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Advancewars had custom editing for map and multiplayer .
by being so easy to communicate with the community is enough for me to feel it is different from AW and that´s why I´ll buy it
> Commanders take a more active role on the battlefield than AW's COs. They can capture and attack like regular units, but have much higher health and attack stats. They also each have their own special 'groove' attack, which can drastically change up the battle and cause you to revise your strategy. But their placement on the battlefield also makes them vulnerable, as it's game over if they're KOed.
> The critical system is also something new to Wargroove. Each unit has certain conditions where they can achieve a critical attack (e.g. a Swordsman critical hits when adjacent to its Commander). Criticals are really key to gameplay and strategy-making decisions in a match.
> Wargroove has 2-4 player online multiplayer (as well as local co-op), and you can even play asynchronously if you're perhaps playing with a friend on a different time-zone.
> Editing tools in Wargroove are also really comprehensive. Like Advance Wars there's a custom map creator, but in Wargroove you can also create your very own branching campaigns and cut-scenes, and share them online (along with your custom maps!)
> Wargroove also has an Arcade Mode for a series of fights with different characters in succession, as well Puzzle Mode which is a fun challenge where you need to complete maps in one turn.
I thiiiink that's everything. Hope that helps clarify :)
ok for critiques, but heros you have in dark conflict with the commander and rest you have too ...
...
But i want a new advance war, and intelligent system will certainly not make an over one.
So "take my money for this advance war rebeath !!!!!"
just one really sad point : why not created at least 1 unique unit pear nation ?
...I cannot comprehend most of what you are saying except for that last point: 1 unique unit per nation sounds like it would be a neat feature. I think having the different commanders with different grooves will be enough for the strategy dynamic, however.
I didn't realize asynchronous play was a feature I really wanted until you mentioned it.