TOY TACTICS

DEVELOPER: Kraken Empire

RELEASE DATE: TBA

PLATFORMS: Steam

 

Toy Tactics by Kraken Empire is a captivating Real-Time Strategy (RTS) game that combines humor-infused game physics with toy-like models, resulting in an extraordinary gaming experience that has left a lasting impression on me throughout the year.

Toy Tactics has a diverse array of game modes that provide endless possibilities for players. You can begin your journey by mastering fundamentals in campaign mode, putting your skills to the test in challenge mode, or delving into the intricate world of tactics and strategy in sandbox mode, where you can craft your own tactical combinations and experiment to your heart's content.

Photo by Sam Hipp

Photo by Sam Hipp

Photo by Sam Hipp

My initial encounter with Toy Tactics at Pax West '23 was an eye-opener. I had initially underestimated the depth of gameplay it offered. The game allows you to take control like never before; you can literally draw out your units' formations, unleash spectacular spells upon your adversaries, and even interact with charming wandering sheep. Your prowess as a strategist determines whether you emerge victorious or face a crushing defeat.

Regarding the game's art style, Toy Tactics immerses players in a visually stunning world of color and creativity. Remarkably, the game's visuals match the same level of care and dedication as its gameplay mechanics. Each soldier type within every army is crafted with great attention to detail, showcasing unique characteristics that set them apart. Even when comparing soldiers from different factions, like the Imperiums and Pirates, their idle behaviors remain distinct. One particularly innovative visual aspect that defines the "Toy" in Toy Tactics is the use of a top-like base for all character models, including the sheep. This design imparts a delightful sense of buoyancy, reminiscent of playing with actual toys.

Exciting news awaits Toy Tactics enthusiasts in the form of future updates post-release, introducing an online feature that enables thrilling battles against friends using your favorite factions. While the game already boasts an impressive array of game modes, this upcoming addition promises to keep players engaged and eagerly strategizing. The prospect of competing against friends invokes a sense of nostalgia reminiscent of classics like Age of Empires, making it a highly anticipated feature to determine who among your peers reigns supreme as the ultimate strategist.

I wholeheartedly recommend Toy Tactics not only to seasoned RTS gamers but also to anyone curious about delving into the genre. With its comprehensive tutorial and a plethora of engaging game modes, Toy Tactics provides an accessible and enjoyable entry point for strategy enthusiasts of all levels. Prepare to embark on a thrilling journey through a world where toy-like charm meets strategic brilliance, creating an unforgettable gaming experience that will keep you hooked for hours on end.

Taz: All right day one, Friday, September 1st at PAX West 2023. I'm here with Antonio Iglesias. Antonio, how are you doing today?

Antonio: Oh nice, nice. I’m excited for the event.

Taz: Yeah, so this is your day one. What are you here for? What are you working on? What are you doing?

Antonio: We just released the game in early access and we are updating from time to time so we want to show the game to the players and see how the game is working, how the demo works with people, and show it to the public and press.

Taz: And what was your role in this game?

Antonio: I'm the director of the game.

Taz: All right, and what got you inspired by this idea for Toy Tactics? I played a little bit of the demo, you showed me a sandbox mode, challenge mode, and campaign mode. There's a lot going on with this kind of game and I love the kind of chess feel but it's like your Real Time tactics-based game. What got you inspired for it?

Antonio: The original idea of the game comes from chess from one side — so, you got it right — and this kind of drawing, so the explanation of how battles evolve sometimes. You can see drawings or illustrations in the books that show one army and the maneuvers they do with arrows drawn on the battleground — so I wanted to do something like that. The main idea was to draw the movements of the formations, but in the end, it worked better to draw the formations themselves and drag them onto the battlefield. So, it was kind of an evolution of the original idea of controlling a battle by drawing on the battlefield.

Taz: I love that concept and as I was playing the demo even had a cartoony-like humor, comedic feel to it. Was that always part of the game or was this designed as more of a serious thing at first?

Antonio: At first it was very serious. I was designing it hardcore throughout the game but then my artists came and they started this kind of, okay: if they're not going to have arms (because they don't have arms, and they don't have legs) they're going to be all kinds of toys (or something like that). They're this kind of roly-poly toys. You can push them anytime or something.

Taz: Oh, wow. Yeah! (laughs)

Antonio: So now it’s this kind of toy. In the end, it makes more sense to make them more casual, or playful toys, this kind of thing. So, at the end, we have this kind of tone that's halfway between a serious tactical game, and completely crazy battles and joyful things happening all the time.

Taz: Yeah. How long has this game been in development so far?

Antonio: Oh, I made the first demo (I was the programmer at the moment, in the beginning) and I made the demo like six years ago.

Taz: Oh, wow.

Antonio: So yeah, but we took some time to get funding and to build a team and this kind of thing. So with funding and everything, like three years in development right now.

Taz: Okay, okay. Right on. Is this Toy Tactics first PAX?

Antonio: Nope, it’s… Well, second PAX.

Taz: Okay.

Antonio: The last was PAX East, we were there, and now it's PAX West. So its first PAX West (laughs).

Taz: Yeah. Love that. So, has it been at any other gaming conventions? Or has it just been at PAX?

Antionio: We have been in many conventions in Spain (because we’re from Spain).

Taz: Oh, yeah, okay.

Antonio: And the game has been in Brazil, in Gamescom, and I don’t know, many more events.

Taz: Oh, yeah.

Antonio: But I’ve just been here at PAX and Spain.

Taz: Gotcha. Back to a little bit of the development sense. If you were to go back in time, tweak some things, or change something, what would it be?

Antonio: Whoa. If I were to go back in time, I would have gotten into this idea sooner. Because we have tried — as this is a very original idea and a very original interface — we have had some back and forth in the development. So, I would have fixed those things from the beginning, knowing where to go at the end (laughs). That would be the main thing to change.

Taz: Yeah. And in Toy Tactics you were showing me there's… one, two, three, four, five different types of armies on different types of culture. Is there any plan to add more? Or do you like the five and are you going to expand on those?

Antonio: Uh-huh. The original idea was to create twelve.

Taz: Oh, wow.

Antonio: So yeah, but they were kind of stick figures with a helmet, sword, and shield. That’s all. So then they got more complex: so you can see the armor and everything. We had to cut the spells and the relics and everything. We had to get the number of armies to something more manageable.

Taz: Yeah.

Antonio: So uh, yeah. We now have five but we would love to add Egyptians, Aztecs, I don’t know… Selous… I don’t know, Mongolian army too… Many armies (laughs).

Taz: Okay, yeah. And you were telling me earlier, what kind of — so after launch — what other things are you planning on adding to the game? Aside from the Armies, you were telling me a little about online, even.

Antonio: Yeah, we're trying to add online so that you can face your friends in an online battle. That's going to be great. And yeah, we have to test it. We have to try what's going to be best, but the idea is to buy your army and face your friend.

Taz: Gotcha. One more question — and you can answer this differently — who is your favorite army, your favorite soldier, and your favorite spell?

Antonio: (laughs) Whoa, that's a difficult one. I think my favorite army is the Draugr, the skeleton one because they can raise the corpses of the dead, that's great. That feels awesome because as you kill the enemies your army grows bigger. That’s awesome.

Taz: (laughs) Yeah, yeah.

Antonio: My favorite unit… I don't know. I love the kings and queens because they have so much personality. You can see the medieval queen, that’s kind of a witch, is great. Even walking and the animations are awesome if she survives or something (laughs).

Taz: (laughs)

Antonio: Or the Jesters are very funny to me too because they are kind of joking around all the time.

Taz: Oh, wow!

Antonio: And their irreverence and everything and they heal (laughs). And they jump and dance all the time, so, I don’t know, maybe the Jesters are funny. And their spells are very crazy. I don't know. The meteorites are awesome because they are very destructive. Yeah. I love reinforcements. I love to go for archers anytime, or I don’t know… or go for a T Rex. That's also awesome too.

Taz: Yeah, yeah. Right on. And then I was noticing you were kind of fiddling around the sandbox mode as we were talking. Do you find yourself like, always enjoying this game even though you've been working on it for so long?

Antonio: Yeah! Yeah, that happens. I'm a fan of studying games. So that I think that helps. But yeah, the game is funny and enjoyable all the time. You can plan your strategy and then watch the battle coming out and that's very fun. So I enjoy the game all the time. And I try new things. I don't know I use the cavalry one way or another. We have charging cavalry so that you can attack and destroy the enemy. But we have an archery cavalry, too. So, the combination of different armies and different units is quite interesting. I'm not bored of the game yet after six years and the game is evolving very fast now that we have a full team.

Taz: (laughs) For sure. Yeah, right on. And you said… how many members on your team?

Antonio: We are between 10 and 15 depending on the time, but we have been 15 at some points.

Taz: Right on. And where are you guys based out of?

Antonio: Spain. We’re based in Zaragoza, in the middle between Madrid and Barcelona, in Spain.

Taz: Oh, wow. Cool.

Antonio: Far from here (laughs).

Taz: Yeah (laughs). Well, that's actually all the questions that I have today. Antonio, thank you so much for hanging out, talking with me, showing me the ropes. Here's your time to shout out yourself. Kraken Empire, Toy tactics. Where can we find all that stuff?

Antonio: Yeah, you can find the game currently in early access on Steam, it’s the only platform we have available for now. Then we will launch, the plan is to launch the full game in March 2024 on several platforms and consoles, too. You can play already with a controller. And you can play a free demo on Steam. So, if you're curious about how to construct your units or draw on the battlefield, you can try the demo right now on Steam.

Taz: All right, perfect. Well, thank you so much, Antonio. Have a great rest of your PAX and I'll definitely see you around.

Antonio: Thank you so much. Thank you for having me.

 
 

FRANKIE ZAMORA

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