Auto-Chess · Unity · C#

Table Tactics!

A tabletop strategy game — place your units, watch the chaos, survive the campaign.

UnityC#JSON AI State MachinesSolo Dev
Game Trailer
Demonstration Playthrough
Main Menu Demo
Try the game here!

Concept & Inspiration

I wanted to combine the aspects of a tabletop/board game and a strategy game to make something that emulates a mix of both genres designed for desktop/PC play. The idea was essentially having a game loop where the player chooses locations to place their units and pits them against the enemy's set of units for multiple rounds. Strategy is involved, as players must manage the amount of points they have to spend on units (points carry over from round to round) and also consider where to place those units for maximum efficiency.

This project is being developed entirely by myself — handling art, sound, game mechanics, lore, and everything else solo.

Design Goals & Challenges

Goals

Create a game that is easy to understand, fun, and has replayability — intuitive controls and UI with a tutorial, diverse units with visually appealing abilities, and an endless ceiling for interesting unit types and strategies.

Challenges

  • Animating characters convincingly
  • Cohesive sound design across all units
  • AI for various unit types with different behaviors
  • Cohesive art and unit theming
  • UI design that doesn't get in the way

Features

Tools & Technologies

Development Log

Below is the full dev log chronicling the game's development from initial concept to current state.

Initial Design

Here is my initial idea for the game board — a 4x6 grid split between enemy and player sides.

Draft board

I then planned the UI elements, starting with the game board HUD — health bars with unit portraits — and the unit selection screen.

Game UI sketch Unit selection UI sketch

And the campaign screen, which players would always arrive at before or after an encounter:

Campaign screen sketch

Early Prototyping

Here's the initial game board in Unity — red and blue pegs represent spawn positions. I then added basic UI, selection highlighting (blue = selected, green = hovered, gold = active UI), and a mock menu screen.

After fixing a bug that let players select multiple spawn spots at once, I implemented unit instantiation at selected positions:

First Unit: The Bunny

My first unit idea: a weak melee bunny that hops around to dodge, super squishy but annoying. The AI decides whether to strafe or move in for an attack, always prioritizing the nearest enemy.

First unit demo
Bunny vs bunny fights

Added texture to the background and tabletop, dramatically improving visual clarity:

Bunny warpath

More Units & Environments

Added a slime girl (basic attacks, no strafing) and a harpy (long range, can strafe). Started experimenting with terrain backgrounds:

New units
Units fighting
Terrain experiments

Health Bars & Camera

Added health bars, mana bars (earned through combat, triggers abilities), and camera controls — circular movement, zoom, height adjustment:

Health system wireframe

Tutorial Design

Designed a step-by-step tutorial where each step shows a UI prompt that disappears only after the player completes the action:

Update — Jan 26, 2023

Large changes to tutorial, save system, and overall progression. No audio in first two tutorial levels yet (planned narration). All subsequent levels have full audio.

Updates — Feb 2–13, 2023
  • New enemy unit models — all enemies now visually distinct from friendly units
  • Fixed save system bugs; player only warned of file deletion if a file exists
  • Special ability system fully working with animations
  • Knockback added to giant bear's special ability with low-poly particle effect
  • Added new Syrian Warrior unit with "RALLY" ultimate (heal, max HP boost, double attack speed)
  • Added fairy healer unit that only targets and heals teammates
  • Added archer and enemy bear to the roster
  • Full audio pass: all allied units have sounds including placement sounds
  • Camera shake on bear slam (0.5s)
  • Added spatial audio to all units for immersion
  • Large post-processing improvements

New unit art with point costs for the UI:

Studio logo (I'm a one-man show, so I kept it light):

Studio logo
Update — Feb 20, 2023

First playtest build sent to testers:

Updates — Feb 22 – Mar 11, 2023
  • Fixed major UI bug where unit selection disappeared on click-away
  • Camera now properly rotates around table center
  • Added undo button — refunds points and frees board space
  • Added click feedback sounds to all UI elements
  • Full experience and progression system with unit unlock rewards at level 5
  • Relic system added — randomized each playthrough for replayability
  • Hardcore mode added (can be toggled on/off)
  • Full game storyline crafted

Design drafts and final implementations:

Full Relic List

  • Frenzied Start — half HP, double attack speed
  • Shields Up — 30 damage shield for your units, enemies deal 30% more damage
  • Fortune's Price — random extra unit for you, enemies have 30% more health
  • Extended Reach — all your units gain slightly increased attack range
  • Phantom Army — temporary copies of all units on both sides
  • Chaos Catalyst — all enemy units randomized, you start with 30% extra points
  • Feline Fury — untargetable cats spawn every 5s and nip at your units
  • Blistering Cold — snowstorm damages all your units per second, +30% your attack speed
  • Toxic Empowerment — poison hurts all your units every 2s, but you deal 2x damage
  • Rapid Precision — archer attack speed doubled, enemy rabbits get 4x health
  • Defiant Valor — Swordswoman gains 60% HP, enemy archers deal double damage
  • Vengeful Spirit — bonus damage when unhit on both sides
  • Shadow Gambit — assassins start with half mana, enemy archers have 2x attack speed
  • Soul Siphon — your units lifesteal, enemy units also lifesteal
  • Arrowstorm Alchemy — archers get AOE, enemy slimes can clone themselves
  • Size Might Matter — enemies double in size and triple HP, your units deal 2x damage
  • I Can Do It Better — your units 2x attack speed, enemies get 3x attack speed
Update — Mar 12–30, 2023
  • New second campaign section with new map and music
  • Revamped main menu that swaps between maps during camera rotation
  • Enemies now have access to all player units
  • 9 relics total in game including Chaos Catalyst
  • Major animation fluidity improvements — no more sliding units
  • Expanding grid levels for bigger battles
  • Major performance optimizations — no frame lag
  • Unit information page added
Update — Apr 1–12, 2023
  • Standalone executable released on Itch.io
  • New particles for fighter girl and giant bear abilities
  • Improved UI visibility with background frames and billboards
  • Tooltip system — hover units before placing to see stats
  • Real arrow prefab for archers (no more flying white boxes)
  • Board hazard system added
  • Survival mode with 15 waves
Explosion particles
Archer action shot
Update — Nov 7, 2023
  • Major Enemy AI optimization — 20% performance increase
  • Fixed running animation persisting after all enemies are dead
  • Fixed Chaos Catalyst relic random spawn bugs
  • Fixed unit sliding — all units now properly transition between run/attack/idle animations
Update — Nov 18, 2023
  • Fixed rare null spawn bug with Chaos Catalyst (roughly 1% chance)
  • Ragdoll mechanics on knockback death — units now fly off the board
  • Damage and heal text popups — yellow for normal, light red for high, dark red for crit, green for healing
Damage popups demo

Thank you for checking out TableTactics, and for following along with me on this journey. Check out the Itch.io page for more information on the game!

Play on Itch.io ← Back to Portfolio