
“Enemy on the Tail!” is a turn-based tactical dueling game about aerial combat. Choose your plane, use its unique traits, anticipate enemy moves, and attack! Or shake off enemies with clever maneuvers! Train against AI and compete with friends online. Ready for takeoff?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
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[h3]RANKING:[/h3] [table] [tr] [td] [h3][strike]AVOID[/strike] | [b]FLAWED[/b] | [strike]MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE [/strike] [/h3] [/td] [/tr] [/table] [h3]SYNOPSIS:[/h3] [table] [tr] [th][b]ASSESSMENT:[/b][/th] [/tr] [tr] [td] Enemy on the Tail! is a very basic, aerial themed turn-based boardgame. It reminds me of old WWII chit & dice boardgames lying forgotten around here. Gameplay would be solid, if the dogfighting was more than barely tactical. Everything is generic, while game modes and content are lacking. There are too few abstracted maps and fighters to choose from. Plus, it is missing any dynamic factors to vary the experience. Though it looks like a great idea and could be the basis for a decent game, right now it's [b]FLAWED[/b] in too many respects. [/td] [/tr] [/table] [table] [tr] [td][b]STATUS:[/b][/td] [td]Fully released, but severely needing more content and/or game modes [/td] [/tr] [tr] [td][b]APPEAL:[/b][/td] [td]For fans of very simple, casual games with a quick turnaround. Best played with other people [/td] [/tr] [tr] [td][b]VALUE:[/b][/td] [td]Essentially a flash game. Should be free with so little content [/td] [/tr] [/table] [quote=]Key provided by the developer through curator [url=https://steamcommunity.com/groups/tbtactics/][b]TURN-BASED TACTICS[/b] [/url] | Click to follow and receive updates for similar reviews[/quote] [i]More info below....[/i] https://steamcommunity.com/sharedfiles/filedetails/?id=3414420157 [h3]CONTENT:[/h3] ► Has the very simple PREMISE of an aerial dogfighting themed, turn-based tactical boardgame. Played on abstracted representations of the sky above, with generic aircraft. Uses a basic card system for movement and inflicting damage on enemies. ► The solitary versus GAME MODE can be played in single or multiplayer, though no one else seems to be playing atm. Since victories are kept track in multiplayer, its strange that they aren't in singleplayer. Expectations of more modes would have taken the game to the next level. I.E: complex dogfighting scenarios, endurance roguelite mode or historically structured campaign. ► With no CAMPAIGN there is only a single dogfighting SCENARIO with MAPs, FIGHTERS and STARTING POSITIONS to define each short-lived session. Taking a pilot through theatres of war during WWII would have been superb. Providing players with a little strategy roleplaying to survive a series of missions, deal with shortages, maintain their craft and upgrade to newer ones when available. Missions with objectives such as recon, intercepting bombers, protecting carriers or hunting U-boats would have been top notch. ► There needs to be more than x6 MAPs. While these are well designed with circular circuits of positions for fighters to move to, there are no dynamic factors like weather to impact the dogfight. Differences are tiny such as: the number of spaces and potential locations to loop behind the end enemy craft. [h3]ATMOSPHERE:[/h3] ► The SETTING is generic even if strongly hinted to be World War II. Maps are therefore as generic as fighters. Thus sadly possessing little in the way of immersion. ► Given a lack of campaign and its generic nature there is no STORY to speak of, which is a shame as WWII has such a rich amount of detail to draw upon. ► AUDIOVISUALS are actually not that bad. The ARTWORK is well drawn; planes are undetailed, but maps are quite nice looking. The SOUNDTRACK is catchy, but again generic. Supporting AUDIO matches the level of this game. https://steamcommunity.com/sharedfiles/filedetails/?id=3414424437 [h3]EXPERIENCE:[/h3] ► The GAME LOOP is basic. Choose a map, a plane and spawning positions for it. Its possible randomise all or any of these. Then for each round, select a card to move a certain amount of places on the circular circuit and try to get behind your opponent. Inflict damage. Choose to loop if your plane moves onto a part of the board that allows it. With a deck that changes after x5 rounds. ► GAMEPLAY is fast, very simple with a streamlined style that encourages just one more go. Dogfights continue for a set amount of turns, with the winner scoring the most hits. With so few elements and mechanics it is understandably quite repetitive, if enjoyable at least. ► With only one card allowed to be played each turn, the TACTICAL aspects of TBT COMBAT are extremely limited. Needs random elements to impact gameplay. I.E: wind factor pushing the aircraft beyond expected move range. Cloud cover blocks Line-of-Sight. Facing the sun affects aiming. Ammo misfires or duds cancelling or lowering out damage. Potentially there is so much more. ► The UI is basic and functional. Would have been nice to have a few more labels explaining what's, what. Especially with regards the cards for each fighter. [h3]MECHANICS:[/h3] ► DOGFIGHTS only last 5x turns of 3x rounds. So they are over quite quickly. ► AIRCRAFT only have x3 stats of significance; speed, damage and mobility which seem reflected in the cards players are able to draw during a dogfight. Each fighter has a limited firing range which isn't made to clear. ► Playable CARDS only provide the number of locations to move to, the damage caused if the fighter positions itself behind its opponent, within range of its guns. Honestly, expanding this element of the game to be a true deck-builder would add a huge amount of strategy qualities that are missing. ► Other than choosing which cards to play each round or choosing if to loop there are no other TACTICAL ACTIONS to contemplate. ► Game setups only consist of choosing the MAP, SPAWN or FIGHTER. Or to set these to random. [h3]CHALLENGE:[/h3] ► With so few fighter types ENEMIES have poor variety and are essentially reskins with subtle changes. ► The AI is okay. Perhaps a little too predictable. It legit beat me twice in about x2 dozen dogfights. https://steamcommunity.com/sharedfiles/filedetails/?id=3414421264 [h3]COMPLEXITY:[/h3] 🔶 ACCESSIBILITY - Due to its simplicity the game's rules are presented on a single page. 🔶 DIFFICULTY - Very easy to play and mostly easy to beat the AI. 🔶 BALANCE - Even with different stats the game aircraft are quite similar in most respects. 🔶 PACE - As a party style boardgame, the player(s) set the tempo, but its very fast. Games are over pretty quickly. [h3]STAYING POWER:[/h3] 🟨 REPLAY VALUE - It certainly meets its design of being replayable, but with a real lack of variety, mechanics and dynamic elements, it gets tiring pretty quickly. 🟨 LONGEVITY - The only slither of hope for long term play is setting all options to random. Otherwise there aren't even any achievements to aim form. [h3]PRODUCTION:[/h3] 🟣 QUALITY - Production is not bad, but it's basic, akin to a flash/mobile game. No bugs encountered, which isn't a surprise. 🟣 OPTIMISATION - Runs consistently at 60 fps throughout. 🟣 STABILITY - No crashes experienced. [h3]MISC:[/h3] 🔷 SETTINGS - Very simple. Turn music and volume on/off, set resolution to a max of 1080 or choose language. Since this is purely mouse driven there's no need to remap keys/controls. 🔷 CONTROLS - Mouse only. 🔷 STEAM - Does have overlay functionality and screenshot capture. [table] [tr] [td][b]REVIEWED WITH:[/b][/td] [td]Build v Date of review INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 fullscreen, EVO850 SSD [/td] [/tr] [/table] [quote=]Thank you for reading | Click to follow my curator[url=https://store.steampowered.com/curator/40556040-The-Irregular-Gamer/] THE IRREGULAR GAMER[/url][/quote]
The game is very short, it's a dogfight with cards. I bought it to support the developer and I think it's a cool idea. I hope he will develop the game more adding more depth.
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