Tactical potato phantasmic5/15/2023 ![]() With melee outclassing everything, that's hard because it sets the bar to compete so high, which is really counter to the customisation aspect that makes the game cool in the first place. Steel Path) - it might need more Forma, maybe a Riven, maybe an augment mod/build, but you should be able to do so. Mastery fodder is unavoidable to some extent, but everyone who finds a weapon they love the look and feel of, should be able to turn it into a viable weapon for most content (incl. The gunplay thing is also very true: it's not just a shame because it neglects a core aspect for the game, I also think that DE is actually pretty creative when it comes to weapon design - it's a testament to their creativity and shooter design to see how different some weapons feel.īut without a reason to really use primary and secondary weapons, a lot of that effort is effectively wasted. We have enough Simaris and not enough Quills lore/content They pioneered the tech to load in different tilesets to actually mix-and-match locations and maybe even objectives The whole "alternate timelines" thing would be fantastic to explain the mish-mash of tilesets and enemies It has the psychedelic floating tower entrance as the start area With overwhelming forces surrounding my meager army after only a few matches, and roguelike permadeath for each unit penalizing the slightest error or overextension, I found the campaign brutally impossible, even when multiple difficulty settings were added in a post-launch patch.The Unum idea really resonates with me, because I always felt like Sanctuary Onslaught almost went into that direction: Beneath the head-bopping soundtrack and colorful pixel art this is one of the more challenging tactics games I've played. The poor Potato Roll Guard, while possessing superior defense, has a nasty trait that keeps them rolling in a direction if bumped-possibly right off the map.īumping and terraforming are fun but also crucial to winning matches. Bumping can knock units off important defensive tiles, shove them into other enemies, or even send them careening off the map itself, resulting in any instant kill (and a humorous death cry). Certain skills can physically bump and shove ally or enemy units in different directions, a la Into the Breach. Gem Wizards' other neat feature is unit bumping. ![]() The emphasis on environmental synergy, such as igniting oil patches or zapping units on wet tiles, brought back fond memories for me of manipulating the battlefield in Divinity: Original Sin 2. The Business Demons are the opposite, preferring to pave over land and dig up oil to fuel their machines and increase faction leader Bill Milton's stock portfolio. The Potatoes transform the land into rivers and forests to grow new seed units, plant tree-turrets, and harvest forests. It'll be familiar if you've played strategy games like Advance Wars or Wargroove, but unlike those games Gem Wizards unlocks terraforming and environmental interactions as a core feature, with each faction specializing in different terrain. Roads and forests have different movement and defensive bonuses, and surrounded units are flanked and unable to counterattack. Positioning and turn order are critical, as when my business dozer clears a path for my slower units, or my fire mage lines up multiple enemies (avoiding allies) for an explosive fireball. (Image credit: Keith Burgun Games) (opens in new tab) Or the reaper, a scythe-wielding horseman in all black who rides a pale horse and harvests nearby forests. The goal is to capture a handful of enemy flags which are found on each keep and occasionally carried by a powerful enemy, like the literal drill sergeant who wields a giant oil-powered drill. Each match generates a random battlefield of forests, rivers, plains, and mountains, along with several keeps and groups of enemies. Gem Wizards Tactics (opens in new tab) is a turn-based strategy game that uses terraforming, permadeath, and a healthy dose of fantasy humor to craft a tiny, arcade-like tactics game with an impressive layer of strategic depth. ![]() It's my first time combining water, lightning, and fresh asphalt to kill videogame demons, but I'm into it. Cybercrime plows through the nearby forests, paving new road tiles as he rumbles, allowing my mage to close in and use her storm spell to electrocute the now soaking wet enemies for extra damage. The splashmaster potato uses his pressurized hose to bump the demons backward into a nearby river.
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