Tic Tactic
You return to find the pond in ruins... Play as a duck who sets off on a path of revenge against the chickens who destroyed his home.
Tic Tactic is a roguelike deckbuilding take on the classic Tic-Tac-Toe. Form combos to deal damage, defeat opponents to collect new tiles, and face stronger enemies as you push ever closer to the chicken stronghold.
Form Strategic Combos!
Deal damage to opponents by forming combos on the tic-tac-toe board! Carefully position your tiles on the board to create matches, unleash attacks, and crush the fowl enemies–but make sure to plan ahead, since the board won’t clear between attacks!
Build Unique Decks!
Build a deck out of over two dozen unique tiles with distinct abilities and effects. Shake up the board with game-changing moves to disrupt enemy strategies and create new opportunities to decimate your opponents!!
News
- It’s official: a full version of Tic Tactic is in development: Wishlist now on Steam!
- For a list of all tiles in the game, check out the tile index!
- Latest update: Sneak Peek
Future Plans?
This project is in the Pre-Alpha stage, so I have been updating regularly and refining the core gameplay loop. If you’d like to keep up with development or have suggestions to share, please use the links above or the in-game feedback form.
Updated | 4 days ago |
Status | In development |
Platforms | HTML5 |
Author | unbreaded |
Genre | Card Game, Strategy |
Made with | Krita, Bosca Ceoil, Unity, Bfxr |
Tags | Board Game, Deck Building, Pixel Art, Procedural Generation, Roguelike, Roguelite, Turn-Based Combat |
Average session | A few minutes |
Languages | English |
Inputs | Mouse, Touchscreen |
Accessibility | Color-blind friendly, One button |
Links | Community, Twitter/X |
Development log
- A sneak peek at the next update!25 days ago
- UPDATE 10: THE FATE OF TIC TACTIC39 days ago
- Need to take a break? Update 968 days ago
- Potions, piles, and pumpkins? - Update 880 days ago
- Invade the Capital in the BIGGEST UPDATE YET!94 days ago
- Lots of things to talk about in Update #6Sep 26, 2024
- Tile IndexSep 24, 2024
- V5 IS HERE!Sep 19, 2024
Comments
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Interesting concept! However I think the game tic tac toe is just too shallow, so even these special blocks don't make it that interesting for me.
It's so superising that tictactoe can be so much fun with these various card effects.
Too high a barrier to entry. You have to start with a mastery of tic-tac-toe and then add battle strategy to that. I'm on turn 17 of the second duel and I've yet to hit once. I lucked out to pass the first duel and it only had 3 health. Am I supposed to take hits to succeed or what?
Okay, I tried that and now I understand the mechanics are more tic-tac-toe themed more than tic-tac-toe rules. It's more like "Match 3". No, that's not right either.
It helps to be good at tic-tac-toe, but you can definitely tank some hits for strategic advantage! Even in the scoring algorithm, it’s a trade-off between the number of turns and the amount of damage you take.
The Gift tile is OP. Having 3 gift on the board allows infinite combos. Match -> Clone -> Match
Super fun game. Hooked me right away. Great work.
Won with 43/48 hp
My deck be like:
heal
3x dmg
plague
max hp potion
heal hp potion
Fantastic game.
THIS GAME IS SO GOOD I CANT STOP PLAYING
1 thing tho: is it a bug or feature that elec tiles cant destroy elec tiles?
Thank you! That’s a feature, otherwise technically the lightning would make them destroy themselves.
Cool game! Very exciting
fun game, I still suck though, the hen fields boss is tough
Fun gameplay, cute graphics, it's amazing! Love it!
11600 - leaderboard not working :(
Unfortunately, this is a known issue. The leaderboard tool I'm using only allows up to 10,000 entries. However, I'll still maintain the top 5 manually!
This is amazing on like all levels. Great graphics, has just enough storyline to give you a purpose in the game. Most creative roguelike I have seen so far.
And I also like how cluckhaven isn't a haven. Quite ironic
Super cool and fun, my advice is to rephrase some tiles like earthquake and add triggers on the start of descriptions, example for earthquake: "When placed: move all tiles down", the triggers can be indicated by a different color or something. Another example for the heart tile (or heal don't remember): "on attack: heal one hp". Otherwise really fun and charming :d
really cool, well made.
my feedback: on my first run i didn't take any damage and didn't experience many special attacks until the first boss who slapped me down hard.
thanks for the feedback! I’ll work on balancing out difficulties a little better
Very fun, and the duck is cool!
it's not bad, but the instructions on the cards are misleading. The earthquake says that all tiles will move. I played it and nothing moved. It would be better if it explicitly says that the tiles fall to the ground and if there is no place for them to go that they don't move
That’s fair! Don’t want to be misleading.
oh this one is so good and addicting! definitely keeping an eye on tic tactic :)
when i started played i was like "nah theres no way im getting fun with this" and OH MY GOD this is so crazy
haha thank you glad you liked it! more coming soon ;)
It is really cool game
I died bc the first boss just ignored the fact that my cross was there and placed a circle X)
okay no second time I died with the bug happening twice during the same game..
I’ve never seen that bug! Would you be able to make a bug report in discord? Definitely want to get that taken care of.
I did lose and/or ragequit a few times due to this myself.
I don't think it's a bug exactly. I think what's happening is that you can move pieces around and it can look like you've placed a piece on a square while it's actually still floating, then when you try to play the move it skips your turn instead. Either causing a piece to move back to the starting position when you release it and it's not on a square can work or make the button explicitly a skip turn button if no piece is played or possibly even a 'are you sure you don't want to make a move?' popup given there's not often a reason you want to skip.
The tiles are supposed to return to your hand when released unless they’re in a valid position, so I think there might be another issue at hand.
cute!
Damn, that's smart :)
Addicting!
so fun!
I loved all of the different character designs and the many different types of blocks there were in your game! It made for a very fun and engaging playthrough! I thought it was interesting making the enemy unable to act for a turn when they're struck while allowing the player to act right after they're struck. The power of duck vengeance does not falter under chicken strikes!!! Hahaha
If you're looking for any quality of life improvements it might be nice to include a mini explanation of some effects! Such as infect and burning. Infect was more relevant in the video, but I had no idea what it meant to "infect" blocks until I saw it in action and was punished for my ignorance. I saw you made a tile index that I skimmed through and wondered if it might be possible to implement that into the game with the option to view it at anytime if you'd rather not add a mini explanation for burning and infecting.
I also found out that the board will clear even if the end of the turn would have triggered some blocks clearing. I had an axe block that would have moved up and formed a row of x's. However, the opponent used up the last space which caused the board to clear before my axe block could use it's effect. My apologies if that doesn't make sense, but it happens in the video at the 9:15 point if you'd like to see for yourself. To fix that, maybe there can be some sort of check that the player is able to make a move at the start of their turn? If the player is unable to make a move due to a full board, then the board would clear. Maybe that way the blocks could have all of their effects go through?
I found it interesting that blocks would trigger after the opponent went which made my block effects feel much more delayed. For example, I might place a drip block, but my opponent would place a block under it to completely stop my drip block from working. Whereas the opponent can use their drip blocks without worry that I might stop their effect from taking place. I imagine the game was made this way to balance out our ability to strike the opponent and act right afterwards whereas our opponent doesn't have that luxury, but felt I should mention it just in case this wasn't the intention.
If you're looking for any ideas with blocks, it might be cool to add in a shop that allows you to combine certain blocks? Combining an electric chain block with a bomb block as an example could be really cool! A block that gives off chain lightning then explodes whenever it's time comes to an end! It would be fun coming across some sort of npc in a lab coat that loves experimenting with blocks!
Overall, I really loved this game and would play it for hours even if no changes were made to how it's currently set up. There's a lot of charm and love that was clearly put into this! I'm so excited for the full release after experiencing the pre-alpha stages and absolutely put this game onto my Steam wish list! I'm looking forward to your next projects!
Thank you for making this game!
As a side note, my favorite block was the Turret block. Every time it placed a block and turned it gave my brain a lot of dopamine! Hahaha
Thank you for playing and for the feedback!!
I’m working on refining start/end turn effects so that they are more predictable. I’ll also take a look at letting end-of-turn effects play out before the board clear executes. I think that would make sense!
I really like the combination idea! I don’t know exactly how I’d accomplish it, but I’ll give it some thought and see if it would be doable.
Thanks again!
If all else fails, I've learned from the brief bit of game development I've had experience with that taking what you've learned from your projects into the next one is a great way to go about things!
If adding that combination effect proves difficult to code in or tampers too much with the balance of the game you're going for, I imagine making a game in the future with that concept in mind could be really fun too!
Either way, I really enjoyed what you have here with Tic Tactic and will be there the day it's fully released on Steam so I can play it right away!
Thank you for your time reading these messages and for checking out our video! It really means a lot to our team!
That’s a good point! Thank you for your time writing these messages, it means a lot to me! :)
PLEASE fix the auto end turn because it doesn't work instantly, it waits a bit then if you placed a dice it end the turn
It automatically ends the turn if you place a tile, instead of you having to click the “end turn” button. Were you having an issue with it?
If I placed a tile before the “end turn” button shows it doesn't auto end turn
Oh, that's because you technically placed the tile before the turn started, so it didn't have a turn to end. I can take a look at it!
tictastic!
This game is really fun and has a lot of potential!
mi sono divertito per 2 giorni a giocare a questo gioco,spero che aggiungete altri livelli
This game is so cool!
It's fun. It's pretty interesting to game. I enjoyed this time
I like this game, I wish there was a multiplayer were I could 1v1 a Friend though. Still a 10/10 game.
Really fun! Super creative concept
I don't see an option to rate the game, but if I could, I would choose 5 out of 5. Great graphics, mechanics and gameplay is addicting, thanks for sharing!
Thanks for playing!
I have played this game and I've loved it, it's a weird combination of Die in The Dungeon and Peglin, both games I really enjoy, and it has come time to leave my feedback:
1) Some of the tiles are extremely weirdly described or lack information, an example being the "25% chance of dealing 5 damage", I always thought that this one was useless because I assumed that the remaining 75% was a "deal no damage", which makes it kinda bad, only now, after beating the game multiple times, I realize that the last 75% was a "deal 1 damage". Another example is the "earthquake tile", reading "when placed causes an earthquake that moves all tiles", I was expecting all the tiles to move in a random direction, which made it a terrible pick for me, now instead I realized that the movement was deterministically towards the ground and that could get me easily out f tricky situations.
2) The elite fights seem underwhelming with rewards, especially because the third option isn't present if you re-roll. some relic like in peglin would make the experience more worth it.
3) There are some interactions I'd like to sort out, like this one: An electric tile doesn't destroy another electric tile, or if beat the game the next run you get to keep the money you had when completing it, or an enemy tile being used to make a player tris (This has happened in the third act against a specific opponent that uses a player tile to suicide.), are those bugs or genuine mechanics?
4) Sometimes the animations feel too slow, could there be an option to increase the animation speeds?
5) As mentioned in point 4, the animation speeds are slow, and there is an option to "pre-move", or put your tile on the board before it is "technically" your turn (I consider this the first moment in which you can press arrow button and skip your turn, which is a weird mechanic on its own), however this means that if you are fast enough (my default mouse sensitivity is the max, and even with that I can't consistently fast enough) you can place your tile where the enemy would want to place theirs, this results in a lot of good perks: 1, the enemy turn is canceled and the tris they made, if any, isn't considered complete. 2, the overwritten tile is gone and won't ever return to the enemy, not even on board clears, this means that you can technically get an enemy to have 0 tiles by overwriting each of their tiles. 3, the overwritten tile, while still visually present, doesn't occupy any space and can be played on by both you and the enemy, the tile is also not considered part of any tris.
P.S. The animation speed also makes another problem, if you use a tile that has an animation (e.g. electric, rain, axe, earthquake) and the animation plays, you have more than enough time to get the tiles to any space you want, making the bug easily accessible. With this I made a fully animation-heavy deck and beat the game by not allowing the final boss to place any tile.
6) No matter how much time I've looked the AI never seems to use the second or third tile in the turn order, even tough they very well could, this also feels like I'm exploiting them for I'm able to essentially plan several moves ahead by looking what the enemy will do and, occasionally, intentionally loosing three hp to get an insane damage number in one turn.
I hope that this comment wasn't heard as a downgrade for this game, this is an awesome game and I really enjoyed playing it. KEEP DEVELOPING
Thanks for the feedback! I’ll respond to the pertinent issues below :)
2 - relics are coming! I mentioned them in the most recent dev log
3 - those aren’t bugs, though the enemy having an X tile was an accident. The gold retained is a logarithmic function to benefit players that die early into a run.
5 - that’s a bug! I’ll see if I can fix it.
6 - that’s intentional. The enemy will always use the tiles in the order presented, so you can plan ahead.
Very creative!! Wish I was the one who came up with this haha. Good job!!
PLEASE add inf mode
that's not a bad idea honestly
It is good but I think it may be a bit too RNG based. Some of the bots are too strong and you need to play a very specific strategy to win. Overall, 7/10.
Absolutely in love with this game. It’s completely stolen my afternoon from me.