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Turrentide is live! Free Early Access playtest in your browser.

A topic by KORTELOGIC created 12 hours ago Views: 208 Replies: 5
Viewing posts 1 to 4
(1 edit)

Hi all! I just released the first Early Access playtest of Turrentide.

Everyone plans in secret. Every gun fires at the same moment. Every shell lands together. Then everyone builds, and the map lights up in neon.

How a round works

  • Plan: pick one of your guns and the hex it fires at
  • Attack: all shots of all players land at once – destroyed turrets still fire their last shot
  • Build: pick an upgrade card (Damage, Health, Repair or Reach), then expand your base

Lose your main turret and you’re out. Last one standing wins.

In this build

  • Tutorial and solo play against four AI levels
  • Online for 2–6 players: host a game, share the code, friends join from their browser (itch.io, Game Jolt and Windows players play together)
  • Spectate running games – if a player leaves, a spectator can be offered the seat
  • Ten joke languages (Caveman, Legalese, Shakespearean …)

Play free in your browser: https://kortelogic.itch.io/turrentide

It’s a solo project in active development, so I’d really like to hear:

  • Was the first 5 minutes clear?
  • Which upgrade card do you pick most, and why?
  • Did you try online play?
  • How many games did you play?

Please add the build number from the bottom-left of the main menu to bug reports. Feedback here, on the game page, or on Discord: https://discord.gg/HRdv3n5zmP

Known issue: typing a player name doesn’t work in phone browsers yet – fix coming. Play online on PC for now.

Letting a destroyed turret still fire off one last shot makes simultaneous resolution so dramatic. Does the tutorial show that mechanic off on its own for new players? Feels like once that clicks, a lot of "safe" winning moves suddenly look very different.

(1 edit)

Under the right circumstances, as in any game. The tutorial does not explain it in a message. Would that be usefull for the tutorial or would it be beter if it was a game host option to turn on/off?

Just going off the description, I'd lean toward showing a mutual-KO once in the tutorial, then giving the host a toggle for it. That way new players learn the rule upfront, and lobbies can still play how they like afterward. My team also has a free-input AI anime RPG, and we want to see if players can easily grasp the consequences of their actions. Would you be interested in trying the free web opening? If you're down, I'll drop the link and a personal invite code right here.

I'll put it up for the turtorial; the players can look it from two differnt ways; ' my building got destroyed :(' or 'well, i did destroy there building :)' its simultanious and i rather keep it that way; otherwise a missle might not even fire because its clear in the logic its destroyed before the player see's the missle fire/impact; that would be hurtfull. Send me the link/code in a pm; i'll take a look :)

Got it—you want to keep the risk of simultaneous hits instead of having projectiles just vanish mid-air in front of the player. Thanks for offering to help test! Here's the free web playtest for our team's game, ISECAI: https://isecai.ai/login . Your personal invite code is 3LMHY4SF—just enter it when you sign up. It's a free-input AI anime academy RPG. Playing through a quick bit of the opening to see if the character reactions and action consequences make sense would be super helpful—no need for a long review. Just let me know right here if you get stuck anywhere. 🎮