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Godot 4 Tactical Strategy Game – Anomaly Grid | Modifiers & AI Styles Explained
youtube.comJuego de estrategia táctica en Godot 4 - Anomaly Grid
youtube.comGodot 4 Taktik-Strategiespiel – Anomaly Grid
youtube.comGodot 4 Tactical Strategy Game - Anomaly Grid | Complete Rules Guide
I'm sorry you deleted my post recently. Maybe this video and this explanation will convince you that my game contains incremental mechanics.
I understand that Anomaly Grid is not a traditional idle game and does not look like a typical incremental title at first glance. However, I believe the core gameplay includes several incremental systems that are central to progression.
Here are some examples:
• Units permanently grow stronger over time through automatic end-of-round stat increases.
• Colors have their own progression system. Advancing farther into enemy territory unlocks progression levels that provide permanent bonuses.
• Color progression creates compounding growth because every new level increases future gains.
• Population bonuses reward building larger groups of units of the same color. More units lead to stronger bonuses and additional Score generation.
• Score acts as a persistent growth resource that can be invested into upgrades, leading to further progression.
• Color upgrades permanently increase the strength of all units belonging to that color.
• Multiple progression systems interact with each other, creating a positive feedback loop where growth enables faster growth later.
While the game is primarily a turn-based strategy game, much of the long-term decision making revolves around building increasingly powerful systems and scaling resource generation, which are concepts commonly associated with incremental game design.
I'm not claiming that Anomaly Grid is a pure incremental game. I would describe it as a turn-based strategy game with significant incremental mechanics.
Is this okay for you? Have a nice day !!
Idea for improving performance in Cities: Skylines II on weaker PCs
I have an idea for improving performance in Cities: Skylines II on weaker PCs.
What if the game had an optional “strategic camera mode” or a patch that limits extreme close-up zoom? Right now the game allows you to zoom all the way down to street level, which probably requires rendering a huge amount of detail, pedestrians, textures, shadows, vehicles, etc.
As a player, I personally don’t care much about ultra close-up zoom. I play almost the entire game with the camera zoomed out anyway. I’m more interested in city management and building large cities than looking at individual citizens up close.
I think this could also reduce GPU load a lot, because right now the game often requires a very powerful graphics card to run smoothly, especially in larger cities.
So maybe an optional mode for weaker PCs could:
- disable very close zoom,
- reduce ultra detailed rendering,
- use lower detail assets when zoomed out,
- lower GPU usage,
- improve FPS and overall performance.
I know this wouldn’t solve every performance issue because simulation and CPU usage are also heavy, but I think it could still help a lot of players with mid-range or older hardware.