of placeholder artwork .
Although it is inspired by Jagged Alliance, it differs radically in many ways. The UI and game play is much more simplified, to make it playable on a tablet (which is the target device).
Also, battles are not limited to two parties. You can enter a battle that is already on-going and new parties can join in on a battle at any moment.
Everything in the game is randomised. The strategic map is randomly generated by an algorithm, as are all battlefield scenes. So, no two battles will be the same and no two games will be the same.
Update 26/9/2015:
I uploaded a new bug fixed version of the demo. Download from the same link above.
The game looks good! I am reminded of a few existing games similar to this: X-Com Enemy Unknown, Fallout Tactics, Frozen Synapse, etc.
Some initial impressions from watching the video:
1) So, you're telling me that a pair of guys with guns can take out 10+ guys with similar guns?! That seems a bit unrealistic.
2) The game generally seems a bit unrealistic. Getting shot even once is going to have a huge effect, not just docking a few hitpoints. What if you could hit body parts (arm, leg, torso, head) and that would have various effects on the character? Leg hit reduces movement, arm hit reduces accuracy, head hit is instant kill (without helmet), torso hit is devastating, etc.
3) Rooms should have doors and windows, which have a tactical consideration to make. Breaching a house shouldn't be easy! You never know what's behind a door until you breach it.
4) rooms should be lit and unlit. If a room is unlit, visibility into the room is very limited, but visibility out of the room is unaffected. If two foes are in a dark room, they should have reduced ability to see each other.
5) The universal visibility of all visible foes is odd. How does a squad member communicate to his team mates that he sees an enemy? Maybe this should be skill and equipment based?
6) Grenades and explosives. These are for clearing out rooms, stunning and injuring characters.
7) Shooting out of a window should give great cover bonuses
8) Picking up ammo or new weapons should cost AP.
9) If you don't move, you should get an accuracy bonus. Or perhaps, your accuracy bonus would be proportionate to how much you moved that turn.
10) Different positions change your accuracy rate and movement speed. If you're prone, you are hard to hit and have high accuracy, but are almost immobile. If you're kneeling, you have higher accuracy and better cover, but no movement speed. If you're standing, you have very bad accuracy and are easy to hit but can move quickly. Moving from one position to another should cost action points, depending on what position you're in... standing to prone costs more than standing to kneeling.
11) Fear is a major factor in gun battles. A near hit is just as scary as an actual hit (pucker factor!). Nobody runs out into the open or into a hail of bullets. I think it should be a factor in the game.
12) Fire and destructible items would be sweet. Is the enemy standing next to a gas can? Shoot the gas can and make him catch on fire!
13) The AI should try to coordinate movements with each of its team members.
14) Vision should be based on a vision cone. You can sneak up behind someone and shoot them. This makes flanking and out maneuvering the opposing forces a viable tactic.