▼ Not recommended
1 hrs
Wishing there was a "eh" review option. It's obviously inspired and reminiscent of Into The Breach, although the minute to minute gameplay is not similar at all. I think the comparison is to the game's detriment, but it's hard not to compare.
Some random annoyances, acknowledging I didn't play it for a huge length of time:
There's events and actions within the game to mitigate the impact of some of the above, but that doesn't shake the feeling that it's just not that fun. I'll keep an eye on updates to see if it's made more interesting.
Some random annoyances, acknowledging I didn't play it for a huge length of time:
- The first run is completely hopeless. This isn't unique in the roguelite genre, but it's unfun if it takes ~20-30 minutes to realise this.
- The rock-paper-scissors damage system (personally) makes no sense. The unit types are based on what damage they do to other units, but they can be infantry, vehicles or mechs themselves. Why do all forms of fire units deal extra damage to all forms of artillery units, or all forms of artillery units deal extra damage to all forms of ballistic units? Similarly, there's a flat damage bonus to being on high ground. I'm all for certain abstractions in video games, but this coupled with my next point are frustrating.
- There are very few opportunities to be "tactical" besides using the special abilities, which run out of charges very quickly. Someone else mentioned it, but the combat is boring; a drop-pod containing a bonus is dropped, and a wave of enemies come from a cardinal direction. Repeat 4 times, and the battle is over. Besides using the special abilities, you're basically mushing health bars into each other until the fight is over, because most everything on the battlefield has the same combat range. As mentioned, you get extra damage on the high ground, but that doesn't prevent you from taking damage anyway, because the enemy can still see you. The inevitability of damage is unfun.
- The frequency and dullness of the upgrades doesn't help it at all. Getting a choice of three 5-10% upgrades to critical damage, critical chance, or attack speed, fives times an encounter - woo. This game definitely takes the approach of meta-progression being impactful over that of the run's progression, which is probably one of the bigger key differences between this and Into The Breach. ITB starts at the same point every run and your actions dictate how well you'll do and how far you'll go. Grit and Valor feels like I'm just playing a run to accrue meta-currency and boost my future runs. This isn't inherently bad, but not really what I'm into.
There's events and actions within the game to mitigate the impact of some of the above, but that doesn't shake the feeling that it's just not that fun. I'll keep an eye on updates to see if it's made more interesting.
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