![]() Lack of some QOL features, like control groups found in RTS games, or the clicking of announcements (e.g., $Villager died) to quickly zoom to the place of action You go into this blind, and new monster types can ruin your run with your pants down No hand-holding, but it's simple enough to find success and funĭespite its decent polish, it seems obvious that this game is kept minimalistic, so it's not another Cortex Command extravaganza (- To be fair, at this price point there's hardly any space for comparison, and the game stands well on its own) Pretty pixel-art & fluid animations that actually looks good and does a fairly good job at setting a mood (check the trailer on Steam) bonus armor'-trait, or would you rather get some damage-bonus archers & musketeers to fill your towers and terraces with?Įasy to grasp workflow statisfies basic management desires for a game of this kind, and keeps you working on that front throughout the game with mining & improving your gene pool with its trait systemĮnemies become more plentliful & diverse throughout the game, unlocking new fiends with different attacks & behaviours later on - There seems to be a good balance between introducing tankier meatshields, urging you to keep adding more ranged damage dealers to your army, and introducing new kinds of threats, urging you to shift around your units and think of formations/response tactics Why entertain a subpar farmer with a limp when you can hope for a farmer that gains +2 food per cycle? Do you really need to hold onto 10 spear-soldiers with the '-20/40% movement speed vs. It seems to be critical to not waste the limted housing space on villagers that aren't good at anything. The mines will be key, as you need to find quite a bit of gold to upgrade the village's "main building" - the Tavern, to unlock new technologies/buildings/units.Īs you finish up your village after a few days (you can event keep it compact and build on top of a terrace hanging above your ground-level buildings), you will focus on your defense perimeter further east, and equally interesting, start purging your 'worthless' villagers. There's also explosions in two forms causing mayhem, the early-run one being a bloated zombie that explodes on its death.Īs you develop your village, you will prospect vigilantly the 'mining' is done by uncovering tile by tile in a grid to find boulders/ore, risking the lives of your mining peasants, as they could uncover a tomb that releases hostiles into your mines. The combat aspects are really fun, as the projectiles & their paths are 'simulated' - They need to actually hit their target and may miss, often hitting something behind the intended target. You order them to build houses, windmills (which double as food providers & a makeshift tower) etc., have a few farm food & chop down trees and plop down your mine shaft to start prospecting for boulders of rock, iron etc.ĭuring your first day you will have your barracks and a self sufficient village going on and train some of your workers into archers & spear toting meatshields to repel the first wave of undead coming from the east at night time. You begin the run with a few villagers, which all come with random names/faces & traits of various benefit/hinderance. The village management aspects seem simple, but there's a nice flow to it during a run. I've only made it halfway-through so far (totalling roughly 15 hours across a couple attempts), but here comes a small, albeit dry & mildly spoiler-y analysis of the game: This game's the indie dev's first publication, but the marketing is quite arse/non-existant, even though the developer seems to be actually nice and functional - Google for "EdymPixels" ![]() For the 3 bucks/~2,40 Eurobucks it's definitely a great deal, and I hope that some Youtubers will pick this up, motivating the developer to add to this game, or bring forth more titles of this kind. ![]() ![]() I was surprised at how fun and charming it is, despite its small scope. I've ran into this when stumbling into the dev's post. ![]()
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