Indie games have been dancing on the AAA industry's grave for ages by now. Let's just hope the bad companies run out of money quickly so the actually talented devs can find a good place to thrive.
I was about to just come correct you and say 'game,' but that would be pretty amazing Mack doing some product or history reviews in the same format. 😅 😅
I've felt the RTS genre had to evolve in some way to get back into the mainstream, glad to see a game trying something different. Will be keeping an eye on this.
The only reason RTS "died" in the first place is because it's impossible to design an RTS with any sort of depth you can also play with a controller. Hopefully the one made by the original Starcraft developers will reinvigorate the genre.
Just a mention , I am thinking of buying U-Boat , a game just out of early access and on full release, on steam. Apparently good reviews by the subsim community. Just wanna see Mack's take on it...
I've played this demo a lot. Planetary Annihilation had a mode similar to this, you unlock more tech as you do more fights and I loved it. I agree it's a very solid game, you do find yourself getting steamrolled by the enemy often though, needs to be slowed down a bit, otherwise it's looking good.
Can someone explain to me what “rogue-like” actually means? I keep seeing it in game descriptions and reviews, but I have no idea what it means for a game to be rogue-like. 🤷♂️
This is actually a hard question. Of course originally this harkens back to the original game "Rogue", which spawned a sub scene of extremely deep and extremely well loved games that all pretty closely adhered to certain traits (Google Berlin interpretation for that). Then, starting with Spelunky a wave of "modern" roguelikes evolved, spawning things like Slay the Spire and also our game. In my opinion at this point the terms have very much blurred in their meaning. I think what I would currently expect when someone uses this term when describing their own game would be: run-based, some kind of permadeath, procedural generation in at least some way, the ability to shape some kind of build for your run. I think even in the time of us working on this game the term has really shifted in meaning. For example a lot of people now expect there to be some kind of progression between runs, that makes you stronger for the next one. This used to be differentiated by calling those rogue-lites, but I feel like that term has fallen off in use a lot.
When is the question, vapid comments like this end up sending me to google for 5 minutes just to discover that no - there was no reason for you to write this comment other than your own neurosis, no thanks in advance. Edit: Sure enough, "release 2024" and no news from what I can see. Pointless random comment confirmed, there is nothing TO review and of course he'll review it - unless he won't - once there is something to review.
Í played through the demo and is was realy underwhelming. The Maps are super small and every round was build units to defend your base, wait until you have enough units and just rightclick into the enemy base. The effect und units all look similar and bland. So hard pass for me so far. Maybe with more polish and time i give it a second shot.
My my what a sorry state gaming has become! Stupid games that look like my old amiga came back from the dead or even worse 8bit gaming, jesus I'm so depressed with gaming. Only decent stuff is some Japan made crap with strange gameplay with numbers above there head