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While I have to agree it could defeat the point of the game a bit, I don´t see why it shouldnt be an option for those who want it.
#2 You pretty much have the ability to preview your whole turn before commiting. You can move all your units and preview all your actions and undo it all up until the point you commit to an action. At first the reset turn feature is there to help you when you are unfamiliar with the game. But once you are familiar with the mechanics it is useless, until you realize how it interacts with grid defense.
The depth added by the limited resets (1 per encounter or 2 per encounter if using Isaac) comes in two parts. First it forces you to find the correct move order. With out it its just a game of trial and error.
Secondly, there is an actual functional strategy that can be employed by taking advantage of GRID DEFENSE. The grid defense is a random roll, but that roll is BAKED in. If Grid Defense activates on the first building hit, and then you reset your turn then you now know that grid defense will activate. If you are in a tight spot you can punch your own buildings, figure out when and how many times grid defense will activate, then reset your turn and plan around that knowledge. This is the true power of the pilot Isaac Jones.
Use it in a tight spot or use it to try and inflict max damage by ignore some building attacks because you know grid defense is going to activate.
I demo'd this game and got really frustrated when a misclick turned what would have been a winning turn into losing 6 power and the game. Kinda impressive in a way, but I held off buying it.
here's your daily dose of spoonfeeding
Looks good, thanks for the link.
TLDR; Let me visualise MY move on MY turn then either confirm or deny that that's what I want to do. I'm not playing, I'm just stressing for ages.
ah is there a demo available?
You occasionally make mistakes, again, that's the game, if you couldn't "visualise the outcome correctly" that's on you or me for not paying enough attention, I have no idea what you mean, the ui gives you more than enough information to make informed turns, though I do admit there's a few strange interactions that've thrown me off, but that's part of learning the game.
Not the same as unlimited resets but its better than nothing
You can take breaks from the game!! You can rest, do something else, clear your head. You can even save in the middle of a battle.
If your savegame is on the map screen, you can use Test Mech button to remind yourself what types of Vek are there on the current island.
Bruh? That IS the game... Except for the part where you need a pen and paper.
If not for this, there is no rational reason to limit the resets.
Edit: oh, and other random interactions like spider spawnlings. Same issue, same kind of solutions.
Edit 2: However, given that the current limited ability has the power to go right back to the start of the turn, adjusting that ability would be a significant change to how the game is played. If just changed as proposed above, it would make the game LESS forgiving, mot more.
Imagine if you pushed a vek into a building that you did not notice and OH ♥♥♥♥ you can't use the reset to get back. That is precisely the kind of situation the reset as it is right now is designed for.
To keep the difficulty as is, you would need BOTH the ability to reset at will back to the last random event and the limited ability to reset the turn. Now we are going into territory making the game more complex and need to weigh that added complexity to the benefits they would provide.
There's options to make the game harder, having the option to also make it easier for when I don't want a challenge sounds like an excellent addition. I do other things for a challenge, I play games for easy wins.
In sigil of the magi, I think infinite reset is almost required because it gets so overcomplicated due to constantly changing math and more. In this I think it would be a bad idea.
Regardless maybe there would be infinite reset with some kind of punishment or disadvantage tradeoff.