Strike Team Hydra

Strike Team Hydra

WaveLightGames  [developer] Dec 8, 2017 @ 10:01am
Overview of the game
Just a quick note to give a brief overview of the game.

It's designed for fans of tactical combat similar to what you see in XCOM. It's turn-based and uses hex grids and has elements like morale, cover, etc. There is no base-building or researching of new tech, instead the focus is on battles and building up your core team of soldiers.

Each member of your team gains experience and can level up and can equip several items. There are also 12 classes that are very different from one another so building the best and most flexible team is very important. Think of it as a hybrid of XCOM's tactical game play with Baldur's Gate team building / RPG elements. The game is very light on story ... the events in the game follow a cohesive plot but that's definitely not the focus. Hope you enjoy and feel free to ask any questions you might have.
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Showing 1-15 of 19 comments
BlackjackGT Dec 8, 2017 @ 2:23pm 
Some stream of consciousness questions:
  • How long is the campaign?
  • Is the campaign linear?
  • Are there any objectives to missions/levels? I ask because some cheaper XCOM type games, really yer just trying to eliminate all enemies on a map, and don't have any particular goals you're trying to achieve.
  • Does the game have a "take cover"/fire from cover type gameplay mechanic?
  • The maps look very claustrophobic. I guess that's in keeping with a ship but do they ever open up a bit? It just doesn't look like there's much room to maneuever.
  • Is there any randomization or procedural generation of maps, or the types of enemies that show up, etc.?
Last edited by BlackjackGT; Dec 8, 2017 @ 2:24pm
WaveLightGames  [developer] Dec 8, 2017 @ 3:41pm 
Thanks for your interest.

- Campaign is 25 missions and there are also 25 extra missions. So 50 missions in total but only 25 are required to complete the storyline.

- The campaign is linear.

- Some missions are just kill everything on the map (and any reinforcements that may randomly appear). Others are objective based such as "survive for 10 turns", "kill enemy key target", "ensure VIP is not killed", "escort a specific unit to the exit", etc.

- There is a directional cover mechanic. Certain obstacles and wall corners will provide either half or full cover. Holding cover points is very important as your characters will typically die quickly out in the open. Full cover affects line of sight whereas half cover does not.

- Yes, the maps are quite claustrophobic by design since the battles are set in the confines of a spaceship. Some maps are quite large but still feature a lot of narrow hallways and such. A few have more open hangers and large rooms but those are the minority.

- There is randomization of enemies on most levels in that a certain of random enemy patrols can appear in addition to the preset enemies that are part of the map. There are also random collectables / buffs that appear during the battle. Maps are not procedurally generated or random.

Let me know if you have any other questions,
WaveLightGames  [developer] Dec 8, 2017 @ 4:41pm 
Originally posted by Gaesdaud:
Originally posted by WaveLightGames:
Let me know if you have any other questions,
yes, i have one. whats the diffrence between the steam & the mobile version?

Sure thing. The PC version has higher resolution textures (about 4x the size on average) and better graphics with new post effects (colour grading, bloom, etc.). The UI has also been completely redesigned for mouse and keyboard with shortcut keys, hot keys, mouse hover-over menu windows and a much more minimalist UI design.
WaveLightGames  [developer] Dec 8, 2017 @ 5:43pm 
Originally posted by Gaesdaud:
will there be controller support in the future?

Should be possible. I think controller support won't be too hard to implement. I just have to do a fair bit of testing.

Thanks for the idea. Please do let me know if there's anything else I can do to improve the game.
BlackjackGT Dec 8, 2017 @ 8:59pm 
Thanks for the answers. :steamhappy:

Is there a gameplay movie somewhere with the actual gameplay sound FX? The trailer is just music.
BlackjackGT Dec 9, 2017 @ 4:38pm 
Couple more ?'s:
-Does it have overwatch/defense fire? While that's a big part of XCOM, Firaxis in its games has moved towards turn limits and other things to discourage players from just backing in protectected nook/cranny on the map, going into overatch and just waiting for aliens to wander into the line of fire.

-What's the limit on the number of soldiers (or whatever they're called) in your squad? It doesn't really matter to me, just curious.
Last edited by BlackjackGT; Dec 9, 2017 @ 6:36pm
charles_martins Dec 9, 2017 @ 7:02pm 
Which XCom are we talking about? Original or the current one? Biggest difference being TU vs Actions based, and the difference in overwatch (auto vs manual)
(While the modern one's okay, I'm more on the side of the original. And the trailer looks like it might be original style which is cool.)
Last edited by charles_martins; Dec 9, 2017 @ 7:04pm
WaveLightGames  [developer] Dec 9, 2017 @ 7:54pm 
Originally posted by BlackjackGT:
Thanks for the answers. :steamhappy:

Is there a gameplay movie somewhere with the actual gameplay sound FX? The trailer is just music.

Sorry for the late reply. It was my daughter's birthday so tied up with birthday party stuff.

The method I use to record gameplay from my game engine doesn't record audio so I'll need to find a new mechanism for recording proper game footage with audio and SFX. The SFX are okay ... nothing extraordinary but not bad. The usual explosions, flame thrower shots, laser shots, etc. with some voice clips when characters perform actions. The frequency of voice clips can be adjusted in the options since I know some people don't care to hear too much dialogue during combat.

Until I'm able to create a better video, you can find video clips on YouTube of the mobile version that will have sound. Just bear in mind that the mobile version has a totally different UI and far worse graphics. Sound is mostly the same.
WaveLightGames  [developer] Dec 9, 2017 @ 7:56pm 
Originally posted by Gaesdaud:
how about trading cards :machiko:

I don't know much about trading cards as I'm new to development on Steam. The option to make them is currently not available to me so I think it's something that opens up once the game reaches a certain number of downloads or something. I'll look into and see what I need to do to unlock that feature.
WaveLightGames  [developer] Dec 9, 2017 @ 8:06pm 
Originally posted by BlackjackGT:
Couple more ?'s:
-Does it have overwatch/defense fire? While that's a big part of XCOM, Firaxis in its games has moved towards turn limits and other things to discourage players from just backing in protectected nook/cranny on the map, going into overatch and just waiting for aliens to wander into the line of fire.

-What's the limit on the number of soldiers (or whatever they're called) in your squad? It doesn't really matter to me, just curious.

Thanks again for your questions.

- There isn't a strict overwatch in the way XCOM handles it in that you spend action points to allow your soldiers to attack enemies that move into line of sight during their turn. Instead, there is a counter attack mechanic where characters are allowed to shoot back at enemies that attack them during that enemy's turn. The number of counter attacks depends on the unit's stat line and as characters level up, they will get additional counter attacks and certain items can also grant more attacks. There is also a very common ability called "Guard" which allows a unit to spend action points to move into a defensive position where for 1 turn, they gain a bonus to their evasion stat and gain +2 counter attacks.

The reason I didn't go with the typical overwatch system is that I want the game to be faster paced and not overly defensive-oriented. So there are various game mechanics that reward aggressive play like flanking, teleporting into melee, using grenades or suppressive fire, etc. I don't have turn limits or anything that prevents playing slowly / carefully or very defensively but there are general game mechanics that make it not the best strategy. That being said, one of my play testers really likes this style of play and is able to make a very effective team built around hunkering down and uses various force field abilities and other defensive skills to make it work very well.

- The core team consists of 6 soldiers and these are ones that will gain experience and level up. You choose that team from a selection of 12 classes but are free to switch around the team composition during the campaign. If you want to try a new class, you can just replace a team member and you will get a new team member of equivalent level to replace him or her. During most missions, you also get to use some allied units like other soldiers, heavy robots, defensive turrets, teleporters, etc. That way, while the focus is on building up and equipping a core team of 6, you do regularly get to try new units in various missions to keep things interesting.
WaveLightGames  [developer] Dec 9, 2017 @ 8:09pm 
Originally posted by mounrou:
Which XCom are we talking about? Original or the current one? Biggest difference being TU vs Actions based, and the difference in overwatch (auto vs manual)
(While the modern one's okay, I'm more on the side of the original. And the trailer looks like it might be original style which is cool.)


I would agree that this game is closer to the original XCOM in game mechanics but it differs from both really in several ways. There is rather unique morale and suppression system that is very important. I'll write up a separate topic on that mechanic but I feel it's quite unique.

As a player, I have spent much more time playing the original XCOM from the 80's than I have the latest version. I do have XCOM2 installed but I haven't spent much time with it yet. I do hope to play through it soon and try to incorporate some good ideas from it in future games.
Zyrst Dec 11, 2017 @ 7:53am 
Any chance of cloud and steam achievements?
WaveLightGames  [developer] Dec 11, 2017 @ 8:29am 
Originally posted by Zyrst (Fora_Temer):
Any chance of cloud and steam achievements?

Probably not soon but hopefully in the future. I need to learn more about the Steam API and coding practices before I can integrate those things.
BoxingBud Dec 11, 2017 @ 9:01pm 
Do you recruit different soldiers and can change their looks? Or are characters set?
WaveLightGames  [developer] Dec 12, 2017 @ 5:30am 
Originally posted by BoxingBud:
Do you recruit different soldiers and can change their looks? Or are characters set?

Hi,

The way it works is that there are 12 different types of soldiers to choose from and you have to choose a core team of 6. You can have duplicates of the same class and choose freely among them. Those 6 will level up and can each be equipped with different items. I think there are 10 different slots for equipment (helmets, torso armour, shoulder pads, guns, etc.).

The equipment does not change the outward appearance of the charcter model. I plan to implement something like that in the next game but not in this one.

Also, you are free to keep switching your characters during the campaign as often as you like. That way, you can experiment with different team builds or switch out a charcter class because you found a really good item that only another class can use. When you switch a character for a new one, you get a new character of equivalent level so you don't lose anything by switching up your team.
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Date Posted: Dec 8, 2017 @ 10:01am
Posts: 19