Telepath Tactics is a turn-based tactical RPG in the tradition of Fire Emblem and Disgaea. It features a single player campaign with well-written characters embroiled in a tale of war and political intrigue, as well as 2-to-6 player multiplayer with support for hotseat play.
~$18,000 of the $25,000 needed was already pledged.
Telepath Tactics (like the other games in the series) is a deep turn based tactical combat which explained in more depth in the following video :
What is Telepath Tactics ?
Fantasy tactics with mod support, manipulable battlefields, a Fire Emblem-style campaign and hotseat multiplayer.
The Kickstarter presentation
Imagine that Fire Emblem and Disgaea had a baby, and that baby turned out to be a prodigy…
“With destructible buildings, bridge construction to create new flanking opportunities and the ability to throw people into lava, it sounds like Telepath Tactics may contain all that is necessary for my tactical needs.”–Adam Smith, Rock Paper Shotgun
“The gameplay recalls Sega’s Shining Force series, mixed with a bit of Advance Wars — as a fan of both, I definitely approve of the direction this one’s taking!”–The Indie Games Blog
“Like all games of war—digital and otherwise—you must learn how to use the terrain to your advantage. You can smash through walls, rob the high ground, build bridges, and lay down explosives. You can also back your foes into undesirable puddles of stuff, like water and lava. For a change, try flinging your best friend off a cliff.”–GameZebo
“Telepath Tactics is the first tactics game where I felt competitive in a good way and had a great time whether I was winning or losing. I love the use of environmental effects in TT and they’ve led to some interesting land grab battles where it was more about controlling, deforming, or transforming the maps to win than directly battling my opponent.”–Phil Tibitoski, Octodad
Telepath Tactics is a turn-based tactical RPG in the tradition of Fire Emblem and Disgaea. It features a single player campaign with well-written characters embroiled in a tale of war and political intrigue, as well as 2-to-6 player multiplayer with support for hotseat play (i.e. you and your friends playing together in the same room, Super Smash Brothers style).
Telepath Tactics takes place in a fantasy-steampunk universe that averts most of the tropes you’re used to from these sorts of games. Magic doesn’t exist: instead, there is psionics and steam-powered technology reliant on a volatile, crystalline substance called vibra. Cavaliers don’t ride horses: they ride giant, armored praying mantises. There are no elves, no dwarves, no goblins, no dragons: it’s just humans and a few other, entirely original sentient races (such as the shadowlings, disembodied floating heads that quite literally feed on human suffering).
Telepath Tactics takes a highly deterministic approach to combat mechanics. Attack damage is 100% predictable, and attacks always hit unless there is some intervening factor (such as the attacker having been blinded, or the target having some special defensive status effect). In this regard, it is very much a game of skill akin to chess—chance will seldom determine the outcome of a battle.
Telepath Tactics borrows liberally from the best tactics games around to provide a wide variety of available strategies. Throw enemies off of cliffs; push enemies into water or lava; fling friends across gaps; set your enemies on fire; freeze them; blind them; cripple them; stun them; use hit-and-run tactics with cavalry and bowmen; teleport; grab item drops; stick your ranged units on the high ground to boost their effectiveness; the list goes on and on.
Telepath Tactics also brings fresh new environmental manipulation mechanics to the table. Push boulders, barrels and tables in the way to block off certain routes; build bridges to create new routes across water or lava; build barricades to brunt an incoming attack; destroy walls, doors and bridges to open up or close off routes of attack; shoot through open windows; place down explosive charges to create a trap for an unwary opponent. Telepath Tactics supports all of this and more.
The enemy AI in Telepath Tactics is aggressive and reactive. The enemy will not just sit around the battlefield waiting for your characters to wander into aggro range or trigger a script—instead, the AI will actively maneuver and seek out ways to get at your most vulnerable characters.
Telepath Tactics multiplayer comes with 22 unique character classes, each with its own strengths, weaknesses, and battlefield roles. The single player campaign features unique, named characters based off of these classes, each with its own custom stats and leveling schemes.
You don’t have to be content with the selection the game ships with, however. Telepath Tactics features extensive mod support that allows you to create custom multiplayer maps, custom tilesets, custom destructible objects, custom items, custom attacks, custom character classes, and even whole single player campaigns filled with unique characters, enemies, dialog and cut scenes. Everything is stored in easy-to-edit .xml files, so modding is a cinch.
The game also comes with a full-featured map editor to make creating new battles fast and simple. Create your own, or download someone else’s: Telepath Tactics supports all of the above.
There is a lot more I could say about the game. Rather than talk your ear off, however, I will direct you to the latest draft of the Telepath Tactics manual with more (and more detailed) information on how the game works.
WHERE IS TELEPATH TACTICS AT IN ITS DEVELOPMENT?
Every single thing you read in the section above is currently in-game and working. There is no question about whether this project is too ambitious to complete: it isn’t. The lion’s share of the really tough stuff is already done. I just need more resources to give the game all the content and polish it needs.
SO, WHAT DO YOU NEED $25,500 FOR?
I’ve crunched some numbers, and $25,500 is the bare minimum amount of money it will take to finish Telepath Tactics to my satisfaction. (Please note that I am not counting wages for myself in this figure. I don’t want a salary; I just want the money to get this thing done right.)
Here are the things your contribution will fund:
Hiring a sound designer to create all of the sound effects for every last button click, movement, attack, character death, item usage, and action in the game. Estimated cost: $12,000
Hiring a composer to flesh out the game’s soundtrack with more music. Estimated cost: $4,000
Hiring artists to create more art: tilesets, destructible objects, character portraits, NPC sprites, and a second gender for each character class. Estimated cost: $4,000.00
Promoting Telepath Tactics* at PAX East. Estimated cost: $2,000.00
Hiring a web designer to build a proper website* for Telepath Tactics. Estimated cost: $1,000.00
Now, if you’re good at math, you might be scratching your head right now. “Craig,” you might say, “that’s only $23,000. What is the last $2,500 for?” Good eye. The last $2,500 is to cover the estimated 10% cut that Amazon and Kickstarter take from whatever we raise. (For instance: if we raise $25,500.00, I estimate that these guys will take a $2,550 cut; that leaves just about $23,000, the amount I need to cover the expenses listed above.)
*Publicity is important to the game: it means more people for you to play against in multiplayer, and more people creating single player campaigns for you to play. Trust me, you want this!
WHAT HAPPENS IF WE RAISE MORE THAN $25,500?
In the event that this happens, I have a wish list a mile long for extra goodies I could pack into the game! If it starts looking like we’re going to break past $25,500, I’ll update this section with stretch goals for ways in which we can make Telepath Tactics even more awesome.
Hey, folks! It’s that special time once again, where I fill you in on all the goings-on in the development of Telepath Tactics.
First and most importantly, Telepath Tactics now supports user-created campaigns! You may recall me mentioning last month that Telepath Tactics will have a single player campaign. Well, why limit it to just one? The game now supports an unlimited number of user-created single player campaigns, each with their own custom characters, battles, enemies, items, attacks, dialog, and even cut scenes.
All it takes to add a new campaign to your copy of the game is to download the campaign as a zipped folder, then unzip it into the Campaigns sub-folder; Telepath Tactics will automatically recognize the new campaign and add it to the list for you play. Simple as that! Creating a new campaign is simple, too: just create a new folder, copy-paste the game’s default .xml files, then start editing and creating maps using any standard text editor and the Telepath Tactics map editor program.
On the gameplay side of things, I’ve added important features unique to campaign mode such as persistent character experience and leveling, as well as persistent character inventories.
Another cool feature: you can now hand-place items on the battlefield, or stick them inside of objects or characters. Want treasure-filled barrels? Easy! Want certain enemies to spawn with bandages or focus pills in their inventories? Go for it! This particular feature works in both multiplayer and campaign modes.
Next up on the agenda, character animations are coming along nicely. There have been persistent questions about whether the static placeholder graphics currently in-game represent the final character graphics. I keep telling people that they aren’t, that the final game will feature full animation in four directions, but this answer hasn’t seemed to stick. Perhaps a little visual demonstration will help!
Drum roll, please–it’s time to strut your stuff, ladies and gentlemen:
The above image is an animated gif, and therefore it has some dithering and loss of color–the animations appearing in the finished game will not. Lorne Whiting is the remarkable fellow responsible for all of these gorgeous animations, in case you’re wondering whom to worship. I understand that he doesn’t have any official altars set up at the moment, but feel free to praise him in the comfort of your own home.
Speaking of people with ungodly amounts of talent contributing to Telepath Tactics, I have news to announce: the incredibly gifted Nick Perrin will be contributing music to the game! You can check out some of his excellent past work here (including my personal favorite, the incredible Piano Trio in C# Minor).
Things are coming along slowly but surely. More to come!
Telepath Tactics is a multiplayer turn-based tactics game set in the world of Telepath RPG. Who is the greatest tactician of them all? Grab your friends, assemble an army, and find out!
See the world of Telepath RPG as you’ve never seen it before, with gorgeous hand-made pixel art by Lorne Whiting!
Destroy walls, build bridges and lay explosives, changing the face of the battlefield to your advantage!
Capture the high ground to get damage and range bonuses for your ranged attacks!
Fling enemies off of cliffs and into environmental hazards like water and lava!
Inflict nasty status effects like blindness, burning, weakness and stun!
Control the map to grab randomized item drops before your opponent does!
Build an army from 22 different classes, each with its own suite of attacks, stats, and elemental strengths and weaknesses.
Battle with multiple play modes, including Last Man Standing, Generals and Capture the Flag.
Multiplayer games support up to 6 players at once. Battle up to 5 AI opponents and/or friends right on your computer in hotseat multiplayer, or have an long-distance match over the internet.
Play through a single player campaign with all-new characters in a story of war and political intrigue!
Telepath Tactics — A multiplayer turn-based tactics game set in the world of Telepath RPG, featuring a brand-new engine and gorgeous pixel art.
Telepath RPG: Servants of God — The third chapter in the Telepath RPG series, a hybrid wRPG / sRPG that takes place in a Middle Eastern steampunk setting.
Telepath Psy Arena 2 — A tactics game with a randomized marketplace of soldiers for you to recruit, train, and command in a series of increasingly challenging battles.