262
Products
reviewed
1073
Products
in account

Recent reviews by Two Clicks

< 1  2  3 ... 27 >
Showing 1-10 of 262 entries
17 people found this review helpful
25.8 hrs on record
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Grit and Valor – 1949 is a tremendously fun mini-RTS roguelite with a mobile gaming format. Fought on compact battlefields brought to life by minutely detailed and wonderfully thematic audiovisuals.

The campaign could do with more runs and controls could be less fiddly. Meta-progression is amazing with a extensive range of temporary and persistent upgrades. Though these are affected by RNG. Combat is straightforward, but intricate. Without any way to prioritise, the automated targeting of enemies needs constant attention. Thankfully, auto-slowdown on unit selection is a godsend.

Despite initial reservations it proved to be more than a WORTHWHILE experience.
STATUS:
Fully released, it has needed only a single patch since
APPEAL:
For fans of alt. WWII mini-RTS roguelites with a dieselpunk theme, mobile gaming influence and an automated slant to combat
VALUE:
If you like what you read, its worth every cent or penny

Key provided by developer through INDIEGEMS curator | Check out their vids on YOUTUBE

More info below....

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3462847181
CONTENT:

► The PREMISE of traditional roguelite, alt. WWII with a dieselpunk theme and compact mech-based RTS combat on small-scale battlefields is quite an irresistible cocktail. Even if it draws its design from mobile gaming.

► Has a solitary GAME MODE of a CAMPAIGN comprising x4 roguelite runs and a finale. Takes place on procedurally generated nodal maps. Each a dozen or so encounters of: x3 tiers of battle, upgrade yards, varied events and final boss fight. Unknown nodes provide a range of outcomes.

► MISSIONS are fought on tiny maps, with the same squad per run. Feel similar and repetitive due to the limited tactical factors and small number of objective types involved. Always facing only x4 fixed waves of foes. Wave composition changes depending on the battle tier. Cannot be replayed or retried. Deployment is automated.

ATMOSPHERE:

► The alt-history WWII SETTING and dieselpunk THEME isn't completely novel, but stylish execution and attention to detail certainly elevates it. Despite having just a basic STORY.

► AUDIOVISUALS offer superb immersion. VISUALS are akin to painted Warhammer miniatures. Detailed MODELS and ANIMATIONS, and semi-realistic SOUNDEFFECTS make battles come alive. The soft tone militaristic SOUNDTRACK is different. AUDIO alerts aren't informative enough and can get lost in the melee of sound. More warnings are needed.

EXPERIENCE:

► GAMELOOP is lean, but comprehensive. Attempt missions. Move through the campaign map. Earn rewards to enhance mechs during the current run. Use strategic resources to refit at the base when defeated. Unlock and upgrade mechs and pilots using R&D. Try to get further with each run and eventually beat the boss fight.

► RTS COMBAT is a question of damage vs survivability. A damage triangle depicts optimum matches between classes. Fights can be intense or pedestrian depending on the mission tier. Targeting is automated and cannot be manually assigned. Prioritising these causes issues, so positioning counts for a lot. High ground and cover are the main tactical factors to consider. Controlling only x3 mechs and a command vehicle reduces the burden on the player.

► Unit CONTROLS can be fiddly in the heat of battle due to the intricate nature of battlefields and gameplay speed. Its easy to make mistakes. The way the game is auto-slowed when selecting a unit should be mandatory for all RTSs. Camera rotation and zoom are comprehensive and can be manually positioned.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3462849290
MECHANICS:

► The DAMAGE TRIANGLE dictates the tactical relationship between each of the x3 classes. Each one conferring optimal damage on a specific class. So these are best used against the designated weaker units for efficient takedowns.

► UPGRADE options are extensive. BLUEPRINTS unlock up to x9 mechs and OVERCLOCK upgrades. At the base VALOR allows pilots to upgrade skills. SCRAP allows the purchase of modules. In the field COINS allow the purchase of new or upgrade enhancements or to repair mechs. Gained from crate drops, or end of missions and runs. Heavily impacted by RNG.

► COMBAT STATES are numerous. Affecting enemies in a negative way and friendly mechs positively. Tags such as: exposed, weakness, tagged, burn, defective, suppressed, disable, double tap, blind, rupture and dismantle.

► PILOTS add useful tactical abilities to mechs. With usage counts and cooldowns. Such as: jump jets, self repair, minelaying amongst others. Can be augmented with additional qualities that subtly alters their nature in a tactical way. Like mines that do more dmg.

► REPAIR is a strategic capability imbued into each mech that triggers after each battle. Almost never enough, these can be augmented through enhancements or purchased in salvage yard on the map. Enhancements that grant repair on kills are vital.

CHALLENGE:

► ENEMIES come in a good range of guises. From infantry, tanks and mechs. A few types for each class. Enemy mechs are identical to those of the player. These really need to have their own Axis stamp on them.

► AI is effective with its attacks, but tends to make a direct beeline for the player's squad. Won't attempt to flank cover unless it coincides with the unit's direction of travel. Suicide drones add a little sophistication by hunting for the command vehicle.

► Set piece BOSS FIGHTS make for tense, meaty encounters. They launch stronger and more frequent attack waves, have multiple support units, use different attack patterns and require destroying totems.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3462851291
COMPLEXITY:
🟡 DIFFICULTY depends on RNG as much as player skill. Much can be dictated by the choice of encounter; for an easier or harder route to the boss. Recruit mode offers a chance to play an easier variant.
🔴 BALANCE is also affected by RNG. The encounter tiers, quality of rewards, accumulation of upgrades and enhancements can take a run in any direction. Continuously losing boss fights before reaching a suitable strength level results in a grind.

STAYING POWER:
🟡 REPLAY VALUE is okay given the number of runs available. Made better by the pool of dynamic elements varying maps, enemy composition, rewards and enhancements. Playthroughs can be attempted with different combinations of mechs.
🟡 Decent LONGEVITY is provided by achievements designed for repeated play. Wish there were more runs and/or a dynamic mission/run generator.

PRODUCTION:
🟢 QUALITY is excellent, with a lot of polish and only the sparsest need for QoL.
🟢 OPTIMISATION is solid running at 60fps in game. Needs much of its 8gb free to ensure levels load quickly and shutting down is issue free.
🟢 STABILITY is solid, with no crashes experienced.

Click for:

REVIEWED
WITH:
Build v1.0.124 (release)
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 fullscreen, EVO850 SSD

Thank you for reading | Click to follow my curator THE IRREGULAR GAMER
Posted 14 April. Last edited 19 April.
Was this review helpful? Yes No Funny Award
32 people found this review helpful
2
111.6 hrs on record (87.7 hrs at review time)
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Rise of Gun is a novel game. A rather casual mix of gunsmithing, lite store sim and rudimentary quest systems. Dipped in a light-hearted theme and an endearing atmosphere, made so by blocky visuals.

Weapon crafting is easy and addictive. The store comes alive with a host of upgrades to complete. The gameworld isn't as populated as it could be. There is much to do, but activities are rather samey, mostly menial and repetitive. Thankfully employees provide much needed automation to free up valuable time. Nice touches such as shoplifters add to the immersion, but are too few. The final major update added more NPCs and opened up more locations to interact with, plus a dual quest system that allows adventurers to be sent outside to scavenge for the first time.

An unorthodox experience that is thoroughly enjoyable and easy to get invested in. After my recent playthrough of v.6.0.0 it remains on the cusp of surpassing a MAYBE rating.
STATUS:
Finally feels beyond an extended demo this passion project has been from the start. Though some potential remains unrealised
APPEAL:
Anyone who likes to build stuff. In this case guns. Who enjoys uncomplicated non-violent games
VALUE:
The price is about right for the numerous hours of content

Key provided by developer through INDIEGEMS curator | Click to follow or check out their YOUTUBE CHANNEL

More info below....

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3456308848
POSITIVES:

🟢 PREMISE of being a gunsmith/weapon seller in a zombie apocalypse SETTING is novel. Made interesting by selling guns to the survivors of the safe haven. Mixes mostly weapon crafting, with upgrading and upkeep of a store.

🟢 CRAFTING SYSTEM is an absolute joy. Made so by an modular design and simplicity of use. Having x8 component categories means the amount of combinations is already huge and with new additions, will only grow. Hanging incomplete firearms nearby, is a timesaver. Would have liked to be able to save schematics of crafted weapons to auto-populate directly for efficiency.

🟢 STORE UPGRADING is substantial and as enjoyable to conduct. With considerable furniture spots to clear, build and upgrade with cash & resources. Allowing weapons to be displayed and the price markup increased. Additional revenue streams can be generated with supplemental services to clean weapons, make and sell ammo, toilets, gun range, vending and drinks dispensers.

🟢 WEAPON PARTS come in an extensive array of grips, stocks, magazines, barrels, sights and x2 types of attachment. Providing considerable freedom to construct whatever firearms take the player's fancy. Would like to see a few rarer, exotic components like a under-barrel nade launcher, flamer or breaching shotgun. Handguns and shotguns could do with a little more love.

🟢 The addition of NPCS and a NPC-driven QUEST SYSTEM address the lack of interaction that made for a lonely experience. A settlement leader, more vendors and few more quest givers join an adventurer that can be hired to travel off map, for the first time out-of-settlement, to potentially loot items.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3456178144
NEUTRAL:

🟡 Of the x2 GAME MODEs, creative deals with freeform weapon creation with a sizeable amount of cash and parts to start with. The full story-mode has x37 sequential objectives to complete, to get the store fully open. After this it is possible to keep making guns and using the store interrupted, without an endgame.

🟡 The GAMEWORLD has a modest number of places of interest. Interactive elements such as buildings, NPCs and resources will grow when the next major update releases from beta. Though many areas and NPCs remain as furniture. A diner provides nourishment and supplies to sell. There is a parts supplier and a bar to gamble on slots. A few static areas have resources to scavenge for.

🟡 ACTIVITIES have only just been increased with the upcoming update. The majority are store-based such as making guns and ammo. Others include: consuming food, searching for items. New quest systems increase these greatly. Most are repetitive, some derivative and many are menial in nature. At least store based ones can be automated by hiring staff.

🟡 Several NICE TOUCHES add to the game's IMMERSION. A BONUS SYSTEM with tons of modifiers can be added to with a set of card 'spins' issued every game day. These provide a choice of which bonuses to get. The addition of SHOPLIFTERS is a nice touch, frankly there should be more events that affect the running of the store.

🟡 MECHANICS are few, but meaningful. Energy and hunger keep the character working, x4 toolkit items must be replaced when worn down. Cash & scrap allows store upgrades, supplies, food and parts to be bought and ammo to be made. Reputation allows for a better mark-up in price.

🟡 PRODUCTION QUALITY is rough around the edges. With nearly all updates there have been some bugs introduced or missed. These get fixed pretty quickly once reported. STABILITY is fine, with only periodic slowdowns. OPTIMISATION is okay with the game running at 50-60fps, though the GPU is noticeably loud at times. Bear in mind storepage specs have not been updated. If too low (mine are better but not good enough) can cause NPC functions to seize up. There remain a few areas where QoL could be better

🟡 STAYING POWER is surprisingly good for a short game. REPLAY VALUE may be limited with no dynamic elements to affect the experience. Has that quality that beckons to be played one more time. LONGEVITY allows store activities to continue beyond core 37 tasks and quest branches.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3456916920
NEGATIVES:

🔴 NO COMBAT means its not even possible for players to try their creations at their own gun range.

🔴 Not enough happens BEYOND THE WALLS of the compound. Would like to see some sort of abstracted combat encounters occurring beyond the walls of the settlement, by groups armed with the guns made by the player. Expeditions should be expanded to bring back supplies, new weapons or components and ammo, to add to the cash, parts and scrap in the next update.

🔴 The ORDER SYSTEM needs some reworking. Searching for parts is time consuming and its primed for automating. Rewards aren't worthwhile or as profitable as selling guns in the store. Bulk orders over a time period could incentivise making these alongside those sold in the store.

🔴 AUDIOVISUALS are low grade. The blocky VISUALS possess a basic charm that won't work for everyone. SOUNDTRACK is placid, eventually becoming monotonous. AUDIO-EFFECTS are basic, adding the tiniest amount to immersion. No VOICEACTING or CUTSCENES.

🔴 LIVING QUARTERS can be upgraded but offer little, apart from bonus XP modifiers and a place to put collectables. This really needs to be expanded.

Click for:

REVIEWED
WITH:
Build v5.2.5 & current beta & several previous versions
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB, 1920x1080 fullscreen, EVO850 SSD

Thank you for reading | Click to follow my curator THE IRREGULAR GAMER
Posted 3 April. Last edited 30 April.
Was this review helpful? Yes No Funny Award
15 people found this review helpful
80.1 hrs on record
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Cygnus is a strange one. Its lite, unconventional mish-mash of The Sims(tm) with Helldivers style combat is conceptually great, delivering at times a captivating experience. A lack of optimisation and random CTD causing bugs make it a struggle to finish.

The Avataresque setting proves a great foil for the tongue-in-cheek, sci-fi themed story. An expansive game loop starts off pleasant, but becomes somewhat unwieldy despite automation options. Character customisation provides interesting abilities for combat. Which is a blast due to a variety of weapons and their alt. fire modes. Story missions are as substantive as the action gets. Repetitive filler missions are over too quickly. Much of base management feels on-rails by being linked to the story.

Difficult to enjoy, with perseverance it can be rewarding. Its a real shame but with all of its problems, sadly it would be best to AVOID.
STATUS:
Rushed to release. Playable, but unoptimised. Now abandoned
APPEAL:
Despite its merits, only fans who can look past its many faults and have the determination to struggle past its issues may enjoy it
VALUE:
No longer available on the Steam store

Key provided by the developer through curator INDIEGEMS | Click to follow for more reviews like this one. Video reviews are on our YOUTUBE CHANNEL

More info below....

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3453252752
CONTENT:

► The solitary GAME MODE consists of a CAMPAIGN of story-led missions on a WORLD MAP with a select few minor side-missions. This is buffed by a never-ending*, everchanging set of filler missions used to level-up, gain resources and a little extra inventory.

► Mission LEVELS are a mix prefab maps and scripted story. They tend to be linear, but provide a little scope for exploration and avoiding non-essential areas.

► Of the x3 MISSION types; story and filler combat missions are the only ones fleshed out. Objective driven and extraction looter in format. Objectives lack variety, and combat makes them feel overly repetitive. Some have timed elements. Level requisites ensure missions beyond the character's equipped inventory and capabilities are not taken on.

ATMOSPHERE:

► The STORY is completely linear full of scripted combat missions with extensive cutscenes. Every element does a very good job of immersing the player in the character's predicament. The final act seems indicative of being cobbled together for a rushed release.

► The alien planet provides an interesting GAMEWORLD only experienced in combat missions. Partitioned across a number of varied biomes that are unlocked through story progression. The last of which when unlocked is full of environmental hazards that give it a life above the previous three.

EXPERIENCE:

► Full CHARACTER CUSTOMISATION is limited to the main character. Skill investment in x6 masteries defines the class which determines what passives, abilities and inventory become accessible. Player preference in these comes from the distinct bonuses they offer. Weapon masteries are open and levelled simply by using a weapon from the x6 types: pistol, assault weapon, precision rifle, heavy weapon or launcher.

► The Helldivers style COMBAT is enjoyable. Enough tactical abilities allows players to define their preferred playstyle. A mix of impressive offensive attacks or supporting buffs such as shields or healing. Of the numerous weapons some are tremendous fun to use, especially the alt. fire modes. The final two biomes provide a bonafide set of environmental obstacles that harry the player. Possible combat states include: crits, poison, slow, vulnerable or weaken, to put the player (and AI) off-balance.

► BASE BUILDING is without complexity. Every building is necessary to the overall management of the colony which is limited to: inventory crafting & production, base power, visitor demands, resource production and collection. Since there are no alternative building strategies it kind of feels on-rails.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3453252196
MECHANICS:

► NPCS can be invited to the resort and recruited as EMPLOYEES to man buildings to boost their output. While they cannot be added to the character's party and taken on missions, they can be assigned to hands-off EXPEDITIONS instead.

► Aspects of VISITOR HAPPINESS are not fully fleshed out, as preferences never rise to include endgame inventory or recipes. Too few buildings included to affect this beyond a basic level.

► The range of INVENTORY is cool and the need to change happens organically. Across the x5 weapon categories an auto-seeking rocket launcher, laser cutter and miniguns are the most impressive. Some alt. fire modes devastatingly fun. Armour is class dependent.

► Being able to RESPECC skill point investment or craft EXTRA LIVES by spending resources in the cloning facility is v. useful.

► The FISHING minigame is remindful of the one in Torchlight.

CHALLENGE:

► ENEMIES are beasties and technological. Both possess a raft of abilities and attacks. Though organic foes are reskins with similar abilities across biomes. Technological foes ability to disappear and teleport is particularly impressive.

► The AI works on a simple premise, go on all out attack when within sight of its target. Foes with distinct abilities use them well. It works in a herd mentality.

COMPLEXITY:

🔶 DIFFICULTY - Initially its trivial due to the on-rails nature of the first act. By around mid-game some combat encounters become tricky, especially story ones. Final missions require the best equipment and a high level character.
🔶 BALANCE - Depends on the character's equipment level and the region missions are being undertaken.
🔶 PACE - Action limits per day ensure the player doesn't get too bogged down doing too much per game day. The more intensive aspects of base mgmt can be also be automated to a degree. Short missions ensures a fast tempo.
🔶 SCALING - Is organic as regions are unlocked with requisite equipment. Base-building is scripted and feels heavy at the start, lulls in the middle and picks up in the final act. The availability of new facilities is hardwired into the story.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3453536650
PRODUCTION:

🟣 QUALITY - Many bugs at release. Numerous remain and spoil the experience to different levels. Incorrect item descriptions. Some achievements trigger too early. Several achievements appear glitchy. Much of the game has some polish but more QoL is needed.
🟣 OPTIMISATION - Though my specs are supported fps was between 1 and 46. It needs every byte of the 8GB RAM and some gamers with better specs have complained about optimisation.
🟣 STABILITY - Experienced a dozen or so crashes. Linked to scripted story missions. Progressing a game day and trying the same mission again seemed to rectify the problems. Never closed down properly.

Click for:

REVIEWED
WITH:
Build v1.00.20
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 fullscreen, EVO850 SSD

Thank you for reading | Click to follow my curator THE IRREGULAR GAMER
Posted 28 March. Last edited 1 May.
Was this review helpful? Yes No Funny Award
12 people found this review helpful
1 person found this review funny
8.9 hrs on record
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Freenergy is a fairly simple static battler fought between mecha gladiators, with calculating turn-based tactical combat. Ample customisation and sizeable tactical options belie its minimalist look, both contributing to some addictive gameplay. The experience is streamlined, well polished and potentially bug free.

There are some minor complaints. No inclusion of pilots and alternate chassis'. Battles are fought on the same rigid grid. Balance depends on the player's setup. Despite a New Game+ mode, the linear campaign, scripted encounters and lack of dynamic factors limit replay value.

Surprisingly, it rises beyond its sparse appearance to scrape a WORTHWHILE rating.
STATUS:
Fully released & looks complete
APPEAL:
For gamers willing to look beyond its simple appearance and, enjoy mecha duels & customisation
VALUE:
A fair price given the content level

Key provided by the developer through my curator THE IRREGULAR GAMER | Click to follow and receive updates for similar reviews

More info below....

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3441903973
CONTENT:

► A single linear campaign GAME MODE of scripted encounters, comes with a handful of bosses to defeat periodically. A a standard set of difficulties can be switched to at any time. A NEW GAME+ mode is available, once the first run is defeated.

► ENCOUNTERS are the mainstay of gameplay, interspersed with options to repair. The static battler format generates a gladiatorial feel. Battles occur on a basic grid MAP that provides no tactical bonuses or penalties.

ATMOSPHERE:

► The STORY is peripheral, serving to link encounters together with no choices to make. A decent retelling of the Everyman/person hero forced into action to save their loved ones. It does a fair job of generating some badly needed immersion.

► AUDIOVISUALS are adequate. PIXEL ARTSTYLE provides a viable futuristic aesthetic. ANIMATIONS are very few. The solitary SOUNDTRACK sets a decent mood in battle and when at base. SOUNDEFFECTS are okay. There is no VOICEACTING or CUTSCENES.

EXPERIENCE:

► The GAME LOOP is very streamlined. Read dialogue exchange. Customise and upgrade the mecha. Fight a sequence of battles and emerge victorious. Repair or upgrade specific modules up to the amount of metal resources scavenged after each battle.

► TBT COMBAT has a surprising amount of depth. Driven foremost by weapon modules with their own attack styles and energy demands. Basic abilities allow them to attack, defend or repair. Advanced options provide more exotic attacks. Each has an effective damage % across the battlefield grid, so the choice of attack must be calculated. Target prioritisation, whether to deliver direct damage and disrupt attacks, or to increase damage with delayed attacks are key factor to consider.

► UI layout is lean and well presented. A few elements don't have enough names/labels to identify them. An indicator to show how popularity is going to fall would be useful. A clear 'all abilities' button would be welcome when refitting.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3441907500
MECHANICS:

► MECHA CUSTOMISATION revolves around fitting x5 offensive and x1 defensive module. The former having different weapon types to choose from. Each has a set of slots to assign tactical abilities. extended through stat upgrades. Up to x3 items can be equipped to a strategic inventory.

► The few WEAPON SYSTEMS are distinct, with dual firing mode that allows direct or delayed firing. The latter delivers a larger punch if the player can wait to fire after the AIs next turn. Damage is a combination of weapon used, its condition and grid targeting. Minus the enemy's defence rating.

► TACTICAL ABILITIES are sizeable and possess variety. They grow with progression with some really useful ones appearing in time to face the next boss. Repair and defensive options limit or fix incurred damage. While the central module can also extend these functions to limbs when needed. Advanced examples allow targeted spreads, penetrating fire, interrupts to attacks, shielding and more.

► ENERGY DISTRIBUTION is a great way to limit the use of abilities without being debilitating. Module use can continue though capability is diminishes the more they are. Affected weapons slowly return to full capability unless the right stats are invested in.

► UPGRADING & REPAIRING between battles is a useful feature by distributing a small return of metal across damaged modules. In addition this resource can be used to create better modules to upgrade. A dilemma the player must contend with.

CHALLENGE:

► The range of ENEMIES provide some varied challenge. Differentiated mostly by appearance and abilities. Early mobs tend to be damage dealers. Later ones bring distinct abilities to confound the player's tactics. Better ones too. Standard mobs tend to appear in greater numbers.

► AI is very capable, helped by not needing to position itself. Abilities are used to the fullest esp. healing and delayed attacks. Switches between offensive and defensive. Is flexible with targeting.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3441903261
COMPLEXITY:

🔶 ACCESSIBILITY - The short and useful tutorial is disabled once played. There is a concise guide that's informative. Tooltips a almost perfect, though popularity and ability condition mechanics aren't that well explained.
🔶 DIFFICULTY - Defeat results in a restart at the start of the previous encounter. On normal diff most encounters are a challenge, yet winnable. Much depends on mecha configuration.
🔶 BALANCE - Combat seems well balanced even in encounters with multiple opponents or strong ones. A testament to the range of tactical choice, given defence and repair abilities. The popularity rating goes down too quickly.
🔶 PACE - Its simplicity, lean UI and small scale combat encounters ensure the game is very streamlined and thus fast paced.
🔶 SCALING - The introduction of new abilities and the choice of stat and skill investments allows the player to keep up with the growing threat of encounters. After the midway point the wrong setup leads to drawn out affairs and even defeat.

STAYING POWER:

🟨 REPLAY VALUE - The inclusion of a NEW GAME+ is a big plus. Encounters can be replayed, though a lack of dynamic elements in battles dampens this. The branchless story and scripted encounters reduce this.
🟨 LONGEVITY - Given the size of content, its surprisingly better than expected. Though still only the same content replayed on NG+ and ofc achievements to complete.

PRODUCTION:

🟣 QUALITY - Has a decent level of production. Overall well polished. No bugs encountered. Achievement popups seems to be misaligned, though the correct ones seem to trigger. There is potential for QoL to add more tactical options, alternate chassis & optional encounter branches.
🟣 OPTIMISATION - Runs at 160 fps.
🟣 STABILITY - No crashes. No other reported issues.

Click for:

REVIEWED
WITH:
Build v Date of Review
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1280x800 table windowed & stretched to 1920x1080 fullscreen, EVO850 SSD

Thank you for reading
Posted 10 March. Last edited 27 April.
Was this review helpful? Yes No Funny Award
27 people found this review helpful
14.1 hrs on record
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Shift’n Slay is a TBT version of Ruiner with a Groundhog day format, in a 2000AD Dredd inspired setting. It is a very short-lived tactical turn-based roguelike with a restrictive approach to gameplay that is interesting, challenging and frustrating.

With the game being so short, character development is weak. Gameplay has a puzzle-solving nature that won't appeal to gamers who enjoy complete freedom to act. Kill chains are required to reset the use of actions and keep the round going. The format, lack of distinct level presets and the overuse of assets gives the game a very repetitive feel. While the mechanics can be as frustrating as they are challenging. It is fairly polished, but a few bugs persist and could do with some refinement with QoL.

This is a borderline recommendation, as it will only MAYBE interest gamers with a certain mindset.
STATUS:
Fully released, but being worked on [for now]
APPEAL:
For fans who welcome it's restrictive design and steroid-infused challenge
VALUE:
Cheap, but not worth the full price due to its length and reuse of assets. Would prefer more content

Key supplied by developer through curator TURN-BASED TACTICS | Click for updates of similar reviews

More info below....

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3438238706
CONTENT:

► For such a cool concept, its a shame there is only the solitary GAME MODE and a single difficulty. There is little reason why there shouldn't be additional 'acts' or more runs. Effectively played in ironman mode, as autosaves occur to one file.

► Using the same MAP for 'every' LEVEL in an act may be understandable. By the 10th revive every run feels more or less like the one before. Despite multiple presets for furniture and enemy spawns. Needs more variety across the board.

ATMOSPHERE:

► AUDIOVISUALS are above average. VISUALS are similar to XCOM and the graphic novel ARTSTYLE apt and remindful of 2000AD material. ANIMATIONS are okay. The solitary SOUNDTRACK captures the mood well while contributing to a build-up in tension. EFFECTS are a good fit. VOICEACTING is good, but the protagonist is something else, with their 90s no-nonsense action movie tone.

EXPERIENCE:

► The GAME LOOP is simple. Enter a level. Assess the situation. Take out enemies with limited actions and inventory. Reset these and extend the round with each kill. Use furniture and equipment to deny the enemy the chance to attack. Rinse and repeat. The final fight awaiting at the top of the tower is for better players than I.

► Unforgiving GAMEPLAY demands clever and creative use of the limited resources. It all feels puzzle-like to the detriment of actually employing tactics. Results in an unshakeable feeling of repetitiveness that can become frustrating, despite being thought-provoking. Even if some upgrades tweak how these actions can be used.

► TBT COMBAT is very limited. Purposefully designed to force the player into cycles of the same attack combos. Weak damage purposely requires cumulative damage, the use of furniture and clever positioning to takedown foes. RNG plays no part in attacks. Indestructible furniture can be used as cover. Another aspect of the game's design to support the game's concept. Kill chains feel very rewarding.

► UI needs to be better. It fails to show enemy indicators when there is no direct line-of-sight. Unit sequence is available only when the portrait is hovered over. Inventory icons should be reversed with the sidearm and ammo icons. It would be better to show all enemy move and attack capabilities together, rather than the current action.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3438577223
MECHANICS:

► LIMITED ACTIONS & INVENTORY give the concept its validity, yet these restrictions can be infuriating. There's no equipment to pick up. Would like to see a sub-set of actions and equipment made available from a larger pool to extend replayability.

► The idea of EXTENDING THE TURN by killing enemies and reset available actions works well and is surprisingly satisfying. Despite not always being able to kill enemies efficiently.

► CHARACTER BUILDING feels inconsequential. Some upgrades can make a difference, but are too few. Since runs are too short, its impossible to correct a wrong choice. RNG affects which are offered. Stronger skills come with progression.

► A lack of SMART PATHING means the character can move over their own deployed mine if their movement isn't micromanaged.

► The x3 RESTARTS only undo a complete level, not the last action taken. Against the possible avalanche of mistakes they just don't do enough. A complete undo system would have been less punishing. though not in keeping with the game's ethos.

CHALLENGE:

► ENEMIES only become varied with progression. Humanoids are reskins but have varied abilities. Some use melee weapons. Others firearms. Some buff their health. Others have armour. Robots that self-destruct on death are a nice conundrum to take out safely. There is room for more.

► The AI shows potential and is good at ganging up on the player. It mostly seems to avoid being next to vital furniture for the character to use. One time a cyber samurai suicided itself by shooting an adjacent explosive barrel.

► BOSS FIGHTS occur at the end of each act. With health comparable to the character and special abilities like full health regen, these guys are really tough too take out. If impossible to do so without having to game the tactical system.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3438575955
COMPLEXITY:

🔶 DIFFICULTY - Only one setting. Initially has a steep difficulty curve. Designed to be challenging and punishing.
🔶 BALANCE - Overwhelming numbers, restrictive abilities and inventory tilts balance towards the AI. Favours the AI more as equipment starts to dwindle. Compensated only by upgrades.
🔶 PACE - Slow at the start while trying to decipher what mechanics there are and how they work. After that its quite fast-paced due to small maps and a limited number of enemies to take on.
🔶 SCALING - Enemy health cranks up beyond what cumulative damage can be delivered in one round to kill them with limited actions.

STAYING POWER:

🟨 REPLAY VALUE - Made to be replayed due to failing runs, but its rudimentary. Spawning presets are okay but are lacking in dynamic factors, so each level more or less plays out as the run before. There is some fun trying different strategies across runs, to find that 'optimal' one.
🟨 LONGEVITY - With only one game mode, a lack of new difficulties or even a New Game+ option, there is little draw to keep playing beyond getting all achievements.

PRODUCTION:

🟣 QUALITY - Several bugs reported. A few minor ones experienced. See FULL REVIEW for more details.
🟣 OPTIMISATION - Runs at 60 fps. Gfx card ran slightly loud during cutscenes.
🟣 STABILITY - No crashes.

Click for:

REVIEWED
WITH:
Build v1.00.03 - 5
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 fullscreen, EVO850 SSD

Thank you for reading | Click to follow my curator THE IRREGULAR GAMER
Posted 6 March. Last edited 24 April.
Was this review helpful? Yes No Funny Award
15 people found this review helpful
45.9 hrs on record
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Assault Commander Rearmed is a pretty ordinary beer and pretzel tactical wargame. Similar in style to Panzer Tactics, it is a generic looking mobile port with familiar sounding audio tracks made from assets. There is no permanent army to marshal. While gameplay can be fun it can feel formulaic, given the limited number of tactical mechanics.

The biggest surprise is an AI that actually mounts an impressive challenge on harder difficulties. Even if much relies on stacking the starting forces and map against the player. Sadly missions lack the dynamic factors to encourage repeat play.

Its not perfect, but it grew on me enough to suggest that it MAYBE decent enough to consider.
STATUS:
Looks fully released, but needs a little bug fixing, QoL and polish
APPEAL:
For fans of beer and pretzel TBT wargames that don't mind the asset looks, sound and its repetitive nature
VALUE:
Better on a small sale

Key provided by the developer through curator TURN-BASED TACTICS | Click to follow and receive updates

More info below....

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3432472052
CONTENT:

► A 50h+ CAMPAIGN seems plausible, as missions can be replayed on different difficulties becoming slightly more complicated with progression. More buildings to capture, starting units and better ones to build. Mission order is somewhat weird because of out of sync access to harder ones.

► MISSIONS have the same objectives; seize opponents HQ or destroy all units. Buildings are the strategic commodity that dictates gameplay. Terrain plays a minor role by causing bottlenecks to movement. Difficulty can be set each mission attempt. Mission turn-limits are imposed later on.

ATMOSPHERE:

► AUDIOVISUALS are a mix of assets, with graphics remindful of PG III Scorched Earth. Map textures are plain and colours dull. The SOUNDTRACK is from free sources. MODELS are basic, as are their ANIMATIONS. Battle SOUNDEFFECTS sound tinny. VOICEACTING confirmations, AI generated.

EXPERIENCE:

► Beer and pretzel style GAMEPLAY surpassed my expectations. Its simplicity gives it a chess-like quality. Player PROFILE keeps tabs on stats with a ranking system that unlocks new features. Combat is quite formulaic. Games are quite repetitive apart from when new buildings and units are introduced. Campaign length can make it feel grindy.

► STRATEGY is consigned to recruiting the right mix of units. The attritional model demands massing enough units to reach a tipping point to breakthrough the enemy's frontline. The focus is capturing buildings. Map bottlenecks require a build-up of forces to overcome. The emphasis on cycling damaged units to the rear to repair them is paramount.

► COMBAT lacks TACTICAL MECHANICS. Flanking and surrounding enemies is about it. There is no overrun or forced surrender of encircled units. Nor is there automatic counter-battery or support fire. No overwatch. Terrain is incorporated into a concise tactical algorithm to determine damage is dished out between combatants.

► The UI is functional, but rudimentary and feels rather clunky.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3432986031
MECHANICS:

► UNITS are purely vanilla in scope. Mostly one or two types per class covering infantry, tanks, anti-air, helos, drones, fighters and artillery. Ship types are more numerous, while land and naval transports are useful to ferry units across the map. Sadly, identical models are used for both sides.

► Even though XP is retained by units for only the current mission, it really makes a difference to their combat effectiveness. They can level up to x4 times. Tactical packages can also do this. While some research upgrades provide starting XP.

► The COMBAT ALGORITHM incorporates only a handful of factors including: unit manpower, firepower, armour, surrounding units, XP and terrain. Only a few units, such as large ships, artillery and AA units do not have to be adjacent to attack.

► LOOT CRATES sporadically appear across the battlefield. RNG affects where they appear, though as the AI controls most of the map from the start its more likely they will get them. They can contain: strategic coin, tactical packages or fresh units.

► TACTICAL PACKAGES are a great way to buff key units or buildings. Vital on harder difficulties. Built, called in as reinforcements or found in crates on the battlefield. Some are temporary. Others for the mission duration.

► REINFORCEMENTS require STRATEGIC COIN to call in resources, tactical packages or additional units. Up to a limit determined by the mission. Called upon periodically, a countdown timer showing availability for both sides would have been useful.

CHALLENGE:

► AI is capable on normal difficulty, but isn't perfect. Above normal the AI shines, impressively calling upon reinforcements, using packages to repair damaged units. It is cagey when engaging. Won't needlessly sacrifice units. Building capability seems scripted.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3432475837
COMPLEXITY:

🔶 DIFFICULTY - Missions have a set difficulty to play on. A few of these are above normal. On harder difficulties the AI is better, on top of scripted starting forces and map control arrayed against the player.
🔶 BALANCE - Mission setups always have the player starting with just their HQ and a handful of scripted units. The AI can call on reinforcements more frequently. The AI tends to get the majority of loot crates. Mission timers further tilts the balance.
🔶 PACE - Can feel ponderously slow. UI response and unit movement appear sluggish. Building menu options must be drilled down individually due to the UI design.
🔶 SCALING - Mission order is off kilter with some easier missions available after harder ones. This throws the predictable introduction of new buildings and units. As expected maps become larger and filled with more buildings and units in later missions.

STAYING POWER:

🟨 REPLAY VALUE - Missions are designed to be played over and over, with configurable difficulty. Apart from that they don't have any dynamic elements to encourage replay. The only thing that changes are enemy starting forces.
🟨 LONGEVITY - The final achievement requires beating all maps on the hardest difficulty. An online leaderboard provides the only incentive to keep playing, though not enough for me.

PRODUCTION:

🟣 QUALITY - Pretty mature, though some bugs remain. A graphical glitch, resource piles that can't be picked up were the only bugs found. The UI its trapped in its mobile roots. Apart from lacking better model textures, polish is to an okay standard.
🟣 OPTIMISATION - Runs consistently at 60 fps.
🟣 STABILITY - No crashes. A few times the game froze when achievements were awarded.
🟣 Looks and plays like a MOBILE PORT, but doesn't have microtransactions. The coin system used for researching upgrades and calling in reinforcements is a relic from that design.

Click for:

REVIEWED
WITH:
Build v1.56
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 fullscreen, EVO850 SSD

Thank you for reading | Click to follow my curator THE IRREGULAR GAMER
Posted 23 February. Last edited 5 March.
Was this review helpful? Yes No Funny Award
12 people found this review helpful
4.2 hrs on record
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Nebula Invasion is a well polished, no thrills contemporary remake of the original Space Invaders. A melding of modern visuals and effects, to a simple, classic formula. A few novel touches are introduced to change up gameplay, such as bosses and exotic munitions. It captures the mood of the original, especially the way practice builds the muscle memory necessary for progression.

Unfortunately it suffers from repetition of the same x4 levels, just speeded up. There is no soundtrack and the audio for power-ups sounds off-kilter. The lack of dynamic elements results in an unvaried experience. No new derivative mode that builds upon this great classic, is a wasted opportunity.

Could have easily got the thumbs down, but MAYBE of interest to anyone with lower expectations than myself.
STATUS:
Fully released, but lacks content. There is the vaguest reference that the developer may add more
APPEAL:
For fans of very simple, repetitive retro shooters
VALUE:
Very cheap. Only buy when on extremely high discount, like the last sale

Key provided by the developer through curator INDIEGEMS | Click to follow for more reviews like this one or for videos @ YOUTUBE CHANNEL

More info below....

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3426761373
CONTENT:

► Has a solitary, very repetitive GAME MODE. Rows of alien invaders descending towards the player until they are all destroyed or the player loses all their lives. Every fourth level there is a boss fight. Of which there are three that repeat continuously.

► There are specific x20 LEVELS to get through. Arranged by sectors. A basic configuration of horizontally shuffling aliens that begin to divebomb when they reach a certain height. Only the speed and aesthetic of the level changes with time.

ATMOSPHERE:

► AUDIOVISUALS are a mixed bag. VISUALS capture the appearance of the original with a contemporary feel. Invader movement in particular is reminiscent of the original. While UE4's capabilities provide better looking explosions. Sadly no SOUNDTRACK. SOUNDEFFECTS while capturing the mood of the original are not sampled at the same threshold level, so sound a louder than they should.

EXPERIENCE:

► GAME LOOP consists of x3 levels, with a rotating set of bosses awaiting at the end of each. There is no RNG to the generation of levels, to diminish the repetitiveness. The player aims to get the highest score possible until they lose their last life.

► GAMEPLAY more than ably captures that of the classic arcade game. Move the fighter from left and right. Shoot enemies while avoiding being hit. Pick-up power-ups as they drop. Use shields to block enemy fire at a pinch. Avoidance mechanics and timing of shots is paramount to progression. Easier said than done. Design builds muscle memory to enable player's to progress. The need to use thrust to avoid new enemy weapons provides an extra edge to the experience.

► UI is very basic, purely functional. It would have been nice to see icons used instead of text representing number of lives, time left on power-ups, etc.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3426771304
MECHANICS:

► SCORING is achieved by shooting anything and everything that moves. Aliens, saucers, pieces of bosses and even enemy projectiles or bombs all contribute to the score. To stop grinding out scores using the same level, a countdown timer ensures levels are reset when it reaches zero.

► x4 WEAPON POWERUPS are too few. More are needed to diversify the player's damage-dealing potential. RNG affects when these appear and as they are vital can cause the player problems when they don't appear. What's more these are temporary and only one powerup can be held at a time. It would have been neat to be able to stack these up so they were used sequentially.

► EXTRA LIVES awarded every 10k points are welcome. Would have liked to have seen bonus ones spawn depending of factors like not missing shots or taking down y invaders really fast.

► The addition of EXOTIC WEAPONARY such as homing missiles, fireballs and timebombs is a novel twist. As is the introduction of a THRUST capability for the player's ship to avoid these. Needs a fair amount of practice to time this right.

CHALLENGE:

► ALIENS come as classic row dancing invaders and flying saucers. The latter having a few surprises up their sleeve with weapons that need to be sussed out. The use of recolours is expected. As is having x2 types of saucer, but really more sets to increase the size of the game would be welcome. More variants of these would help diversify the experience more.

► AI does a fair job of providing a difficult challenge but apart from the faster speed of the aliens and more shots fired, there is little else to it.

► BOSS FIGHTS are a nice addition. With only x3, the same complaint of not having enough remains. Still by using variants with extra defences, weapons or movement styles it could be easy to just add a few more of nearly the same.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3426657327
COMPLEXITY:

🔶 DIFFICULTY - Starts off quite easy, but the curve becomes very steep to quickly. Attack rate and projectile volumes increases rapidly with progression.
🔶 BALANCE - Balance favours the player in the first few levels, but speed, numbers and more saucer appearances with deadlier weapons tilts the balance for the AI. Unless the player collects power-ups often the balance tends to remain with the AI.
🔶 SCALING - Works hand-in-hand with the speed of the invaders, which makes them more deadly. Increases with level progression. As does the frequency of more saucers.

STAYING POWER:

🟨 REPLAY VALUE - Relies on beckoning players to return to beat their last high-score. Which it does like the original. A good thing as there are no true dynamic elements to vary the experience.
🟨 LONGEVITY - 50% of the achievements are over in the first session. Really only beating the last high-score will keep players coming back to it. Perhaps only infrequently.

PRODUCTION:

🟣 QUALITY - No bugs encountered. Though some have reported issues with the game starting up. Good polish. Could use a little more QoL, a lot more if content was ramped up.
🟣 OPTIMISATION - Runs without problems at 60 fps throughout. One report of high temp and resource usage.
🟣 STABILITY - No crashes experienced.

MISC:
🔷 CONTROLS - Can use either KB/M or a combination. Steam supports unknown controller scheme, but its a mess. Native KB/M feels more responsive than the controller joystick. Could not get Dpad to work, which could have offered more responsive controls. Controller did not entirely work for ingame menus.

Click for:

REVIEWED
WITH:
Build v2.0.1
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1600x900 windowed & stretched to 1920x1080 fullscreen, EVO850 SSD, Speedlink XEOX Pro Analog Gamepad

Thank you for reading | Click to follow my curator THE IRREGULAR GAMER
Posted 15 February. Last edited 10 March.
Was this review helpful? Yes No Funny Award
11 people found this review helpful
17.2 hrs on record
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Cylinder Puzzles Returned is an entertaining match-4 puzzle-solving experience. Played primarily through a story-led Adventure mode, thought-provoking gameplay is kept interesting by a mix of fast-paced and the odd complex puzzle. Enhanced by variants and a slither of light mechanics. In-game booster packs extend available content. While a host of challenges and achievements provide some longevity.

However, most turn-limited puzzles are over too quickly. A very few spike in difficulty to stall progression. Would have liked to have seen better use of Endless mode. Overall production is solid and polished. The UI could use a little QoL. While gibberish sounding VO is annoying and multiplayer appears dead.

A decent puzzler that will MAYBE appeal to gamers who enjoy this genre.
STATUS:
Fully complete and released
APPEAL:
For fans of fast-paced and thoughtful puzzlers, who don't mind suffering the odd spike in difficulty
VALUE:
A tad overpriced for what's on offer

Key provided by the developer through curator INDIEGEMS | Click to follow for more reviews like this one. For video reviews go to our Youtube Channel

More info below....

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3423000399
CONTENT:

► Contains a substantial suite of GAME MODEs from a x10 chapter, story-led ADVENTURE to SINGLEPLAYER practice, endless and one-off individual puzzles. Has a choice of local or online MULTIPLAYER. An EDITOR allows players to create their own puzzles and publish them.

► ADVENTURE mode is mostly a series of turn-limited quick-fire challenges which are over too soon. Solutions tend to be readily apparent or baffling, until they are not.

► SINGLEPLAYER focuses on solitary one-off PUZZLES, to either practice, take on official or custom-made levels. ENDLESS is similar to how Tetris plays, only stopping when a tile hits the ceiling. The inclusion of an EDITOR is a good idea. Of the x40 created, these tend to be rather simple.

► A handful of varied PUZZLE TYPES and variants progressively introduce tile mechanics to diversify gameplay over time. Towards the end of chapters endurance-based or versus variants (against the AI) start to appear. These include: Energise, Versus, Objective and Survival. Wish there were more.

ATMOSPHERE:

► The STORY is lite. A zany tale with perhaps some light colonization undertones. Or I am overthinking things!. Either way it didn't provide much in the way of connection, just a clumsy way to link the puzzles together. The WRITING is basic and not a significant part of the experience.

► While not ground-breaking AUDIOVISUALS are pretty good. VISUALS have a cartoon quality remindful of Scooby Doo. The funky/groovy SOUNDTRACK perfectly suits the wackiness of the setting, zany story and eccentric NPCs. The gibberish VO soundbites are best ignored. Had to mute the scrapping tile SOUNDEFFECTS as they were distracting.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3422426131
EXPERIENCE:

► The GAME LOOP revolves around match-4 puzzle-solving and; completing challenges or achievements.

► GAMEPLAY is pretty repetitive. The match-4 is simple to pick-up. Trial and error is enough to solve many puzzles. Harder ones require understanding mechanics and an appreciation for tile positions. Slow introduction of new mechanics helps in understanding these. Higher score combos take more thought to get right when playing versus or Endless mode.

► PUZZLE SOLVING is a mixed bag. Most are straightforward and tend to be over too quickly. A very few complicated ones can be frustrating to fathom, potentially stalling progress. Requires a certain mindset that isn't afraid to experiment or give up. End chapter variants provide the most fun with better engagement.

MECHANICS:

► A few SPECIAL TILES aid the efficient removal of more tiles than would otherwise be possible. Tiles can be LINKED from opposite sides of the cylinder, so those out of reach can be removed without using up valuable turns. Even better are WILDCARDS which when created are the most efficient way of clearing all instances of a specific tile.

► STATUS EFFECTS do the opposite adding another layer of convolution to challenges. Some stop tiles from rotating, others hold tiles in place, return them to the puzzle when matched or require more than one match to remove them.

► Without UNDO or HINT options, the more challenging puzzles can cause a lot of frustration and stall or even cease progression. Being able to see past actions on a particular level for that session, could be another aid to players.

► CHALLENGES are comprehensive spanning; daily, weekly and monthly categories. These provide additional incentive to play frequently and ongoing. They appear linked to the Steam achievements.

CHALLENGE:

► AI is used only in the VERSUS variant levels. While these can inflict the odd defeat against careless players, the AIs performances tends to be basic. It relies on the player to be slow or make mistakes to get the upper hand.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3422441120
COMPLEXITY:

🔶 ACCESSIBILITY - Initial tutorial does a good job of explaining mechanics. Despite being unnecessarily verbose and overly long. Skipping or misunderstanding how these work will be detrimental. Additional info screens pop up to explain mode concepts.
🔶 DIFFICULTY - Takes some effort to pick up the rhythm of the game's mechanics. Not easily apparent early on, but with time they can be better understood in lieu of practice.
🔶 PACE - Overall designed to be fast-paced, but the harder ones can stall progression. Anyone not so good at solving puzzles may find it sluggish.
🔶 SCALING - The curve seems to be all over the place in Adventure mode. Being stuck at Chp 5, puzzle 9 after 2hrs of trying, ceased any appetite to finish the game. Help from the developer allowed progress.

STAYING POWER:

🟨 REPLAY VALUE - Adventure mode is a solitary playthrough. Endless mode is made for repeated challenges. Multiplayer appears dead.
🟨 LONGEVITY - A host of daily, weekly and monthly challenges are incentive to keep playing and required for 100% completion. Endless mode and user-made puzzles provide additional engagement. Those in MP can be earned using SP versus puzzles.

PRODUCTION:

🟣 QUALITY - Production quality is good given its only a puzzle game. The only bugs encountered seem to be some achievements incorrectly triggering. Polish is great. Some QoL would make for a richer experience; such as being able to show current challenges in level.
🟣 OPTIMISATION - Runs consistently at 60 fps. Doesn't immediately shutdown upon exit.
🟣 STABILITY - No crashes experienced.

Click for:

REVIEWED
WITH:
Build v1.1.1573
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 fullscreen, EVO850 SSD

Thank you for reading | Click to follow my curator THE IRREGULAR GAMER
Posted 8 February. Last edited 6 April.
Was this review helpful? Yes No Funny Award
16 people found this review helpful
1.6 hrs on record
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Enemy on the Tail! is a very basic, aerial themed turn-based boardgame. It reminds me of old WWII chit & dice boardgames lying forgotten around here. Gameplay would be solid, if the dogfighting was more than barely tactical. Everything is generic, while game modes and content are lacking. There are too few abstracted maps and fighters to choose from. Plus, it is missing any dynamic factors to vary the experience.

Though it looks like a great idea and could be the basis for a decent game, right now it's LACKING in too many respects.
STATUS:
Fully released, but severely needing more content and/or game modes
APPEAL:
For fans of very simple, casual games with a quick turnaround. Best played with other people
VALUE:
Essentially a flash game. Should be free with so little content

Key provided by the developer through curator TURN-BASED TACTICS | Click to follow and receive updates for similar reviews

More info below....

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3414420157
CONTENT:
► Has the very simple PREMISE of an aerial dogfighting themed, turn-based tactical boardgame. Played on abstracted representations of the sky above, with generic aircraft. Uses a basic card system for movement and inflicting damage on enemies.

► The solitary versus GAME MODE can be played in single or multiplayer, though no one else seems to be playing atm. Since victories are kept track in multiplayer, its strange that they aren't in singleplayer. Expectations of more modes would have taken the game to the next level. I.E: complex dogfighting scenarios, endurance roguelite mode or historically structured campaign.

► With no CAMPAIGN there is only a single dogfighting SCENARIO with MAPs, FIGHTERS and STARTING POSITIONS to define each short-lived session. Taking a pilot through theatres of war during WWII would have been superb. Providing players with a little strategy roleplaying to survive a series of missions, deal with shortages, maintain their craft and upgrade to newer ones when available. Missions with objectives such as recon, intercepting bombers, protecting carriers or hunting U-boats would have been top notch.

► There needs to be more than x6 MAPs. While these are well designed with circular circuits of positions for fighters to move to, there are no dynamic factors like weather to impact the dogfight. Differences are tiny such as: the number of spaces and potential locations to loop behind the end enemy craft.

ATMOSPHERE:
► The SETTING is generic even if strongly hinted to be World War II. Maps are therefore as generic as fighters. Thus sadly possessing little in the way of immersion.

► Given a lack of campaign and its generic nature there is no STORY to speak of, which is a shame as WWII has such a rich amount of detail to draw upon.

► AUDIOVISUALS are actually not that bad. The ARTWORK is well drawn; planes are undetailed, but maps are quite nice looking. The SOUNDTRACK is catchy, but again generic. Supporting AUDIO matches the level of this game.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3414424437
EXPERIENCE:
► The GAME LOOP is basic. Choose a map, a plane and spawning positions for it. Its possible randomise all or any of these. Then for each round, select a card to move a certain amount of places on the circular circuit and try to get behind your opponent. Inflict damage. Choose to loop if your plane moves onto a part of the board that allows it. With a deck that changes after x5 rounds.

► GAMEPLAY is fast, very simple with a streamlined style that encourages just one more go. Dogfights continue for a set amount of turns, with the winner scoring the most hits. With so few elements and mechanics it is understandably quite repetitive, if enjoyable at least.

► With only one card allowed to be played each turn, the TACTICAL aspects of TBT COMBAT are extremely limited. Needs random elements to impact gameplay. I.E: wind factor pushing the aircraft beyond expected move range. Cloud cover blocks Line-of-Sight. Facing the sun affects aiming. Ammo misfires or duds cancelling or lowering out damage. Potentially there is so much more.

► The UI is basic and functional. Would have been nice to have a few more labels explaining what's, what. Especially with regards the cards for each fighter.

MECHANICS:
► DOGFIGHTS only last 5x turns of 3x rounds. So they are over quite quickly.

► AIRCRAFT only have x3 stats of significance; speed, damage and mobility which seem reflected in the cards players are able to draw during a dogfight. Each fighter has a limited firing range which isn't made to clear.

► Playable CARDS only provide the number of locations to move to, the damage caused if the fighter positions itself behind its opponent, within range of its guns. Honestly, expanding this element of the game to be a true deck-builder would add a huge amount of strategy qualities that are missing.

► Other than choosing which cards to play each round or choosing if to loop there are no other TACTICAL ACTIONS to contemplate.

► Game setups only consist of choosing the MAP, SPAWN or FIGHTER. Or to set these to random.

CHALLENGE:
► With so few fighter types ENEMIES have poor variety and are essentially reskins with subtle changes.

► The AI is okay. Perhaps a little too predictable. It legit beat me twice in about x2 dozen dogfights.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3414421264
COMPLEXITY:
🔶 ACCESSIBILITY - Due to its simplicity the game's rules are presented on a single page.
🔶 DIFFICULTY - Very easy to play and mostly easy to beat the AI.
🔶 BALANCE - Even with different stats the game aircraft are quite similar in most respects.
🔶 PACE - As a party style boardgame, the player(s) set the tempo, but its very fast. Games are over pretty quickly.

STAYING POWER:
🟨 REPLAY VALUE - It certainly meets its design of being replayable, but with a real lack of variety, mechanics and dynamic elements, it gets tiring pretty quickly.
🟨 LONGEVITY - The only slither of hope for long term play is setting all options to random. Otherwise there aren't even any achievements to aim form.

PRODUCTION:
🟣 QUALITY - Production is not bad, but it's basic, akin to a flash/mobile game. No bugs encountered, which isn't a surprise.
🟣 OPTIMISATION - Runs consistently at 60 fps throughout.
🟣 STABILITY - No crashes experienced.

MISC:
🔷 SETTINGS - Very simple. Turn music and volume on/off, set resolution to a max of 1080 or choose language. Since this is purely mouse driven there's no need to remap keys/controls.
🔷 CONTROLS - Mouse only.
🔷 STEAM - Does have overlay functionality and screenshot capture.

REVIEWED
WITH:
Build v Date of review
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 fullscreen, EVO850 SSD

Thank you for reading | Click to follow my curator THE IRREGULAR GAMER
Posted 26 January. Last edited 6 February.
Was this review helpful? Yes No Funny Award
32 people found this review helpful
83.6 hrs on record
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Zoria: Age of Shattering delivers an absorbing if lite RPG experience, trading on immersing players within a gripping story and a wonderfully alive gameworld. A mammoth set of quests results in rewarding adventuring. Tactical turn-based combat maybe lightweight, but enemy encounter diversity is amazing. Limited character customisation makes it feel less of an RPG, but minor strategy elements allow non-party allies to remain useful. Crafting is as extensive, as the inventory.

This superbly conceived passion project exceeds the limitations of its small development group, yet despite being rough around the edges, turned out to be a COMPELLING play.
STATUS:
Looks fully released, but still needs some bug-fixing and QoL. Updates are slow
APPEAL:
For fans of story-led, tactically lite RPGs with a focus on quests and loot, with limited ability-led combat and base mgmt
VALUE:
Great value for money, even for just a single playthrough

Key provided by the developer through curator TURN-BASED TACTICS | Click to follow and receive updates

More info below....

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3403900460
CONTENT:

► Possesses a solitary linear ADVENTURE with a central story across x5 chapters, replete with a fair amount of parallel quests, that splits into a few alternative questlines midway through the game.

► Mammoth QUEST SYSTEM is awash with a substantial amount of optional side-QUESTS adding immersion, to distract the player with XP and loot gains. These are a mix of multi-step and simple errands supporting the story's narrative.

ATMOSPHERE:

► The SETTING is distinct enough despite having familiar roots in the genre. It does its part well in generating the stage from which the journey takes place, contributing to the impressive immersion.

► The STORY is epic and the backstory very interesting to discover through digestible chunks of dialogue and logs. A lack of cutscenes is a shame. The WRITING is solid articulating important portions of the story with well-narrated exposition and curt exchanges of dialogue.

► The GAMEWORLD is amazingly detailed. As beautiful to behold as it is a joy to explore. Designed around a few core areas, flush with unique locations to visit. Quick travel points cut down on backtracking. NPCs, recruitable allies, healing shrines, tons of loot, respawning fauna and groups of foes make it feel alive. Satellite areas become available without the need to travel through areas of emptiness.

EXPERIENCE:

► The GAME LOOP is a repetition of adventuring and quest completion, interrupted by combat encounters and intermittent camping to recuperate. Levelling characters, crafting take place periodically as does returning to the hub to assign superfluous recruits strategic missions.

► As well as progressing the main quest, ADVENTURING is a perfect vehicle to reveal the wonderful backstory, gather XP and better inventory. ROLEPLAYING is very limited. The JOURNAL is a perfect mechanism to track the progress of all quests and what rewards they offer.

► TURN-BASED COMBAT is tactically light. Ability-led, dependent upon focus, energy and mana pools. With a variety of class dependent melee and ranged attacks, and defensive or offensive buffs/debuffs. Supplemented by potions. Abilities are restricted by range, so positioning plays a key role as free movement is limited, until it costs action points.

A nice touch is that nearby enemies will seamlessly join the fray. Initiative determines action sequence, but depending on equipment worn and stats the party very rarely acts first. No friendly-fire allows AoE spells to be used without penalty. The chance of retaliatory attacks and those of opportunity can trigger if moving near a foe. Extra damage is delivered while flanking or backstabbing.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3412865994
MECHANICS:

► CHARACTER BUILDING is very lean with only a very limited skill tree available to each class. Skill points are restricted so not all of them can be obtained. Though they can be reset for free. Wizards becoming more tanky than fighters is perplexing.

► DUNGEON CRAWLING has some of the best engagement. The larger ones are breath-taking in size, spanning multiple levels. Blockades that require certain classes to be present are a great RP touch. Though items can be used instead for players who keep the same party.

► From chapter 2, unused allies can be assigned to the strategic actions of BASEBUILDING or MISSIONS. These reward the player with more recruits, inventory, resources or extra capacity to services like recuperating slots for fatigued allies.

CHALLENGE:

► The diversity of ENEMIES is eye-popping. Made up of good old fashioned fantasy fare and more exotic foes. Many have class variants. All use combat abilities. Encounters do not respawn. They come in a mix of group sizes though on normal tend to pit fewer numbers against the party, which can feel unsatisfying.

► The AI feels very generic with enemies that behave in the same way. Remaining static until the party encroaches or patrolling a fixed area before closing in to attack.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3403806292
COMPLEXITY:

🔶 DIFFICULTY - There are four difficulties. On normal most battles are easy to overcome. Since there is no permadeath it is possible for the party to take a mauling and recover. Likewise the party can wipe. Experienced players should start on Hard.
🔶 PACE - Due to the need for a lot of travelling, the weight of quests and the constant chance of being ambushed, gameplay tends to be slow and methodical. Quick travel points help reduce time backtracking. While avoiding unnecessary sidequests will raise the tempo.
🔶 SCALING - Encounters seem to keep pace with level of the party for much of the game. The odd encounter can feel overwhelming, especially if the party has lower level characters. New equipment found keeps track with the level of the party.

STAYING POWER:

🟨 REPLAY VALUE - Hurt by the linear story. Choosing alternate main quest branches will be the biggest reason to replay. Otherwise to complete missed achievements or untouched sidequests.
🟨 LONGEVITY - Lies mainly in using a different class (up to 9) for the main character, or running with an alternate party configuration. Achievements are mostly organic and counters easy to trigger. Not every one can be obtained in one pass.

PRODUCTION:

🟣 QUALITY - Production is surprisingly high, if not to AAA standards. Polish is mostly good, but some elements are rough around the edges. There are a few isolated bugs, the worst being a very few sidequests that cannot be completed. SEE FULL REVIEW for more.
🟣 OPTIMISATION - Min specs require low visuals and FPS set to 30. Very long sessions suggest some slowdown, possibly from memory leak(s). Load times to core locations are long.
🟣 STABILITY - No crashes experienced.

Click for:

REVIEWED
WITH:
Build v 1.1.6.1 on Normal diff
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 fullscreen, EVO850 SSD

Thank you for reading | Click to follow my curator THE IRREGULAR GAMER
Posted 24 January. Last edited 20 February.
Was this review helpful? Yes No Funny Award
< 1  2  3 ... 27 >
Showing 1-10 of 262 entries