6.7 hours played
Written 2 years ago
TLDR: just want a gameplay video? its below the review.
If you've played Drone Tactics or Advanced Wars then you're familiar with how this game will play. I enjoyed my time with it. If you haven't played those two games then I'll explain the gameplay style below this sentence as succinctly as possible.
The main goal is to capture the enemy Headquarters, Airstrip, and/or Naval Yard. These are the structures that produce units. You can produce units on these structures once per turn if you have the cash. Capturing buildings makes you generate more income. Combat is based on a typical rock-paper-scissors format with unit typing. That is the gist of it!
[b][u]How does combat feel?[/u][/b]
The combat is fairly intuitive, but there needs to be some clarification work down on its exact breakdown which I will cover in my suggestion section at the bottom. An infantry stack will deal 5 damage to a fellow infantry stack. The enemy's stack will strike back and also deal 4-5 to you, depending on terrain. Every unit has a strength applicable to each unit type. Infantry for example will deal often 0-1 damage to a tank, but 3-5 to light vehicles. Airplanes for the most part seem to have very little counter except the anti-air vehicle and other airplanes. If you control your airplanes well then the enemy AI will struggle to deal with it. There is also a rank up system, the more kills your units get the higher ranks they can achieve (or maybe its based on cost of enemy unit? not sure) then the more strength they get. Normally speaking a bomber can't one shot an anti air vehicle, but a ranked bomber can. This means you can stick a bomber on top of the enemy spawner and ensure they can't make units anymore.
[b][u]How does money generation feel?[/u][/b]
Money is generated based on buildings captured. The enemy AI during the campaigns will start with all buildings captured so typically you will rely on the combat AI making odd decisions to push through the missions. The more buildings you get the beefier units you can make - its very snowbally. For the most part you aren't going to have an issue generating units and maintaining a solid frontline as long as you pull units back properly to get healed.
[b][u]Overall how do I feel about the game?[/u][/b]
I enjoyed the game. It reminded me a lot of Advanced Wars and that's a game type that kind of fell off the radar in favor of stuff like civilization which i'm not fond of. Its much more bite-sized and faster paced. Something you can sit down with for a short period of time and enjoy it.
[b][u]Suggestions for the game[/u][/b]
Just wanted a brief note of things I feel can improve the game QoL style.
[list]
[*] -Enemy units should be clickable so I can see their unit typing and damage values
[*] -Headquarters are too easy to capture; a unit should be able to be bought and placed within the surrounding hexes instead of just on the building itself. This allows the AI or player to station a garrison while still producing units without juggling them. Just make it so the Headquarters can only produce one unit per turn to avoid shenanigans.
[*] -Having to right click to deselect a unit before clicking a new unit feels clunky. Have an option to just select a newly clicked friendly unit without deselection.
[*] -Unsure of interaction between health and damage. Create a tutorial missions for this please. It doesn't feel like there is any downside to having low health units.
[*] -(opinion)1 turn capture seems a bit quick to me since there is no detriment to it. You can also capture after exhausting movement and attacking. Personal bias but I feel capturing should cost either movement or attack action. Or perhaps disable unit retaliation during capture.
[*] -(opinion)Ranged artillery is quite beefy and feels slightly imbalanced. Minus 1 ranged to all artillery would feel a bit better.
[*] -An explanation of how terrain affects vision and targeting during one of the tutorials would be keen.
[*] -Q and E should select by default units that still have not made an action.
[/list]
[b]Final Words, post review!][/b]
After posting review and suggestions the very next day the devs fixed the floaty camera feel! Very nice to see quick response time on a new release.
Contains first four missions. Was using new beta settings and forgot to downrank the game audio. I do have two other videos with the other campaign missions as well (with the audio fixed >_>)
https://youtu.be/VS06JWSJiBA