STEAM GROUP
The Irregular Gamer TIRGM
STEAM GROUP
The Irregular Gamer TIRGM
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May 17, 2021
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FULL REVIEW: Grit and Valor - 1949
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. Keeping the mech squad small reduces the burden of command on the player.

Combat is simple, but intricate. Meta-progression is amazing with a range of temporary and persistent upgrades. A small base feature provides the strategic options when preparing for the next run. Enemy diversity is aided by the inclusion of infantry and tanks. The game has so few issues, though the campaign could do with more runs and controls could be less fiddly. Without any way to prioritise automated targeting of enemies needs constant attention. Thankfully, auto-slowdown on unit selection is a godsend.

Despite initial reservations on how deep the combat mechanics would be, 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 themed mini-RTS roguelites with 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://steamcommunity.com/sharedfiles/filedetails/?id=3462847181
CONTENT:

► The PREMISE of traditional roguelite, alt. WWII with a dieselpunk theme and compact RTS mech-based 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.

► BATTLEFIELDS are generated using presets and a sparse number of dynamically changing tactical elements. Cover, high ground, sightline blockages, obstacles, enemy support elements and controlled gates evolve with progression to create the tactical dilemmas to manage.

► UNIT ROSTER comprises of x9 variant mechs derived from x3 classes. x6 of which must be unlocked between missions at the base. Mechs possess x11 combat stats, x5 module slots and can be assigned a pilot. The player doesn't have get to control any support units.

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.

► GAMEPLAY supports combat very well. Damage taken is persistent for the current run. Repair between missions is limited. Salvage yards are the only way to return downed mechs to active duty. Keeping the Command Vehicle intact is the only requirement to complete a mission. Achieving objectives provides a paltry reward. Crate drops are vital to collect, providing enhancements across a run.

► UI is mostly informative, but some info is hidden away in panels. Mech weakness relationship is prominent and visually contextual. There is no situational overview, only previews for individual unit movement. There is no comparison of upgrades when outfitting mechs. DATA COLLECTION CONSENT is front and centre at the start of the game.

► 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://steamcommunity.com/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 unit for efficient takedowns.

► The BASE opens up between runs, after the first defeat. Populated by x4 facilities that need to be unlocked. Provide a core number of capabilities: R&D, mech and pilot selection, and upgrading options. An archive provides stats of previous runs.

► R&D is compact. RESEARCH is conducted organically by achieving gameplay milestones. Providing INTEL points to be spent on DEVELOPMENT. These [in]directly affect unlock an assortment of strategic capabilities.

► META PROGRESSION has exceptional breadth and depth. From squad composition of mechs and PILOTS to REWARDS that provide ENHANCEMENTS or the resources to buy MODULES. For emergency repairs or to regain pilot ability uses. Gained from crate drops, or end of missions and runs. Heavily impacted by RNG. Almost always as a choice. Some of which can be re-rolled with appropriate R&D.

► UPGRADE options are extensive. BLUEPRINTS unlock up to x9 mechs and OVERCLOCK upgrades. COINS allow the purchase of modules at the base, to purchase new or upgrade enhancements or repair mechs in the field. VALOR allows pilots to upgrade skills. SCRAP allows the purchase of modules.

► ENHANCEMENTS are temporary upgrades that stack across several tiers. Providing augments to several sorts of damage potential. Some apply combat states to delay, curtail or quick-kill enemies or affect their ability to cause damage. Extending health and repair capabilities, or bestowing armour to mechs.

► 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 my favourite - dismantle.

► MODULES are persistent upgrades when inserted into mech slots. Available in x5 tiers they provide boosts to combat stats. Can be fused together to create new, stronger ones or dismantled for scrap to purchase alternatives.

► 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.

► 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 its coincides with the unit's direction of travel. Suicide drones have a little sophistication by hunting for the command vehicle.

► Set piece BOSS FIGHTS make for some tense encounters. They launch stronger and more frequent attack waves, have multiple support units, use different attack patterns and require destroying totems. These can be very challenging, but manageable with the right upgrades and satisfying conclusions to each run.

https://steamcommunity.com/sharedfiles/filedetails/?id=3462851291
COMPLEXITY:
► ACCESSIBILITY is good due to limited features. Tutorials are enough to get a player going. The scale of upgrades can need a second look to digest.
► 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.
► PACE is fast due to short mission durations and fixed run format. Faster if fewer combat missions are attempted. Continuously losing boss fights before reaching a suitable upgrade level can result in a grind.
► SCALING increases the more runs are made and with campaign progression. Benefitting the player with more mechs, stronger upgrades and pilots to make a run. Gameplay elements are also unlocked expanding the experience in short strides.

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 was more runs and/or a dynamic mission/run generator.

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

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

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0
FULL REVIEW: Rise of Gun
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 simple and addictive. The store comes alive with numerous 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. A few nice touches such as shoplifters add to the immersion. The next major update plans to add more NPCs and open up more locations to interact with and a dual quest system that allows adventurers to be sent outside to scavenge for the first time.

The unorthodox experience it provides is thoroughly enjoyable and easy to get invested in. Right now, its on the cusp of surpassing a MAYBE rating.
STATUS:
Finally feels beyond an extended demo this passion project has been from the start. Many features still fall short of their amazing potential
APPEAL:
Anyone who likes to build stuff. In this case guns. Who enjoys uncomplicated non-violent games. Or to experience opening a gun store in a zombie apocalypse
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 theirYOUTUBE CHANNEL

More info below....

https://steamcommunity.com/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 survivor of the safe haven. Mixes mostly crafting, with upgrading and upkeep of a store. With a few simple mechanics that add flavour to the immersion and experience.

🟢 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 these added to, 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. Grips, stocks, magazines, barrels mags and x2 types of attachment provide considerable freedom to construct whatever weapons 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 ability to hire EMPLOYEES to automate some of the menial store tasks is incredibly useful. Freeing up precious time to allow the player to undertake orders, quests, create firearms, manage the store and look after their character. Of the x4 current staff another few are earmarked to be hired in the future.

🟢 GAMELOOP is streamlined giving the game an addictive quality stemming from simple gameplay that's easy to get invested in.

🟢 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 part of the game to gain a bonus in. The addition of SHOPLIFTERS is a nice touch, frankly there should be more like returns or replacing parts of broken weapons from returning adventurers.

https://steamcommunity.com/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, but without an endgame.

🟡 Then 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 parts. Others include: consuming food, searching for items. New quest systems are being added that will increase these greatly. Most are repetitive, some derivative and many are menial in nature. At least store based ones can be automated.

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

🟡 MECHANICS are few, enough to be meaningful. Apart from energy and hunger to keep the character working, x4 toolkit items must be regularly replaced as they are worn down through use. Cash allows store upgrades to be made, trash to be moved plus, supplies, food and parts to be bought. Scrap comes can be found around the map and from removing trash. Needed for making ammo.

🟡 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. OPTMISATION is okay with the game running at 50-60fps, though the GPU is noticeably loud at times. There remain a few areas where QoL could be better.

🟡 STAYING POWER is surprisingly good for a short game. Having played through the core game x4, REPLAY VALUE is very limited with no dynamic elements to affect the experience. LONGEVITY is limited to being able to play past the endgame. Not sure how the new questing systems will impact this.

🟡 COMPLEXITY is CASUAL. ACCESSIBILITY encompasses a tutorial in x37 tasks to get the store up and running. The game has x4 DIFFICULTY settings. Default is easy. BALANCE is spot on with not much leeway given by starting cash, scrap and free parts available at the start. PACE is determined by the player, but can feel rushed as there is never enough time to do everything in a game day. A lack of SCALING means the experience remains constant throughout the playthrough.

https://steamcommunity.com/sharedfiles/filedetails/?id=3456916920
NEGATIVES:

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

🔴 One of its biggest fault is there is nothing BEYOND THE WALLS of the compound. Even if the game were not to allow the player's character to go outside, there should be abstracted events that impact gameplay for the player. Survivor expeditions to bring back supplies, new weapons or components and ammo. All would add incredible immersion.

🔴 The ORDER SYSTEM needs some reworking. Searching for parts is time consuming and its prime 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 basic. The blocky VISUALS possess a basic charm that won't work for everyone. SOUNDTRACK is benign and soon becomes monotonous. AUDIOEFFECTS are basic, adding the tiniest amount to immersion. No VOICEACTING or CUTSCENES.

🔴 LIVING QUARTERS can be upgraded but offer little, such as some bonuses and a place to put collectables. This really needs to be expanded.

https://steamcommunity.com/sharedfiles/filedetails/?id=2835711575
REVIEWED
WITH:
Build v5.2.5 & current beta & several previous versions
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB, 1920x1080 fullscreen, EVO850 SSD

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0
FULL REVIEW: Cygnus [Enterprises]
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Cygnus is a strange one. Hard to do it justice. Its lite, unconventional mish-mash of The Sims(tm) with Helldivers style combat is conceptually great, delivering at times a captivating experience. Yet, the 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, anti-corporation, sci-fi themed story. An expansive game loop starts off pleasant and involving, but becomes unwieldly due to a rising need for micromanagement despite some automation. 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. The leisure resort centric base management is well-balanced and engaging, but much of it feels on-rails by being linked to the story.

Difficult to enjoy, with perseverance it can feel rewarding. With all its problems, sadly it would be best to AVOID.
STATUS:
Playable, but unoptimized and unfinished. 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://steamcommunity.com/sharedfiles/filedetails/?id=3453252752
CONTENT:

► PREMISE incorporates Helldivers style ARPG combat in an extraction looter format. The Sims(tm) style base building takes place alongside employee and visitor management similar to Theme Park. Wrapped in a corporate sci-fi themed story and setting. Concise character customisation generate abilities to use in combat. Acquiring resources is required to feed NPCs, to keep the resort functioning and to purchase or craft inventory to use or sell on.

► 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. Some doorways are dead ends. The few environmental hurdles and activities that take place during missions are enough keep play interesting out of combat. Not-so quicksand, mines, aggressive fauna and more in later biomes. Crates and buried resources contain loot to bulk out victory rewards.

► Of the x3 MISSION types; story and filler combat missions are the only fleshed out. Objective driven and extraction looter in format. Objectives lack variety, and combat makes them feel overly repetitive. Some have timed elements. Non-combat options that reward resources or visitor happiness are instantly resolved, but unsatisfying. Level requisites ensure missions beyond the character's equipped inventory and capabilities are not taken on.

ATMOSPHERE:

► The futuristic SETTING is a little of the planet in Avatar without the humanoid natives. The basis for a leisure resort in space is unique. Like a corporate version of The Sims(tm) lite. Brought to life with some really good attention to sci-fi detail such as the use of technology, language and more.

► 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. WRITING is on the whole great, with humour and a not so subtle tongue-in-cheek dig at corporations. 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. Hostile fauna is benign at the start, but becomes a challenging enemy in its own right in later zones. Seems a waste that not more events occur at the base.

► AUDIOVISUALS are great. VISUALS are crisp, on a par with Helldivers when in mission. The techno inspired SOUNDTRACK is atmospheric. Most tracks capture the mood when in combat and when out of it. SOUNDEFFECTS enhance the immersion. VOICEACTING expresses the futuristic characters and NPC very well. Decent use of CUTSCENES provide emphasis during important story moments.

EXPERIENCE:

► An expansive GAME LOOP keeps investment in playing high. Base management grows when it needs expanding. Assigning employees to buildings provides some automation of production queues, but requires micromanagement as the AI isn't perfect. Which exceeds the the time spent in combat missions.

► Combat and Base Mgmt are the mainstay of GAMEPLAY which proves to be an absorbing experience despite a rushed release that has left some features not completely fleshed out. Additional such as item and resource production, resource harvesting, research and training ensure there is much to do between combat encounters.

► 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. These and some weapons/abilities can cause a dedicated set of states such as: crits, poison, slow, vulnerable or weaken, to put the player (and AI) off-balance. The constant flurry of overly short missions can make it feel old fast.

► BASE BUILDING is without complexity and much of it linked to the story. Every building provides is necessary to 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. Only the merest of dependencies affect building positioning. While each resource are mostly single use. Expanding the resort in later game can prove addictive. Especially as it can be done on the fly and resources are never lost.

Micromanagement grows with the base until employees can be posted to certain buildings to provide automation. Even then the AI doesn't always manage queues adequately, so specifically canteen and resource collector need some hands-on interaction. This feature requires the lightest amount of QoL.

► The UI has numerous shortfalls. The worst being the lack of logistical overview of visitor and base requirements. Wish all info was put on the same screen where needed to reduce the effort in micromanaging. Having significant resources hidden away forces the player have to delve into a sub-screen too much.

https://steamcommunity.com/sharedfiles/filedetails/?id=3453252196
MECHANICS:

► The VISITOR HAPPINESS aspects is not fully fleshed out as preferences never rise to include endgame inventory or recipes. There are too few buildings included to affect this beyond a basic level. Managing individual visitor happiness is difficult as there is no visible indicator above NPCs wandering around the colony.

► 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. Only the accessories that augment currently assigned class abilities should be equipped. Artefacts are the only items that lack abundance, as they are quite powerful and can even prevent death.

► A LACK OF RESOURCES demands a fair amount of filler missions be initially conducted, alongside scavenging for them around the base. Even so late game resources are still rare enough that they must be farmed for, to craft the necessary equipment for the final missions.

► Visitor 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. Of the two types soldiers go on combat missions. Non-combatants go on base missions. Success offers fairly paltry rewards.

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

► The way CRAFTING and RECYCLING are needed to produce items to sell visitors or keep the base power on, is an exhaustive if basic feature.

► The FISHING minigame is remindful of the one in Torchlight. Limited by the number of fish available and character action points between missions. Though there are several of these locations to go to. Just wish there were more of these types of minigames.

► Using the TRAINING CENTER to level up employees its not as efficient as simply firing lower skilled ones and replacing them with those that become available later on.

► RESEARCH is a means to an end, unlocking better armour, weapons, ingredients and more by scaling with the story.

► PROMOTIONS are underwhelming. Perhaps another unflushed feature that just provides an aim for the player to gather resources or complete story quest arcs. Their only function other than awarding a few items is to increase the building area of the colony.

► The ARACDE building allows players to replay past story missions for a few additional rewards. Seems out of place for a game that has strategic turns, as there isn't enough incentive to undertake these over story or even filler missions.

CHALLENGE:

► ENEMIES come in two types: beasties and technological. Both possess a raft of abilities and attacks. Though organic foes are reskins with similar abilities across biomes. Technological foes offer different challenges. Their ability to disappear and teleport particularly impressive. Some variants would have have been great. Plus as more hostile environments for biomes at the start.

► The AI works on a simple premise, go on all out attack when within sight of its target. It has an overall herd mentality. Some mobs work in groups. At times accompanied by pairs if foes. The larger, stronger enemies act on their own or by accompanying smaller groups. Anomaly drones act in their own unique way. Foes with distinct abilities use them well.

► Of the scripted BOSS FIGHTS in mid and end game stages, these offer the best challenges and experiences. With attack abilities and patterns that go beyond those of standard mobs. Just wish there had been a few more set-piece encounters.

► Through determination the ENDGAME can be gotten to. Though crashing in some of the scripted story missions can be bypassed by completing other missions and trying another game day.

https://steamcommunity.com/sharedfiles/filedetails/?id=3453536650
COMPLEXITY:

🔶 ACCESSIBILITY - Short, useful info screens with each new concept, after the initial 'basics' tutorial. Some text is bugged. They can be accessed again if required.
🔶 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 with access to corresponding passives and abilities.
🔶 BALANCE - Depends on the character's equipment level and the region missions are being undertaken. Since resources are rare, every single aspect of finding or generating them must be milked to the fullest for much of the game.
🔶 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. The first act is slow, but later story missions give an impression that they were cobbled together to get a 'complete' game out the door. Character levelling is fast. Short missions ensures a fast tempo. Dealing with visitors the slowest aspect of base mgmt.
🔶 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. Mission rewards do scale with the intro of new resources, but these remain scarce without exploring each map to the fullest.

STAYING POWER:

🟨 REPLAY VALUE - Its linear story-driven campaign and 'on-rails' base building does it few favours. Character customisation choices allow for completely different playthrough. Filler missions provide some freedom of experience.
🟨 LONGEVITY - Beyond completing the game and getting all achievements there really is not much else to strife for after. Though the filler missions and base mgmt can be continued post story completion.

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. A lot of QoL would make this a better and finished game. Cobbled together endgame missions indicate a game rushed out.
🟣 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.

MISC:
🟣 SETTINGS - Comprehensive for graphics and audio. General gameplay has a few options. Full keyboard rebinds. Privacy for game data sending, set to off by default.
🟣 CONTROLS - Standard WASD KB/M. No issues.
🟣 STEAM - Has both overlay functionality and screenshot capture.

REVIEWED
WITH:
Build v1.00.8 & 1.00.20
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 fullscreen, EVO850 SSD

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0
FULL REVIEW: Freenergy
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Freenergy is a 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, as it is played on two screens. Its well polished and looks bug free.

There are some minor complaints. The inclusion of pilots and alternate chassis types are missing. Battles are fought on the same rigid grid battlefield. Balance depends on the player's setup. Despite a New Game+ mode, the linear campaign, scripted encounters and lack of dynamic factors limit it's 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://steamcommunity.com/sharedfiles/filedetails/?id=3441903973
CONTENT:

► The PREMISE is simple. A static battler with a focus on mecha duels. Framed by a story-led sequence of encounters with an on-rails format. Fixed base facilities provide customisation options between battles and the chance to augment the mecha capabilities through upgrades and stat investment.

► 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.

► MECHA PREP takes place on a few simple screens before encounters and between battles. Represented by a set of menu-driven windows, one for each facility. These include: selecting mecha modules, stat upgrades using XP, crafting or buying better modules with credits and assigning tactical abilities to modules.

ATMOSPHERE:

► The futuristic SETTING where commonplace gladiatorial conquests are fought with mecha is more than a touch remindful of BattleTech.

► 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. Played on a few screens, weapon attacks are the sole ANIMATIONS. 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.

► GAMEPLAY s about customising and upgrading the solitary chassis to defeat the series of battles in the following encounter. A simple process as the choice of modules is small. At least a fair number of tactical abilities provide some much needed nuance. Being able to reset mecha stats on the fly does wonders for trying out different upgrade strategies. Energy defines action points which each ability draw upon when used.

► 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 attack options. Each has an effective damage % across the battlefield grid, so the choice of attack must be calculated. Attacks can be initiated immediately or delayed to the next round to deliver more damage. Though at a potential cost of damage incurred. Depreciation of weapon damage from overuse must also be considered. 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 few elements don't have enough names/labels to id them. A clear 'all abilities' button would be welcome when refitting.

https://steamcommunity.com/sharedfiles/filedetails/?id=3441907500
MECHANICS:

► MECHA CUSTOMISATION revolves around fitting x5 offensive and x1 (the body) defensive module. The former having a few different weapon types to choose from. Each has a set of slots to assign tactical abilities that can be extended through stat upgrades. A small inventory can be equipped with a max 3 items to use strategically across all battles of an encounter. Its a shame there are no alternative chassis types to choose from or pilots to add another layer to strategy.

► The handful of WEAPON SYSTEMS possess distinctions and a dual firing mechanism that allows direct or delayed simultaneous firing. the latter delivers more punch if the player is able to 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.

► TARGETTING standard enemies is made easy as they do not have multiple modules. Bosses on the other hand like the player, sometimes have individual components.

► TACTICAL ABILITIES used to determine actions come in sizeable variety. They grow with progression with some really useful ones appearing in time to face the next boss. Repair and defensive options are available to limit or fix up incurred damage. While the central module can also extend these functions to modules on limbs when needed. Advanced attack version allow targeted spreads, penetrating fire, interrupts to attacks and even shields.

► 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.

► The POPULARITY MARKER is one dimensional, Seemingly only going down depending the longer an encounter goes on for. Its unclear precisely how this works, though efficient kills seems to raise it intermittently.

► 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 the mecha. A dilemma the player must contend with during play as there is never enough rewarded and is reduced depending on popularity.

► Since there is no UNDO, mistakes cannot be undone. This forces some contemplation when setting up attacks, in case any delayed strikes are suddenly wasted as their targeted module disintegrates, is disrupted or their target is downed.

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. While standard mobs tend to lack these, they appear in greater numbers.

► AI is very good, helped by there being no need to position itself in favourable terrain. It uses its abilities to the fullest. Including healing and delayed attacks. Can switch between offensive and defensive. Is flexible in targeting, either focusing on a single module or every module on the mecha.

► With a pool of x9 BOSS FIGHTS, there's plenty of tough encounters ahead. Each is distinct in how it take on the player's mecha providing unique encounters. One actually defeated me easily due to bad setup.

https://steamcommunity.com/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, which in turns shortens survival chance with a lack of repairing.
🔶 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 scripted story without branches 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 mecha chassis as well as optional encounter branches to change up the story.
🟣 OPTIMISATION - Runs at 160 fps. No slowdowns experienced.
🟣 STABILITY - No crashes. No other reported issues.

MISC:
🔷 SETTINGS - Minimal audio and visual options. Plus a solitary gameplay switch. No remapping options.
🔷 CONTROLS - Mouse-driven. Can be played with hot-keys. No controller support.
🔷 STEAM - Has overlay functionality & screenshot capture.

REVIEWED
WITH:
Build v Date of Review
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1024x768 table windowed & stretched to 1920x1080 fullscreen, EVO850 SSD

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0
FULL REVIEW: Shift’n Slay
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Shift’n Slay is a very compact tactical turn-based roguelike with a restrictive approach to gameplay that is a mix of interesting, challenging and frustrating. A blend of of Ruiner and Groundhog day in a 2000AD Dredd inspired setting. Gameplay has a puzzle-solving nature that won't appeal to fans who enjoy complete freedom of choice. As kill chains are needed to keep the limited set of tactics active to extend the combat round.

The game is short, which results in weak character development. 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 well polished, but there are a few bugs and it could do with some QoL refinement.

This is a borderline recommendation, so it will only MAYBE of interest to gamers with 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 provided by the developer through curator TURN-BASED TACTICS | Click to follow and receive updates for similar reviews

More info below....

https://steamcommunity.com/sharedfiles/filedetails/?id=3438238706
CONTENT:

► The PREMISE incorporates Groundhog day, a TBT version of RUINER that takes place in a DREDD inspired setting. The roguelike format is bare and very challenging, with a design made to be failed and be replayed.

► 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 across x3 acts 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:

► It may not be 2000AD's Dredd, but the cyberpunk SETTING gives off some credible vibes of the movie. Perfect for the concept of fighting through a tall tower filled with enemies and only very limited resources.

► Apart from the tutorial the only STORY there is, is told through limited dialogue voiced by the protagonist and cutscenes after killing a boss at the end of each act. Thank the gaming gods for that actors voice - its perfect.

► 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. SOUNDEFFECTS 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.

► Design results in unforgiving GAMEPLAY that demands clever and creative use of the limited resources. It all feels puzzle-like to the detriment of actually employing tactics. Resulting 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. Sometimes tactics need to be gamey to counter being outnumbered, out paced and the cramped nature of levels. Mistakes are unavoidable until the mechanics are understood.

► TBT COMBAT is very limited. Purposefully designed to force the player into cycles of the same attacks. Weak damage purposely requires cumulative damage, the use of furniture and clever positioning to takedown foes. RNG plays no part in attacks. Indestructible furniture cannot be destroyed or shot through allowing both sides to avoid being shot. Another aspect of the game's design to support the game's concept. Kill chains at least feel very rewarding.

► The slither of ROGUELIKE stat boosts when certain achievements are made, make replaying and getting as far as possible worth the effort. Just wish there were more.

► 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 only the corresponding action. Would like to see remaining movement as a digit each turn.

https://steamcommunity.com/sharedfiles/filedetails/?id=3438577223
MECHANICS:

► STARTING INVENTORY can be given an extra boost (or not) at the start. RNG means it can be x5 extra mines vs x1 medkit. So there is no comparison. Its a shame there is no way to re-roll this, perhaps with credits earned by boss kills.

► LIMITED ACTIONS & INVENTORY give the concept its validity, yet these restrictions can be infuriating. To extend replayability across runs, would have liked to have seen a sub-set of actions and equipment made available from a larger pool.

► 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. A single choice from x3, every two levels. x2 per act. 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's 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 they have a varied set of abilities. Some use melee weapons. Others firearms. Some buff their health. Others have armour. There is room for additional enemy types. Robots that self-destruct on death are a nice conundrum to take out safely

► 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 xplosive barrel.

► BOSS FIGHTS occur at the end of each act (3 levels). 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://steamcommunity.com/sharedfiles/filedetails/?id=3438575955
COMPLEXITY:

🔶 ACCESSIBILITY - The tutorial is short, but useful, though heavily engineered. Only covering basic gameplay. Tooltips provide a little more detailed explanations in game.
🔶 DIFFICULTY - Has a steep difficulty curve. Designed to be challenging and punishing.
🔶 BALANCE - More enemies, restrictive abilities and inventory tilts the balance towards the AI. Progression favour the AI even more get worse as equipment starts to dwindle.
🔶 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.
🔶 SCALING - Would have liked to have seen a few smaller levels that introduce 'advanced' mechanics and techniques after tutorial. Enemy health quickly cranks up beyond what damage can feasibly be delivered in one round to kill them. Aided by abilities that make new foes require a little more fore-thought.

STAYING POWER:

🟨 REPLAY VALUE - Made to be replayed due to failing runs, but its rudimentary. Spawning presets are okay but lack of dynamic factors and each level more or less plays itself out as the run before. There is some fun trying and 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 which rotate around completing the game.

PRODUCTION:

🟣 QUALITY - Difficult to ascertain how buggy it is. Several were reported. One a fault with the game not starting. Those experienced include the weird way dead bodies remain on screen. Sometimes visual effects at the start of a level can go on indefinitely. Enemy preview isn't complete when out of line-of-sight. Overall polish is fine. The UI in particular needs a some QoL. Text says first boss begins healing after rnd 5, but starts before that.
🟣 OPTIMISATION - Runs consistently at 60 fps throughout. Gfx run slightly loud during cutscenes.
🟣 STABILITY - No crashes experienced.

MISC:
🔷 SETTINGS - Below average. Has basic visual and audio options and a few to customise the experience.
🔷 CONTROLS - Standard tile-based isometric mouse controls. Everything and there isn't that much, is point and click. Apart from the initial setup level where you get an extra item of equipment, where directional keys allow movement.
🔷 STEAM - Has overlay functionality and screenshot capture.

REVIEWED
WITH:
Build v1.00.03 - 5
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1024x768 table windowed & stretched to 1920x1080 fullscreen, EVO850 SSD

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0
FULL REVIEW: Assault Commander Rearmed
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 mobile port with generic looking visuals and some familiar sounding audio tracks made from assets. Gameplay is quite formulaic and given the limited number of tactical mechanics, feels chess-like.

While there is a substantial sized campaign, early missions can be quite mundane. The biggest surprise was an AI does 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 for those itching for something from this genre.
STATUS:
Looks fully released, complete, but there are a few bugs. QoL and polish would make it more of a contender
APPEAL:
For fans of beer and pretzel TBT wargames that don't mind settling for a little less
VALUE:
Better on a small sale

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

More info below....

https://steamcommunity.com/sharedfiles/filedetails/?id=3432472052
CONTENT:

► PREMISE incorporates a military themed turn-based tactical combat wargame with PCfied mobile gaming design, on hexagonal maps. To deliver Command and Conquer meets Panzer General like gameplay.

► GAME MODES includes a lengthy non-entirely sequential campaign with a rigid mission branch structure. Plus a selection of similar standalone missions.

► 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 as harder ones become available before some easier ones.

► A collection of x10 STANDALONE maps can be played against the AI or a hot-seat opponent. Very similar to those in the campaign. Since results don't affect player profiles, they are perfect to practice or try out different strategies and tactics without affecting the player's online ranking.

► MISSIONS objectives are always the same; 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. Around mid-game completion turn-limits are imposed to a few of them.

ATMOSPHERE:

► The modern-day military SETTING is the very definition of generic. Without a STORY there is no connection to any modern day conflict; real or implied. Non-specific maps use the same northern hemisphere tiles. Worse still are identical unit models for both sides.

► AUDIOVISUALS are a mix of assets. Isometric graphics are remindful of PG III Scorched Earth, but duller. Map colours and brown counters extend the full factor. The SOUNDTRACK is from free sources. MODELS are basic, as are their ANIMATIONS. Battle SOUNDEFFECTS sound tinny. VOICEACTING confirmations, AI generated.

EXPERIENCE:

► The GAME LOOP requires marshalling starting forces to take and hold buildings. To then generate resources to build more and push onwards to complete the objective. Reinforcements can be requested and tactical packages applied to help advance progress. Research provides upgrades to buildings and units.

► The beer and pretzel style tactical 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. The length of the campaign can make it feel quite grindy.

► STRATEGY is consigned to recruiting the right mix of units. Strategic coin must be reserved to call in reinforcements and research upgrades throughout the campaign. The attritional model demands massing enough units to reach a tipping point to breakthrough the enemy's frontline. The focus on capturing buildings means key engagements take place around those locations. 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 bonuses are incorporated into a concise tactical algorithm used to determine what damage is dished out between combatants.

► The UI is functional, but rudimentary. It feels rather clunky. Annoyingly no alert is issued for loot crates when they appear, so can be missed. Would have preferred to have package icons visible on unit models on the map for ease of reference.

https://steamcommunity.com/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.

► 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, fresh units or a random selection.

► After the third mission STRATEGIC COINS are earned by completing missions and achievements. A mobile gaming mechanic. These must be shepherded through the campaign to call in REINFORCEMENTS and conduct RESEARCH upgrades.

► RESOURCES are limited, needed to produce units or tactical packages, or repair damaged units. They are generated by controlling buildings, As with crates, the odd bonus pile appears sporadically across the map, to be collected by the first side that gets to it.

► 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. There is a limit to how many are active. Surpassing the limit makes new ones unavailable. Showing them in a queue, would have been an good solution.

► 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.

► RESEARCH provides general upgrades and to buildings and units. Only taking effect after the completion of the next mission. Limited to x2 at a time upgrades are vital to scale units and building capabilities. Around 60+ upgrades. Would have liked to see research presented on one screen.

► Capturing BUILDINGs is the key to winning missions. Some provide resources, others the ability to build and repair a specific class of unit. Each houses or build/repairs a limited number of units per turn. Strangely buildings cant be defended from capture even if a unit is inside. These will perversely switch allegiance instead, when the building is taken over.

► MAPS hexes are single stack and don't allow air units to occupy the same hex that contains an army or navy unit.

► There are no COMMANDERS or TRAITS to gain in battle. Nor to over stack units with excess manpower.

CHALLENGE:

► ENEMIES consist of generic looking units, with no specific military organization. Essentially recolours of the player's units.

► AI is capable on normal difficulty, but isn't perfect. Slightly better at defending than attack. Masses its forces fairly well when on offence. Is okay at retreating damaged to buildings to repair them. Will send lone units to suicidally collect crates and resources. Sometimes starting units seem fixed to locations, perhaps set to guard.

On difficulties above normal the AI shines. Impressively calling upon reinforcements, using packages to repair damaged units. It is cagey when engaging, just like a player. Doesn't needlessly sacrifice their units. Building capability seems scripted. Sometimes it will not build certain units. In other scenarios it will.

https://steamcommunity.com/sharedfiles/filedetails/?id=3432475837
COMPLEXITY:

🔶 ACCESSIBILITY - Tutorials are brief and used at the start to explain basic concepts.
🔶 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 despite. 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 during gameplay. At the end of a few mid-campaign missions the game would stall and freeze. Especially if achievements were awarded.

MISC:

🔷 SETTINGS - Basic options. Has Unity analytics set to default, which need to be set to off manually.
🔷 CONTROLS - Better with mouse but KB can be used. Without an undo move feature, mistakes can be costly.
🔷 STEAM - Has overlay functionality and screenshot capture.
🔷 Looks and plays like a MOBILE PORT, but doesn't have microtransactions or in-app purchases. The coin system used for researching upgrades and calling in reinforcements is a relic from that design.

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

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0
FULL REVIEW: Nebula Invasion
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.

It suffers from repetition of the same x4 levels, just speeded up. There is no soundtrack and weapons sound 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://steamcommunity.com/sharedfiles/filedetails/?id=3426761373
CONTENT:

► PREMISE is a simple remake of the one and only arcade classic - Space Invaders. A high-score focused SHEMUP played on the same one screen, with an emphasis on quality and contemporary visuals.

► 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. A flying saucer periodically flies across the top of the screen, firing deadlier munitions and the chance for extra points. Two depletable barriers can be used to avoid damage. Temporary weapon power-ups drop periodically on a kill. Only the speed and aesthetic of the level changes with time.

ATMOSPHERE:

► The very basic SETTING of an alien invasion was at the time a big draw. Apart from the AUDIOVISUALS there is very little immersion.

► 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 there is no SOUNDTRACK. SOUNDEFFECTS while capturing the mood of the original are not sampled at the same threshold level, so sound a little 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. Yet the design somehow 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.

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. Or alternatively to add to any existing countdown.

► Would have liked to have seen some DYNAMIC ELEMENTS introduced to vary the experience in the base mode. There are enough potential candidates. Perhaps even a variant MODE. Sadly though there isn't.

► 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.

► Is there an ENDGAME? For sure there are x20 level and with the the developer being the only person to beat their game so far, it could be a while to know for sure.

https://steamcommunity.com/sharedfiles/filedetails/?id=3426771304
COMPLEXITY:

🔶 ACCESSIBILITY - The game is very simple and can be learnt by just playing. Infact like the original had a design that encouraged play and enabled players to get better the more they play it. This is the case here.
🔶 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.
🔶 PACE - Remindful of the original, the speed of the invaders is quite slow at first, but seems to ramp up across the course of x20 levels. Wish was done slower, over time. But will so few unique levels it would probably not seem right.
🔶 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 reports of high temp and resource usage on their rig.
🟣 STABILITY - No crashes experienced.

MISC:
🔷 SETTINGS - Non-existent apart from x3 to alter the graphic quality from low, medium or high. There is nothing for audio and no KB/M remapping. Controller remapping can only be done through Steam. This isn't comprehensive
🔷 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 control of the ship. Controller did not entirely work for ingame menus.
🔷 STEAM - Has overlay functionality and screenshot capture.

https://steamcommunity.com/sharedfiles/filedetails/?id=3426657327
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

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FULL REVIEW: Cylinder Puzzles Returned
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Cylinder Puzzles Returned is a good looking and 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. Variants add a slither of light mechanics. 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 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. Note this developer hasn't provided the most robust support for some previous releases
APPEAL:
For fans of fast-paced and thoughtful puzzlers, who don't mind 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://steamcommunity.com/sharedfiles/filedetails/?id=3423000399
CONTENT:

► PREMISE combines match-4 puzzle-solving with a handful of tile mechanics, turn-limited levels, the odds variant and content unlocks across a number of varied game modes. Extra content and appearance customisation can be unlocked with progression.

► Contains a comprehensive 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 in a few 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 reaches hits the ceiling. The inclusion of an EDITOR is a good idea and while x40 have been created, these tend to be rather simple.

► Online and local MULTIPLAYER seems to utilise the versus variant of puzzle, but since there was no one to play against, I was unable to try it out.

► A handful of varied PUZZLE TYPES and variants progressively use 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 mix of sci-fi experiment and 'ancient worlds' SETTING gives the story a whacky feel, becoming the theme for subsequent chapters in the Adventure mode. Each is populated by an NPC that conveys their story.

► 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 pretty 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. There are no CUTSCENES.

► Customising APPEARANCE gives players who enjoy such features, carte blanche to personalise their experience with unlocks that provide NPC skins and different tile formats.

EXPERIENCE:

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

► GAMEPLAY is pretty repetitive. The match-4 is simple enough to pick-up. Trial and error is enough to solve many puzzles. Harder ones require understanding mechanics and an appreciation for tile positions. The 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. It does require a certain mindset that isn't afraid to experiment or give up. End chapter variants especially versus provide the most fun with their better engagement.

► The UI is adequate, but there are some elements that are not entirely clear. Weekly challenges are only visible by returning to the main menu, when it should be possible to view them during the level.

MECHANICS:

► Basic match-4 is imbued with colour-coded HIGHER SCORES for achieving higher than 4 matching or multiple matching combos.

► 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 to add to the Steam achievements. These provide addition incentive to play frequently and ongoing. These also seem linked to Steam achievements.

► Beating a puzzle ensures the current NPC LEVEL goes up. Though it isn't apparent as to why. Likely a requirement of some challenge. Perhaps here a hints or veto could be given with every level earned!?

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, relying on the player to be slow or make mistakes to get the upper hand.

► Getting to the Adventure mode ENDGAME will be a feat of endurance and perseverance for casual player. Though the developer did quickly response with a solution for one level that had me completed stumped.

https://steamcommunity.com/sharedfiles/filedetails/?id=3422426131
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. Apart from a very few puzzles most can be solved fairly quickly.
🔶 BALANCE - Variant puzzles in the Adventure mode are better balanced than the turn-limited puzzles, as the latter are designed to be solved with guile in mind. Rather than endurance or speed.
🔶 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. A few puzzles spike in difficulty. Being stuck at Chp 5, puzzle 9 after 2hrs of trying, ceased any appetite to finish the game. Help from the developer allowed me to progress.

STAYING POWER:

🟨 REPLAY VALUE - Adventure mode is a solitary playthrough. Endless mode (my favourite) 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. Despite only x40 'basic' challenges right now. Achievements are a mix of organic and grindy. 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 is needed 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.

MISC:
🔷 SETTINGS - Above average, across Game, Graphics Audio and Controls. Key remapping options are extensive.
🔷 CONTROLS - KB/M, with a mouse driven interface that is well designed to allow for fast tile movement in dual motions.
🔷 STEAM - Has overlay functionality and screenshot capture.

https://steamcommunity.com/sharedfiles/filedetails/?id=3422441120
REVIEWED
WITH:
Build v1.1.1573
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 fullscreen, EVO850 SSD

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FULL REVIEW: Zoria - Age of Shattering
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Zoria: Age of Shattering delivers an absorbing if lite RPG experience, that trades on immersing players within a gripping story and a wonderfully alive gameworld. Along with a mammoth set of quests adventuring feels very rewarding. The tactical side of turn-based combat is lightweight and an imbalance on normal difficulty can result in unsatisfying encounters. Though at least the enemy diversity is amazing.

Limited character customisation makes it feel less of an RPG, but minor strategy elements such as abstracted missions or base-building allow non-party allies to level-up and remain useful, given there is no permadeath. The crafting system is as extensive as the sheer amount of inventory; crammed full of useful recipes.

This superbly made passion project exceeds the limitations of its small development group. Despite being a little rough around the edges, this turned to be a very COMPELLING play.
STATUS:
Looks fully released and complete, but needs some minor bug-fixing and QoL
APPEAL:
For fans of story-led RPGs with a focus on tons of quests and loot, but with tactically lite, ability-led combat
VALUE:
Great value for money, even for just a single complete run

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

More info below....

https://steamcommunity.com/sharedfiles/filedetails/?id=3403900460
CONTENT:

► The PREMISE incorporates a rich story-driven, lite RPG adventure with ARPG style exploration, huge quest system, lite ability-led tactical turn-based combat, a limited class-based skill system, extensive inventory coupled with a complex crafting system and minor strategy elements.

► Possesses a solitary linear ADVENTURE with a central story across x5 chapters, replete with a fair amount of parallel quests, that split into a few alternative questlines at the end of the 3rd chapter.

► The QUEST SYSTEM is mammoth in size awash with a substantial amount of optional side-QUESTS that adds to the immersion, distracting the player with XP and loot gains. A mix of simple errands and those with offshoots. Many support the main story's narrative though the 2nd chapter can feel top-heavy as the bulk tend to trigger then. Without these the main quest would be short detracting from the significant journey that takes place.

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 with its war-torn lands, invading armies and technomagic themed backstory.

► 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 has amazing attention to detail. As beautiful to behold as it is a joy to explore. Cleverly designed around a few core areas, which are flush with many unique locations to visit. Quick travel points cut down on time spent backtracking. NPCs, recruitable allies, healing shrines, tons of loot to find, respawning fauna and enemies to fight with make it feel alive. Self-contained satellite areas become available later on, which though not as populated enlarge the world without needing to travel through any emptiness.

► AUDIOVISUALS are good, if not to the level of bigger budget titles. VISUALS especially the lighting effects give the game its distinct character. An everchanging set of SOUNDTRACKs captures the mood of each location visited. SOUNDEFFECTS for battles and magic add to the immersion. VOICEACTING especially the narrator is delivered with quality, even if some entries seem to be missing.

EXPERIENCE:

► The GAME LOOP is a repetition of party-focused adventuring and quest completion, interrupted by fighting combat encounters. Intermittent camping is used to recuperate. Characters are levelled and; food, potions and better equipment crafted. While periodic returns to the hub are required to assign superfluous recruits to base-buiilding or support missions.

► As well as progressing the main quest, ADVENTURING is a perfect vehicle to reveal the wonderful backstory. To gather XP and better inventory. There is no real ROLEPLAYING other than a branching of the main quest midway through the game. The JOURNAL is a perfect mechanism to track the progress of all quests and what rewards they offer.

► TURN-BASED COMBAT turned out to be less tactical that desired. Yet more than expected. Ability-led, with use dependent upon focus, energy and mana pools. Available are a varied collection of class dependent melee and ranged attacks, and defensive or offensive buffs/debuffs. A large array of potions supplement these. Abilities are restricted by range, so positioning plays a key role as movement is free up to a point, otherwise costing either of two action points.

A nice touch is that nearby enemies will seamlessly join the fray. Initiative determines action sequence, but for a strange reason the player 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. Characters can deliver extra damage while flanking or backstabbing or gain extra actions.

► UI falls short of being perfect. Inventory is very well organised with adequate filters. Micromanagement is heavy. Being able to sort by highest level would have been better useful. As would showing which recipes, each ingredient can be used for. Collecting loot can be done with a single keypress. Would have liked to have been able to focus on a particular quest to aid in navigation.

https://steamcommunity.com/sharedfiles/filedetails/?id=3412865994
MECHANICS:

► PARTY MANAGEMENT is ungainly and would be more efficiently served if it could be done from just one screen. Right now strategic elements are split across several screens and also from different locations around the hub. It must also be done with the party at the base of operations only.

► CHARACTER BUILDING is very lean with only a very limited skill tree available to each class. Though characters can reach level 20, skill points are limited so not all of them can be obtained. Though they can be reset for free. Mostly characters receive an injection of points to boost stats. What's perplexing is that wizards can be more tanky than fighters. The range of ABILITIES across classes is for the most part excellent, with each one standing out with their own distinct animation and audio.

► DUNGEON CRAWLING has some of the best engagement. Some of the larger ones are breathtaking in size, sometimes spanning multiple levels. Blockades that require certain classes to be present are a great RP touch. Though items can be used instead for players that do not want to break up their 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.

► Item INVENTORY is huge. Divided into x10 categories of class-based equipment and an astounding amount of crafting ingredients. The ARPG method of exploration allows anything nearby to be instantly picked up at the press of a key keeping gameplay flowing. The constant acquisition of new loot requires frequent micromanagement, especially if the party configuration is chopped and changed. Receiving loot out of thin air upon quest completion, hurts the immersion. Strategic storage at the base doubles what can be kept by the party.

► CRAFTING actually feels useful with an extensive array of recipes that require dozens of ingredient types to create. As well as food and supplies for camping, a substantial amount of potions can be created.

► The travel FORMATION of the party can be configured, but is made trickier than it needs to be as the main character must always be in the centre of the formation.

► There are many TRADERS available throughout the game providing a full gambit of useful services. Perhaps too many, despite adding to the 'lived-in' feel of the gameworld, having to find the right one makes it overcomplicated. Given that each have their own preferences.

► CAMPING is really good, with the capability to rest augmented through the addition of food and/or class bonuses. While camped the party can craft food, supplies or potions.

► There is no PERMADEATH, as the party only wipes if all characters are downed. Otherwise a small dose of health is recovered by every party member after a victory even if only one character is left standing.

CHALLENGE:

► The diversity of ENEMIES is eye-popping. Made up of good old fashion fantasy fare such as ogres, goblins, giant spiders, tree ents, undead and more exotic foes. Many have class variants. All use combat abilities of which some have neat animations. Encounters look scripted, so no respawns. In terms of composition they come in a mix of group sizes though on normal will tend to pit fewer numbers against the party, which can make these feel unsatisfying.

► The AI feels very generic with enemies that behave in the same way. Remaining static until the party encroaches too near or patrolling a fixed area before closing in to attack. Enemies used in random encounters in the wild will chase the party across map forever if alerted.

https://steamcommunity.com/sharedfiles/filedetails/?id=3403806292
COMPLEXITY:

🔶 ACCESSIBILITY - The self-contained first chapter doubles up as a great introduction to the story and gameworld, while providing a valuable tutorial for basic game concepts.
🔶 DIFFICULTY - There are four levels of challenge, chosen before starting. On normal most battles are easy to overcome by going slowing and using abilities and consumables well. Making mistakes isn't overly punished and since there is no permadeath it is possible for the party to take a mauling and recover. Some encounters can cause the party to wipe. Experience players should start on Hard.
🔶 BALANCE - Its good as there is an abundance of loot and recruits. Most quests are manageable. Only the odd encounter or trap can kill a character or the party in one go. Though most of the time the reverse is true, as its possible that party level outstrip those challenges.
🔶 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. Despite there being an abundance of encounters, thankfully they tend to be over quite quickly.
🔶 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. Especially as the gameworld looks pretty much scripted, so no respawning of encounters even during the current game.
🟨 LONGEVITY - Lies mainly in using a different class (up to 9) for the main character, running with an alternate party configuration or choosing other quest branches from the end of chapter 3. Achievements are mostly organic and counters easy to trigger. Not every one can be obtained in one pass.

PRODUCTION:

🟣 QUALITY - Production values are surprisingly high, even 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 that it may not be possible to complete a very few sidequests. Being unable to hit the last ogre in an arena fight required a reload. A few achievements appear broken. QoL is needed like varying encounters in the arena, non-rendered weapons, making the UI better and additions in to aid navigation. Some narrator passages seem to have been added after VO was finalised. Periodically movement by mouse can become irresponsive. Questgiver Cohr doesn't always have their indicator on. Multi-level maps can highlight items on different floors. There may be more.
🟣 OPTIMISATION - Min specs require setting visuals to low and FPS to 30. Sessions lasting hours suggest some slowdown or stuttering, possibly from a memory leak(s). Load times are long when transitioning back to larger locations.
🟣 STABILITY - No crashes experienced.

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

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FULL REVIEW: Heroes of the Kingdom - The Lost Tales 3
RANKING:
AVOID | LACKING | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE

SYNOPSIS:
ASSESSMENT:
Heroes of the Kingdom: The Lost Tales 3 is the final entry in The Lost Tales trilogy. A solid incarnation that delivers the same casual styled, point and click gameplay of previous titles. A satisfying story to complete. With a more compact gameworld that reduces the need for backtracking. The familiar setting and locations may instil a feeling of Deja vu, but this time only a few quests feel convoluted. Likewise a better balanced resource ecosystem reduces the need to game for excess gold.

Why mess with a working formula!? Without any major changes it retains that magical essence that gives this franchise it's appeal to fans like me. A WORTHWHILE conclusion to this trilogy.
STATUS:
Fully released and complete
APPEAL:
For fans of short, casual adventure games with relaxing gameplay
VALUE:
For such a short game the full price is about right, but it is almost always on 50% sale

Key provided by the developer through curator INDIE GEMS | Click to follow and receive updates for similar reviews

More info below....

https://steamcommunity.com/sharedfiles/filedetails/?id=3401305232
CONTENT:
► This latest instalment embraces the same uncomplicated FORMULA as the previous x5 titles in this franchise, delivering a casual, but rewarding experience. Don't expect anything new.
► The solitary game GAME MODE has a single, short, heavily scripted and mostly linear CAMPAIGN.
► The GAMEWORLD is full of similar looking, beautifully crafted locations to unlock. Inhabited with a mix of cookie cutter NPCs to converse with, get quests and trade. Full of resources to loot and a good amount of enemies that block progression. Thankfully a WORLD MAP allows fast travel to reduce the amount of time spent backtracking.

ATMOSPHERE:
► IMMERSION retains exactly the same qualities as previous incarnations of the game. The SETTING could be pulled out from any of the previous titles. It is as beautifully crafted as those that came before. A fairly interesting STORY has strands that connect to previous games and uses more of the same familiar fantasy tropes. While the WRITING is concise and punchy, with narration and dialogue kept to short portions.
► AUDIOVISUALS are virtually reused from previous titles. VISUALS are simple, but well rendered, no doubt a reuse of existing assets. The SOUNDTRACK switches from soothing to trepidation during gameplay. Key SOUNDEFFECTS are used to emphasis event such as combat or the completion of quests. There is no VOICEACTING.

EXPERIENCE:
► The linear GAME LOOP returns, with the familiar need to acquire and complete quests with the resources available. Along with the need to raise fame and eliminate obstacles that block progression to new locations, resources and quests. Backtracking remains the constant companion to return to locations with new quests or free resources to collect.
► GAMEPLAY to remains identical. The same focus on point and click adventuring. The same need to interact with NPCs, acquiring limited resources, replacing broken tools or weapons and the need to learn new skills to use advanced items.
► QUESTING brings the same mix of main story and side quests. Some require acquiring a certain amount of resources. Others the elimination of enemies. A number seem less convoluted and cumbersome than the previous title, with objectives within a narrowed reach.
► As before, COMBAT uses the same auto-resolution mechanism as quests. In keeping with the game's casual nature they remain a timid affair without any need for skill checks or some such.
► The UI remains clear and informative. Available at the push of a button, non interactive. Displaying key resource amounts on the main screen would give a strategic overview that reduce the need to delve too often into the inventory screen. The continued lack of quest log or map indicators requires their memorisation or a lot of undue backtracking.

MECHANICS:
► INVENTORY and RESOURCE MANAGEMENT remains a comprehensive element of gameplay. The possibility of soft-locks due to a lack of resources can be avoided by gaming the economy for quick profit.
► ALL ACTIONS are determinative. They remain AUTOMATED with no skill or stat checking involved. Once the player has the prerequisite weapons, items and health, they immediately complete. Even combat encounters.
► Key events such as the introduction of new resources, breaking items and acquiring new quests ensures the need for BACKTRACKING across the map.
► Searching for HIDDEN OBJECTS is a minor element of gameplay. Necessary to collect free items to complete a quest or fight. Plus the few achievements that require the collection a certain amount of resources.
► The removal of a central CAMP lessens micromanagement a fair amount. While the need for cooking is shifted to NPCs at a few nearby locales.
► With PROGRESSION stronger equipment and rarer resources become available to suit the requirements of new quests and locations.
► WEAPON & TOOL breakages are one few obstacles that necessitate the need to acquire replacements.

CHALLENGE:
► ENEMIES are essentially from the same roster of foes as previous games.
► There is no AI given the style of combat.
► Of the few BOSS FIGHTS these just require more resources or the completion of more quests than normal combat.
► There are no alternate ENDGAME branches for the story.

https://steamcommunity.com/sharedfiles/filedetails/?id=3400684797
COMPLEXITY:
🔶 ACCESSIBILITY - An initial area acts as a brief tutorial which eases new players into its modus operandi. Returning players won't need it.
🔶 DIFFICULTY - There is only one, which feels easier due to a smoother learning curve, at least until the start of the final act.
🔶 BALANCE - The economy is more tightly balanced in this title, so there are fewer shortcuts to game it. Though still possible it takes longer to gain easy gold than the previous title.
🔶 PACE - Overall it has a gentle flow and a relaxing pace. Early to midgame has a fast tempo with simple quests and easy decision-making. The final act has more convoluted, but fewer quests that slows gameplay.
🔶 SCALING - Begins with enough abundant resources to allow the player leeway in their choices. By mid-game the demand on resources is higher as their availability dwindles, forcing the player to prioritise their actions and sell off surplus items.

STAYING POWER:
🟨 REPLAY VALUE - With a single game mode, difficulty and no dynamic elements such as quest branching, this is a solitary playthrough title.
🟨 LONGEVITY - Without dynamics elements, modes or difficulties to prolong play, content provides around 4-7 hours of play. Achievements are straightforward to get and in the main should not be missed. Though it is possible to do so as there is only one save.

PRODUCTION:
🟣 QUALITY - Exudes all the production values and polish of a mature engine and product line.
🟣 OPTIMISATION - Runs consistently at 60 fps and doesn't require a high end PC.
🟣 STABILITY - No surprises or no crashes experienced.

MISC:
🟣 SETTINGS - These are very limited. Can change language, profiles, display and several audio options.
🟣 CONTROLS - KB/M is required for entirely straightforward point & click.
🟣 STEAM - Supports: Achievements, Cloud, Remote Play on phone and on tablet.

https://steamcommunity.com/sharedfiles/filedetails/?id=3401299729
REVIEWED
WITH:
Build v 1.0.3
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB, native 1280x800 stretched to 1920x1080 fullscreen, EVO850 SSD

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