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This is great. I'd be curious to see what the original is like, considering it says it's entirely remade. It does require a learning curve, like you might expect for a strategy game with a decent amount of depth, but the UI really helps to make a lot of that intuitive. It's great that hovering over a unit explains everything you'd want to know about them -- their movement, attacks, etc. Meanwhile it's great that all the units feel at least decently unique from each other when there's so many of them.

Some things I was confused about for a bit: at first I didn't understand why it seemed like sometimes I was able to move and sometimes I could attack. Obviously this meant I had to play the game for more than 30 seconds to find out, but I think there might be some subtle thing that could be done to make this even more obvious to brand new players. I think what's most confusing at first is that you're dropping dice on your units and they're sometimes disappearing without doing anything versus sometimes they require you to move. So the new player wonders, "Where did my die just go?" Since the units have different values for attack vs movement, you can't just color code the rolls, but I feel like there's something you could do here. I just think the first 30-60 seconds of playing an online browser game are essential, and most players may not be as persistent or astute to learn.

Also, it took me a while to try and figure out what raise dead was for. I saw the icon below the game window and wanted to make sure to try it before writing a review, but at first I couldn't find it -- I realized that I had to select the right units and get the necromancer before the game started eventually (the auto option is a great thing though for beginners who have no idea at that point what even matters). Then it took me like 3 games to actually figure out how to use it. My intuition was that you could bring back players that were killed somehow, but the tiles where they died weren't marked so that didn't seem to work. I was trying to use it on an enemy, but I wasn't rolling the 6s so it was taking forever -- then an enemy shot themself and I realized friendly fire was a thing, so I just converted one of my units to a skeleton. So the raise dead and convert features really don't seem all that different from each other -- just one takes over the unit and the other does that but makes them into a weak skeleton?

It dumbly also seemed to take me a bit to realize the storm was closing in -- I was like, "what's this red for?" It's actually a good design choice to slowly close the board in to force the game to eventually come to an end, and I blame myself for not understanding; every player's mileage will vary obviously, just trying to be thorough in what wasn't immediately intuitive to me personally (but it didn't take that long anyway, again you'd expect a learning curve here). On the other hand, placing units, attacking, buying things, is all very intuitive.

I was confused (and kind of still am) about what is a +1 attack vs +2. The reason being is that the image below the game has two differences -- multiple swords as well as being red vs yellow. I think higher attack means more swords, but I'm not sure -- my intuition is that multiple swords just means it can attack multiple enemies in a single hit, and that red would be a crit. But it seemed like red just signified you needed a higher roll to get that attack? And it usually was a greater range.

There maybe should be a couple difficulties for the AI for replayability purposes I think too -- I beat the AI first try (or at least first try after I refreshed midgame, so really second try). I'm curious too as to what method was used for the AI. Was it move lookahead with some randomness? But since the game does work as a two player game, you can challenge yourself in that way (if you have friends probably).

But overall, I really enjoyed this one -- decent amount of depth, great unit diversity, and good balance of coin cost to units, as well as having a decently original concept (coins scattered about the board helps to make movement more interesting and shapes the game into something more than just a standard tile-based strategy game).

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Thanks a lot for the complete feedback !  It's really appreciated :)

I'm hoping to address most of the early game confusion by introducing a short tutorial that will be part of the future campain mode & introduce each fighter type one by one along the campain as ennemies so the player can get familiar with each one before being able to play with them.

I'm also planning on a complete rework of the AI. I'll definetly make it more configurable to allow several difficulty levels.

Thanks again for the feedback ! cheers ! :)