Every Day We Fight – Post Apocalyptic Sci Fi Strategy RPG



Every Day We Fight gameplay with Splat! Let’s Play Every Day We Fight and check out the prototype for a game that’s playing with some interesting ideas in the XCOM Formula.

Download Every Day We Fight : https://store.steampowered.com/app/1546080/Every_Day_We_Fight/
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37 thoughts on “Every Day We Fight – Post Apocalyptic Sci Fi Strategy RPG”

  1. It makes combat into more than you-shoot-I-shoot. There's combat breaks, the weird pauses where people are reloading and just trying to reorient themselves. It feels a lot more like urban combat between flimsy people who really don't want to stick their head out.

    It gives the player a huge information advantage. The AI seems to get confused about cover and ducking sometimes.

    The older XCOM games also had ticks. Your troops would pop their head around a corner, take a shot at an alien and duck back in. Cover worked by line of sight, if there was a thing in the missile's trajectory it hit that thing. If someone can't be seen, you don't know they're there. Nothing like the scramble rounds though. And an XCOM trooper with good armour and cover and a team backing them up could have a chance in a stand-up gun duel.

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  2. This game reminds me of all the fan-films (machinima?) I've watched of Half-Life 2 resistance fighting the Combine. And it does so in all the good ways! Thanks to the team for the amazing work and to Splat for covering!

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  3. It makes me sad to no end that Silent Storm isn't emulated more. Hammer and Sickle was SO DAMN CLOSE to perfecting that formula. Give 7,62 high calibre a look, though. If you give that game to a studio with enough resources to really put time in and hammer out the kinks in that game, it would be my perfect game.

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  4. Hitting a lot of things i'm after. Will keep an eye on this one.
    The speed of the movement when "aiming" is faster than i'd like for what's effectively a turn based game i'd like an option to dial that back, that goes double for the real time reaction events (reinforcements), if it's turn based there shouldn't be an additional very realtime counter hanging over you on top of the strategic issues in a game that can kill your units in 1-2 hits. Ideally I'd like the option to make that timer turn based via a fixed player AP counter (be it group or individual) and reinforcements should not be teleporting in right on top of players without some serious counter-play options (i'm thinking IED/claymores/C4 and/or terrain exploitation).

    Likewise the overwatch-reactions need some form of warning/count-down before beginning because if you are managing a few people in different places with different weapons and different aim-points jumping right into some real-time aiming possibly at random after the camera snaps half way across the level (n.b. never take control of the camera away from a player EVER, by all means raise a prompt to show a freeze-time cinematic or re-focus but that should be a player click not automated). especially if you are going from an overview/sky camera right into the thick of it with an FPS duck-shoot with varied terrain.

    each ammo in it's own supply is fine as long as those supplies don't arbitrarily fill up mid-mission 9and people can trade if it's per-character).
    Very curious about the meta-progression as that's what makes or breaks these games for me.
    any wall/building destruction?

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  5. I'm usually not a fan of muted colors, but here it seems it's to contrast with the giant flashy lava lamp of the aliens. I hope the enemies start looking weirder later too because the ones we saw here were boring.
    The scrambling mechanic makes me think of Valkyria chronicles with its blend of real time turn based combat

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  6. This looks actually fun to play, unlike the infuriating bullshit generator/trivially easy curbstomper (the only difficult part is the grind to make successful combat possible) that is XCOM.

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