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(+2)

After playing for a while and mostly losing, but at least winning one scenario I can say that it's a nice concept, but for my feeling it seems too often I'm out of options and just burning through the orders while the enemy gets out of reach while I'm flanking back and fourth and attacking thin air. There were some rare moments though when the rewind saved the day, so expanding on that could be the key.

There also seems to be no benefit to use the infantry, because as soon as they would get in range to attack, the enemy just needs to have an attack ready and they are gone, since all units can attack fields nearby.  Could be an idea to have artillery not be able to attack fields right next to them, to make them more vulnerable to infantry unit, so they'd become useful.

All in all it was quite fun to see a more tactical game like that approach the rewind theme. Well done!

(1 edit)

Thanks for playing our game! You mentioned a valid point. To be honest, there were more options in the planing, and specialmoves for each unit. Sadly we simply had not enough time to implement the features. 

Also the goal in chasing the enemy was not the plan, but ultimatly the only solution in this short development to get a valid ending to the scenario.

We will keep working on it for a bit. Thanks again for playing!