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ShadowMarth

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ShadowMarth

71

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Just came back from PAX, got to sit down and play the full demo. Only a few computers up but oddly not a very popular booth. I loved spacechem though, and was happy to meet the developer and try the new game, because I never get to do cool shit like that. I was also surprised they had it, because they just released the first proper trailer, and I thought it was still early on, but turns out it's almost out! Anyway it was a neat, incredibly polished demo of about five missions, largely tutorial in nature, but it surprised me. It looks turn based, and there are pretty typical mechanics and turn phases for a game that looks like this, but the game just never stops to let you think, the clock is always running. It's pretty cool, and it was fun to play. Basically you have a number of lanes (5 in every one I played), and you're trying to win a certain number of victory points by getting your units to the enemy's side. Every "turn", which is roughly 5 seconds of real time, will see you drawing a new card to your hand, gaining an Action Point which is used to play your cards, all attacks between units in range are resolved, and then the units move forward. You can play cards at any time as long as you have the AP, and you can stop your units from moving forward if you like, but otherwise they will continue to march forward and attack anything in range. In the levels I played, you had two unit types, and two units of each type.

First type was the titular Ironclad: Your initial one can do nothing more than march forward (and move between lanes if you play maneuver cards), but he was actually pretty key to winning the combat missions since he can both tank damage for your other units, and since all ironclads can just trample over enemy ground troops if they can get to them without getting shot first. They were also cheap to put out (1 AP) and good for filling lanes to force your opponent to play cards or lose a point.

The second ironclad (a "light chassis" I believe) starts out as nothing but a beefier version of the first with a couple more hit points, but unlike the weaker version, it can equip weapon cards that you draw, giving it any number of possible attack types. In the demo stages it was definitely the most essential part of your army. Pretty straightforward.

Infantry units are even more straightforward, but using them can be much trickier. They can come with weapons already equipped, and will behave the same as Ironclads, but tend to be much weaker (both available had 2 HP, to the Light Chassis's 5). The available infantry were a Rifleman, with a pretty long range carbine right off the bat, and a Scout, who had no weaponry but could move at double speed (potentially very useful for scoring in empty lanes or capturing objectives). In a straight fight against an ironclad, they won't do very well usually, but if you have another ironclad in front taking the damage, it can be a very effective combination, especially since they're so cheap (if I recall correctly a Rifleman was 2 AP, compared to 4 AP for a light chassis with no weapon). It's easy to see how a couple long ranged riflemen covered by even just the basic ironclad could burn through a great deal of resistance, despite their fragility.

But the coolest part was easily the deck building aspect. Even with just these four units, maneuvering and weapon cards, you had a lot of options to put into your 20 card deck that would severely alter the way you played the game. I've been on a deck building binge lately and this is likely to scratch the itch well. I pre-ordered on steam already.

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ShadowMarth

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#2  Edited By ShadowMarth

This is such a ludicrously perfect nexus of my interests. And so was Brazen. Clearly Brad Muir is my favorite developer now.

Although seriously how the fuck is this more marketable than Brazen? For reals? Oh well can't complain.

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ShadowMarth

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#3  Edited By ShadowMarth

You might find a better time. Which is when the PC version comes out. But yeah I'm not gonna tell anybody not to.

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ShadowMarth

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@shrimpdino: Nope it'll be two separate votes. Given that they already have two characters to work on they have plenty of time for the voting to run.

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ShadowMarth

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>Legendary Folding Chair

Excuse me that's pretty awesome

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ShadowMarth

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#6  Edited By ShadowMarth

Stanley. Was looking through the list and he's a clear win. Did anyone else notice that they said this was the theoretical roster for the next TWO OR THREE GAMES? Way crazy of them to reveal that much.

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ShadowMarth

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#7  Edited By ShadowMarth

@humanity: They ARE charging for the DLC, but everyone who owns skullgirls for the first X weeks after it comes out gets it for free. And since they're getting the funds to do it ahead of time, that means it's a win win for everybody. Plus they get to drum up support and popularity for this game which is also good for both them and the players.

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ShadowMarth

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#8  Edited By ShadowMarth

This is kind of silly. On the handhelds where managing the camera is a pain, maybe, but on anything with a dual analog it's totally superfluous.

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ShadowMarth

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It's absolutely true, which is why the Eternal Boost is the only thing anyone should considering buying. It just makes you progress faster, without immediately launching you up the ladder. Also it's eternal. But with Rank 2 having just been released, the need for renown just skyrocketed.

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ShadowMarth

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#10  Edited By ShadowMarth

Game is fun as hell right now. Played a ridiculous amount of games. They just updated and added rank 2 to several of the units, but it's PRETTY EXPENSIVE renown-wise.

@crusader8463: Pretty silly to be disdainful of them releasing the multiplayer component free and early, largely with the intent of balancing the gameplay.