
Battle across procedurally generated levels in this retro Strategy RPG. Move troops in real time and watch battles play out where preparation and strategy are key. Customize new games in tons of different ways and levels of difficulty to play the way you want.
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Having played this developer's previous game, Mortal Manor, Fated Era follows the same trend in being not only an homage to the games to be before it, but a want to make a very solid core experience and improve on the original games and I think FE does that well. FE is a want to fill a void left by the Ogre Battle series and I think this game does a great job of taking that core gameplay, adding some good "quality of life" elements and lets you get right into it. Do you like spending time in menus organizing your troops, buying the right equipment, changing classes, re-training, shuffling guys around, individually selecting their skills and equipment around and positioning your characters on maps to bring together a perfect victory? This is your kind of game then. Preparation is key in these types of game and FE is no exception. If you have never played these types of games, there will a little bit of a steep learning curve. Unlike Mortal Manor though, this game has some nice quick and dirty tutorials to go over the mechanics. But the game does have some excellent "quality of life features" to really help make the learning experience easier and more fun. Allow me to explain: - During a map, you can, without penalty, just quit and go right back to the formation screen where you left off before entering the map to change preparation. You don't need to reset everything and re-load a save because you made a mistake in your preparation. It takes seconds to jump out, go back to the formation screen, make your adjustment and start the map again. - There's a "hot and cold" indicator for hidden items. Villages/towns will tell you the rough coordinates of where an item or village is and an exclamation mark that turns larger and redder will appear as you get close so you aren't just wandering around for hours trying to find the one tiny area where something is like in the Ogre Battle games - Every map seems to have at least one place to resurrect fallen troops so that you can revive them on the same map and avoid the 20% stats penalty if you end the map with them dead - The fast cursor and movement adjustments can be done instantly. In fact, the entire interface for the game is incredibly snappy and feels exactly like you'd expect it to which is excellent. The visual language is great because it's very easy to tell where your units are going, and undoing and resetting their path is effortless. The games pace manages to feel way faster than any of the Ogre Battle games which is necessary for what is expected these days for the pace of gameplay There's a lot of tongue-in-cheek stuff as is becoming expected from Dogless Head, character design, item description, names of perks, names of fonts, etc. There's a lot of nods all over the place in this game, but it still is very clearly its own game with its own personality. Now, if you're looking for a story-heavy strategy RPG, this isn't it. The game is very clearly core gameplay focused. The joy comes from your planning paying off. Something else to keep in mind, this is a one-man development besides the music I think and this game is very impressive and the developer's skills have clearly grown leaps and bounds to make a very competent and fun strategy RPG. There's a ton of customization that can be done if you'd like a much more difficult experience, but I've been enjoying what's listed as the "normal" difficulty. The only quirk I've experienced is that if you try to move the game to a second monitor... it gets cranky and will swap back to whatever your primary is depending on what you're doing. It's the only thing I've run across that's a little funky but I just drag the window back and resume play. This game is a great pick up around $9 and offers a ton of game play and replay-ability for that price. If you've been wishing an Ogre-style game would get a modern adaptation I think this can definitely scratch that itch.
平たく言うなら伝説のオウガバトルっぽいゲーム。部隊の進撃先に旗を立てながら最短コースを描き敵部隊より先に街を解放するか、向かってくる敵部隊をどこで迎撃するかなど伝説のオウガバトルっぽいゲームしてるなって気分にはなれた。そのまんまシステムを模倣しているということはなくキャラの育成などいろいろと肉付けはしてある。難易度の設定も細かい。 しかし、この8ビット過ぎるレトロな絵と音楽、そして操作性はFCやSFC時代のゲームを今でも喜んで遊べる人でないと厳しいかもしれない。とにかく小さなコマをカチャカチャと動かしてる手作業、手探り感をどう思うかでしょうね。75点くらいの佳作と感じた。 日本語には対応していないのでゲームシステムやストーリーなど深く理解できていないので、ひょっとしたら原典オウガバトルのように隠された要素、やり込み要素が多数あるのかもしれないが…。
FC~SFC時代を思い出させる雰囲気の戦略RPG。ファンタジーな世界観の割に妙にキャラグラが一般人チックなのが印象的である。 長身シルクハットサングラスなウォーロックなんて多分こんなタイトルでしか見られないだろう。 戦略マップでユニットの装備や編成を行い、出撃するマップを選んで戦い、育成をしながら先に進んでいくというのが基本的な流れとなる。 戦略マップにはメインクエストのルートとサイドクエストのルートが存在しており、メインクエストを最後まで完遂するとゲームクリアとなる。サイドクエストの攻略はエンディングに関わる。 進行先には日数のカウントダウンが存在する場所があるのだが、ゲーム内ヘルプによるとこれを過ぎてしまうと戦闘マップの難易度が増加するようだ。 戦闘マップはリアルタイムストラテジーでゲームを進めていく。 マップ上には施設がいくつか存在しており、それらを占領することによってsupply point(以下SP)を得ていく。一部には海タイルを円滑に行動出来る港や、戦死者を復活させる病院といったユニーク施設も存在するので攻略の足しにしよう。 戦略マップで編成されたユニットを招集するにはSPが必要となり、レベルが高いチーム程要求されるSPが高くなっていく。そのため高レベル編成のみではSP不足、低レベルだけではボス等に苦戦するといったバランスとなっている。 他にも戦略マップ上で展開を有利にするボムを渡されたりもする。ちゃんと施設をまわっていれば1マップ1つは貰えて基本余るので、少々つらいと感じた時は出し惜しみせず使うと良いだろう。 街へ長期間滞在していないと少しずつ頭の上のゲージが減っていき、ゼロになると完全に回復するまで勝手にテントを張って休む。この間に攻撃されると、全員が殴られるまで行動不能の睡眠デバフ状態になっていて危険。長旅は計画的に。 レベルを上げすぎてはいけないわけではなく、戦略マップ上ではノーコストでレベルダウンを行える。1チームは最大5人で編成出来るのだが、要求SPはチーム内での最大レベルに強く依存するので同レベル5人での編成が望ましい。 他に育成で行える事として、3レベル消費して潜在能力を高めることが出来る。潜在能力が高いほどレベルアップでの成長が強まるので伸ばして行くと良い。 キャラクターには8種類のクラスが存在しており、戦略マップ上で好きなクラスへと変更が出来る。育てているうちにパークを取得して自分好みにビルドを組むことが出来る。タンク型、クリティカル特化、全体攻撃魔法使いetc... レベル以外はSPの要求に関わらないので、上手なビルドと潜在能力と相性の良い装備を与えることにより、不利な戦局を覆しやすくなるだろう。 良い点 ・まずこのゲームはスタート時に6桁のシード値を入力し、それによってマップの展開や仲間になるキャラクターが変動する。リプレイ性+ ・ユニークなキャラグラ。ガスマスクつけているエージェントだのモヒカン姿の狩人だの若干一般人のコスプレみたいなノリにも思える。 ・ゴールドはインフレするかと思っていたが、本気で軍備を整えようとするとバランスの良い収支となっていた。これは良い点である。 ・ボス戦のBGMがとても良い。トレイラーでこれが気に入ったから購入したところもある。 賛否両論 ・初期に潜在能力が低いほど将来的にはよく伸びる。初期の主人公は唯一のlazyというタイトルを持つ最低の潜在能力だが、圧倒的にステータスが高く、最終的に倍近いスペックになる。 なので追加キャラは基本的に潜在が低いキャラを選ぶ傾向にあるのだが、それを入手するためにキャラクターを再生成する手段がある。これを行っている間はかなりの作業感があり人を選ぶだろう。そこまで神経質にならないなら縛っても良いかもしれない。 [strike]・まだ中盤付近だが火力がややインフレ気味になる。一撃で相手を葬り去るような火力が飛んでくることも多いのでその辺を考慮したキャラビルドを組む必要がある。その割にパーマネントデス(蘇生不可)なオプションがあり、それに関する実績まであるのだから余計に難しくなるだろう。[/strike] 育成をキッチリ行うと相手からの一撃必殺というパターンは無かったが、一部のアビリティを持った相手に苦戦した。 余談だがパーマネントデスをオフの場合に死亡したままステージをクリアすると、次ステージは能力のデバフがかかるので注意。 ・グラフィックに個性はあるがキャラクターに個性はない。あまりにも似た顔が横に並ぶのでメイン育成キャラを見失うことも。色を変更やリネームも出来るので対処すると良いだろう。 ・アイテムや街の探索がちょっと面倒。各マップには1つ隠された施設があり、そこを訪れると隠された財宝の座標を教えてもらえる。別に教えてもらえなくても拾えはする。 この座標が近づくにつれて「!」マークが徐々に赤く大きくなっていくのだが、これが慣れるまで苦労する。 そして隠された財宝、稀にノーヒントで2つ配置されている。確実では(多分)無いので気にせずに進めても良いとは思うが・・・ ・割と不親切。F1でヘルプを見れば困ったことは判るが、何一つ教えてもらえずに進むので意味不明な単語が突然飛んでくる事も。特にパーク取得時はヘルプを開けないので、予め別にパークの情報を保存していたほうが良いかもしれない。 ・優秀なキャラは後々レベルダウンを行いながら繰り返し活用することが増えるのだが、この時のステータスの増減までもがランダム。なので乱数次第では後々変なステータスになっていることもある。強めにビルドを組むのには結構な手間がかかるので非常に辛い。 ※追記 これを繰り返す事によって適正が良い部分はより能力が伸びていく傾向にはあるので、悪い点から賛否両論へ移動させた。ただしヒットポイントだけは特殊で伸ばすには工夫が必要。 悪い点 ・マップにはミッションが追加である事も多いのだが、基本的に面倒くさい。爆弾を運ぶルールは常に爆弾レールに人が居る必要があり、しかも最初からボスが突っ込んでくる。 インテルを4つ集めるイベントは単純に面倒くさい(入手しないとボスが強化されている)。しかも一部マップではインテル集める前にボスを倒さないと情報が入手出来ない設計まであったので、強化されたボスに挑む事も時には必要になる。そこまで強くは無いのだが・・・ 若干の不満はあれど楽しめる要素も多いので、FC時代にこの値段でこれ買えたらハマっていただろうなーって感覚では遊べている。一部のだるい面に目を瞑れるならばオススメは出来るだろう。
Ogre Battle(like) game that's decently well put together. UI and controls...are sticky and no mouse support is kind of a pain...however if you can handle the sticky controls and steep learning curve it's fun and a little outside of the box from most of whats out there today. Better then advanced wars or any of it's clones by a few miles. Solid Effort 7.1/10
This is so enjoyable rpg strategy! There's ton of fun everywhere, from micromanaging units to battles.
Okay, so this one is a complete lift of Ogre Battle mechanics, except that there are no monsters and your army consists entirely of ... I'm not sure? Interchangeable bored teenagers? The sheer number of goggles indicates a steam punk setting, but the equipment they fight with ranges from medieval weaponry to random garbage, so maybe this is a drunk teenager army simulator? Is that a thing? Anyway, your scrubs fight some other scrubs that wear different colors. One of your scrubs comments on the futility of this, but the other talks him into continuing to beat on everyone else wearing different color shirts. Good. You capture some towns, which provides you with more supplies (drugs? snacks?) with which to bring out more units of scrubs and so forth. If the procedurally generated level gives you towns nearby, you probably win. If not, you might lose as the enemy scrubs can bring units out faster. Boo. Sometimes you have to find really finicky little hidden things that require your guys to land on just the right pixel. Sometimes you have to escort a bomb cart to a city. Sometimes you just murder a bunch of goth teenagers. Why? I'm not at all sure! In each stage, you can find one hidden town, one guy who will boost one stat for one of your scrubs, and one new scrub to recruit. You get some money with which to buy garbage to fight with. The ones that look like weapons help a lot. Sometimes your guys gain levels, which gives them some stats and a choice of two perks. They all have some potential meter, which maybe gives them better stats if it's higher, but everyone you have is just varying shades of low potential, as befitting a troop of homeless whino children. (Edit: Apparently you can trade in levels for extra potential? Make sure to hit every possible button on every screen as there aren't great prompts to do so.) Anyway, don't buy this if you don't understand what a game of drunk Ogre Battle would end up being, but if you do, it's worth the low price to mess around with. The class change and trait flexibility end up being a lot of fun once you figure out what the heck is going on.
Fated Era 回合战斗&实时策略的复古像素小游戏 图文评测请浏览: http://bbs.9game.cn/thread-35850117-1-1.html 前言 Fated era是一款小品级的像素游戏,游戏玩法以回合战斗配合实时策略指挥,剧情讲述主角一行人抵抗来自crimson state的侵略并保护自己家乡的故事。 玩法说明 回合战斗 游戏的核心玩法为回合战斗,与多数传统回合战斗游戏不同的是,游戏全程战斗为自动,玩家只能更改攻击策略与召唤技能。战斗回合也仅持续3回合,在3回合内受到较高伤害的一方获胜,胜者可以获得一定量的经验并在地图保持原有位置。败者则只能获得一点点经验作为安慰奖,在交战位置后退一定距离。 在战斗过程中,玩家可以随时更改攻击策略,比如更改策略为仅攻击最弱的敌人,在BOSS战斗中攻击最强的敌人,通过削弱敌方队伍有生力量从而达到降低敌方队伍的DPS总值并以此消灭敌人,是游戏回合战斗的核心技巧。 除了更改战斗策略,玩家也可以通过花费金钱来召唤民兵支援,民兵支援即可以为队伍恢复一定的HP,也可以参与战斗,甚至为敌方施加DEBUFF。召唤民兵后会有很长一段的冷却时间,因此玩家需要谨慎使用。 实时指挥 玩家与敌人共同出生在一张大地图中,玩家可以在初始城镇里花费补给点数派遣队伍,玩家的队伍和敌人的队伍可以进行实时移动并显示在大地图上。在大地图中,玩家需要占领城镇提供足够的补给点数派遣更多队伍,占领所有城镇和歼灭所有敌方队伍才能获胜。城镇除了提供补给外,玩家也可以在城镇驻扎提供缓慢的HP恢复,玩家也可以与城镇领导人交谈获得一些情报,甚至还能知晓地图上一些秘密的地点(但我目前为止还没找到)和其他资源分布信息。有时地图会随机出现一些补给箱,玩家需要赶在敌人到达之前获得以得到额外的补给和金钱,从而获得更多优势。 和召唤民兵一样,玩家也可以在大地图中使用一些从其他城镇获得的物品,比如陷阱和炸弹,可以有效削弱地图上的敌方队伍从而为我方队伍在之后的战斗中获得更高的胜率。 策略机制 游戏的主要策略机制并不只体现在回合战斗和大地图指挥上,而是在关卡选择和补给限制。在关卡选择界面玩家可以花费金钱为角色添置装备,也可以为升级之后的角色选择不同的技能。玩家可以在此为角色选择不同的成长分支,是主打输出还是主打辅助等。除了角色养成外,游戏还有补给限制,玩家派遣的队伍有严格补给要求,如果开局补给点数不够则队伍无法被派遣,因此玩家不能将精锐集中在一个队伍中,需要分散成多个以方便派遣。 游戏不足 游戏最大的不足之处在于操作,游戏只能用键盘完成一些原本应该是鼠标的操作,使得玩家想要获得更好的操作体验只能使用手柄。玩法上游戏的数值设计也比较偏硬核,由于补给点数的限制玩家不得不需要调整队伍去对抗后续关卡中远强于自己的敌人。最后游戏偶尔出现的弹出报错也比较烦人,由于游戏不支持实时存档,因此游戏报错后玩家只能从选择关卡处开始。对于后期一些耗时较长的战斗,这种情况的出现对玩家的打击可能远超过游戏本身的难度。 总结 Fated era感觉就像是一个入门级游戏开发软件所设计出来的游戏,很多玩法设计比较肤浅,相似度高的敌我角色外观与反复调用的场景也让游戏失去了不少视觉体验。30元的售价和不知名的开发商也让我感觉这是一个要入HB包并掉卡的小游戏。综上所述,我个人并不推荐这款游戏。
I love Ogre Battle. I wanted to love this game and it has its moments. I like the item system and the perks for soldiers. However, the game requires you to have supplies to deploy units. Supplies which almost instantly become far lower than what one good unit takes to deploy. So you have to send out a weak unit and hope to capture enough to get a better unit out there. To be specific, YOU have supply limits. The enemy has infinite supplies and can deploy as many units as they have. You also can't just recruit new soldiers, they are few and far between which isn't as much of a problem when you can't even deploy the troops you do have. You can work with what you have to make a decent unit, but you won't be able to send them out. The only way to counter this is the intentionally weaken your own units, literally degrade their levels. Grinding levels is fine in a game, but making a player grind for levels, punish them for having stronger units and force them to then lower levels only to grind them again is insane. It kills all fun in the game. If it changes, like having an options setting that removes supplies from the game or seriously adjusting them, I would be inclined to recommend this game but as things are now, 4 maps in you hit a hard wall and the RNG of the maps themselves means enemies often have all the towns near them and 4+ units on the field while you have 1 half-strength unit who must both defend and attack in multiple directions. Grinding the same early maps 50 times to gain minor advantages, while knee-capping your own soldiers if they get barely too useful isn't fun. A couple of number changes could fix this and I hope they do because the core of the game is still identical to one of my all-time favorites.
still early in the game but I'm enjoying myself so far. reminds me a little of Shining Force and that era of strategy. Takes a minute to orient yourself but worth doing.
A decent Ogre Battle clone - which means, considering how few there are out there, it's among the best options around. The game uses a randomised procedurally generated world map, though there is a story that works as a basic framing device and a good and bad ending. Still, it means it is much simpler than OB, no monster recruiting or tricky secret Deneb character. Instead, every battle map has pretty much the same, usually 1 secret village, 1-2 items, and a procgen character to recruit. It's an indie effort through-and-through, which means it does have some rough areas, most notably menu/UI is a bit clunky sometimes (but its still smoother and easier to get into than an actual 1980s game.) The graphics and sound are another area that, judging by other comments, has put some people off - this is def. a gameplay over presentation experience. But the gameplay is mostly solid. You enter a map, and can direct your units in real-time, taking over...err "liberating" villages and clashing with enemies. Like Ogre Battle, the actual battles play out automatically, and you mainly optimise your squad layout, classes and gear. However there are some further customisation options which bring a bit of needed depth - characters, on leveling up, get to choose a series of perks, and in theory, you could mix and match multiple classes to get a custom set of perks, though it isn't really necessary. There is also quite a decent range of equipment to select from, this is one of my favourite parts of strategy/tactics RPGs and the game mostly delivers on this point - you have weapon, head, body, and two accessory slots, and new equipment (found on the map or in the shop which adds more after every battle) comes in slowly enough that every iteration feels like an upgrade. That said, it is still somewhat limited. The number of classes is relatively small, and there's no class progression or anything like that beyond the perks. There isn't any thing like an elemental weakness system, e.g. fire swords or armour that resists ice or anything like that. The biggest downside is the randomisation though - aside from the fact that it lacks an in-depth hand-crafted campaign, it also means which items are available in the shop is entirely random, meaning RNG can be lopsided. In my main playthrough, the shop rarely added any armour except for some magic-user clothes near the end which provided pitiful defence. Conversely, the enemies seem to gear up in a more even linear fashion. In the later maps, my best guys were dropping like flies in one hit and I had to grind a fair bit. It is nice that you can grind, repeating maps which nets you more cash and updates the shop each time. There appears to be some incentive not to grind too much, with new maps having terms like "Ambush!" or "Reinforcements" with a countdown, however it was never clear what exactly this meant, but I presume the maps basically get harder if you let these countdowns expire. One area of contention that I saw mentioned was the weird way you level up units. As units get stronger, the cost to deploy them ("supplies") increases, and maps will give you a fixed set of supplies to start with, netting more with each town captured or from picking up random drops which sometimes appear. This in itself sometimes feels limiting but isn't necessarily a problem, but it does means your units can quickly get too expensive, and the game offers an... interesting solution - you can "retrain" your guys to lower their level but increase their "potential." Units progress through ranks from things like "oafish" to "competent" to eventually "master." As potential increases, each level up then nets better stat gains. This means you need to find a balance of keeping levels low enough to enter the maps - but not too low that the units are too weak to overcome the enemy (especially in later maps). All the while regularly upgrading units' potential. It's a little bit odd and takes some getting used to. Some have commented that it feels like being punished for leveling up too much. Thankfully, there is little danger of hitting a dead end - aside from the retaining which lowers level and increases potential, you can at any time outside battles pay a small amount to force level up a unit, or manually level them down for free, or change their class. Its quite flexible, and this does at least stop it from potentially ruining your teams. In the worst case, you just repeat an earlier easier map, gather some cash, then adjust units levels as needed. The only other downside is that, being from a solo indie dev, the game is small. The dev has built a solid engine, and imagine if it had a story campaign with handcrafted levels and secrets and story options, perhaps with procgen side quest maps, as well as the current procgen mode being an alternative gameplay mode, more classes, monsters to recruit, maybe a bit more gear, etc, it could be epic. All-in-all, a quirky but solid indie gem worth spending some time with if you are a fan of classic Ogre Battle type games.
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| Carlos the Taco | $2.6K | 62 | 84% | $2.99 |
| Le Havre: The Inland Port | $2.6K | 67 | 57% | $1.46 |
| The Hotel | $2.6K | 93 | 78% | $1.99 |
| Kill The Dragon | $2.6K | 103 | 79% | $1.99 |
| A Game of Changes | $2.6K | 234 | 69% | $0.69 |
| Raining Blobs | $2.6K | 99 | 86% | $0.99 |