Turn-Based Tactics Roguelike Mode!! | Let's Try Wargroove 2



Play the Demo / Wishlist Wargroove 2: https://store.steampowered.com/app/1346020/Wargroove_2/ Trouble stirs on the shores of …

source

19 thoughts on “Turn-Based Tactics Roguelike Mode!! | Let's Try Wargroove 2”

  1. The visuals are excellent.

    Choose a Formation is a cool idea to bring some player choice into composition.

    Not being able to choose unit starting positions makes the game start faster, but if it is intended to be mostly defense (as indicated by the fog of war and the lack of healing in battle) then there should be more play rewarding defense.

    The fact that using the Alchemist Heal skill costs 300 should be explicitly stated at the Recruit Unit screen. Also, how much does the 300 cost heal do? That is essentially the cost of recruiting another full-health unit (or more). Keep in mind that each kill awards 25 gold (though there is no notification to the player that this happens).

    Battles are boring to watch so far – randomized battlefield does not present a tactical puzzle to solve (because puzzles are designed) and fog of war punishes discovery (by surprise attacks). If fog of war is kept, then the computer should also have fog of war.

    Obstacles aren't interesting without goals. The player needs some kind of tactical approach to be rewarded with growth and power or recovery or some kind of boon. Mere survival is just a battle against attrition. The ongoing struggle of battle is a huge risk – why would that risk be undertaken without a huge reward on the horizon?

    The luck coins are boring. They increase a stat for a particular unit type or provide gold (+2 movement for Mage; 150% attack for Soldier; +400 gold). Instead, there could be passive interactions that are situationally beneficial – rewarding player behavior.

    Why can't the player buy healing at the healing event?
    Why does every fight have an enemy commander? It seems like there should only be enemy commanders on elite fights due to the massive difference in strength.

    Reply
  2. roguelike wargroove is an extremely cool idea!! don't have much time for demos at the moment but looking forward to the full release

    UPDATE: some of the design choices do seem kinda frustrating though… i feel like beyond a certain level of troop damage you just have to resign yourself to losing really slowly and that's no fun. BUT Wargroove 1 was awesome, still excited for story mode and hopefully they can tweak the roguelike design a bit before release, I have faith in this dev team! ^^

    Reply
  3. I think the devs definitely need to take some of the things mentioned in this video and apply it to the full release, this looked like it would be a lot of fun under the right circumstances but honestly seems way too difficult for me to enjoy as a casual experience

    Reply
  4. Given how attrition heavy this game seems to be, I think what really tanked the run is buying that alchemist in the beginning – he cost way more than the value he provided. Especially since the one thing that would've set him apart costs 300 gold which seems like it would almost never be worth it.

    Reply

Leave a Comment