3 comments
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macky2
Were is version 2.0?
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Balthor
Surprisingly not terrible. Even though the assets look like they've been ripped off from different places, slightly re-touched and then mashed together into a loosely cohesive game, the underlying core game mechanics are pretty solid and work well. There's problems with balance, some heroes feel much stronger than others, or too situational to be useful most of the time. Similarly, some enemies are too tough or too weak; Dwarves, which you fight pretty early on, have a lot of health and damage reduction, and while most of them don't do huge damages, the cleric-looking ones with warhammers can deal a surprising 20 hp hit, and they have two attacks! Considering your ranged casters/support/dps average 25-30 hp and your melee tanks 40-50, it's ridiculous! The game seems balanced around your six heroes always being outnumbered by relatively weaker enemies, but those dwarves have better stats than your average character! 50-60 health and 20 damage? That's as tanky as my stone troll and as damaging as my two-handed melee specialist.
Itemization is also pretty weird. Most items seem to have randomized magic bonuses that don't really matter much ("+1% crit chance") and they have ridiculous levels from very early on, not that item levels matter as you can equip a level 50 weapon (with some bonus like "+2 max damage, 5% chance to hit", again some pretty small bonus) on a level 1 character.
The skills are all a bit repetitive and uninspired (your typical AoEs, single targets, debuffs, summons, stances, etc.) but they're generally well adapted to the characters. The way you use them though, is a bit weird. They're all unlocked from the start, but they often cost more "action points" (don't be fooled, those aren't like in other turn-based games, they're just a generic name for Mana) than you can even have! So you "unlock" them as you level up and give your characters items that give them more maximum AP. Which, in retrospect, is kinda cool, as you can give all the +AP items to one character early so you can use one of his skills you want. The costs are also static, meaning as you progress you become able to use skills more often.
The system for gaining AP could use some refining: you basically gain it by "doing well" (dealing damage, killing, etc) and lose it by "doing badly" (receiving damage, etc). There's also a morale system, that gives no positive benefits for high morales but makes you lose all AP if you have low morales, on top of either panicking the character (which makes it worse at everything) or going berserk (which gives +1 attack but less chance to hit). It works similarly to the AP system in how it increases and decreases, and it could also do with some adjustments to be more intuitive and less pain-in-the-ass.
The game has some other flaws, like lacking a proper save system and things bugging out a bit when you load games (I've had enemies die or characters lose their AP when loading a save). Still, it's overall pretty fun and it seems to have a good amount of levels. How grindy or repetitive those levels may get later on, I can't say, but if you enjoy the main loop it's pretty good for wasting a few hours.
If it gets more updates and more work, it has potential to be a little indie gem. But much like most other games these days, the chances of that are slim.
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Daniel Kiss
Not bad. Its a lot like Xcom whit the cover and luck system but its pretty good.