
Develop your robot, combine abilities. Fight in turn-based tactical mode, effectively distributing energy. Overcome all difficulties and gain freedom.
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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, Simplified Chinese, Japanese
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[h3]RANKING:[/h3] [table] [tr] [td] [h3][strike]AVOID | FLAWED | MAYBE[/strike] | [b]WORTHWHILE[/b] | [strike]COMPELLING | UNMISSABLE [/strike] [/h3] [/td] [/tr] [/table] [h3]SYNOPSIS:[/h3] [table] [tr] [th][b]ASSESSMENT:[/b][/th] [/tr] [tr] [td] Freenergy is a fairly simple static battler fought between mecha gladiators, with calculating turn-based tactical combat. Ample customisation and sizeable tactical options belie its minimalist look, both contributing to some addictive gameplay. The experience is streamlined, well polished and potentially bug free. There are some minor complaints. No inclusion of pilots and alternate chassis'. Battles are fought on the same rigid grid. Balance depends on the player's setup. Despite a New Game+ mode, the linear campaign, scripted encounters and lack of dynamic factors limit replay value. Surprisingly, it rises beyond its sparse appearance to scrape a [b]WORTHWHILE[/b] rating. [/td] [/tr] [/table] [table] [tr] [td][b]STATUS:[/b][/td] [td]Fully released & looks complete [/td] [/tr] [tr] [td][b]APPEAL:[/b][/td] [td]For gamers willing to look beyond its simple appearance and, enjoy mecha duels & customisation [/td] [/tr] [tr] [td][b]VALUE:[/b][/td] [td]A fair price given the content level [/td] [/tr] [/table] [quote=]Key provided by the developer through my curator [url=https://store.steampowered.com/curator/40556040-The-Irregular-Gamer/][b]THE IRREGULAR GAMER[/b] [/url] | Click to follow and receive updates for similar reviews[/quote] [i]More info below....[/i] https://steamcommunity.com/sharedfiles/filedetails/?id=3441903973 [h3]CONTENT:[/h3] 🟡 A single linear campaign GAME MODE of scripted encounters, comes with a handful of bosses to defeat periodically. A standard set of difficulties can be switched to at any time. A NEW GAME+ mode is available, once the first run is defeated. 🟡 ENCOUNTERS are the mainstay of gameplay, interspersed with options to repair. The static battler format generates a gladiatorial feel. Battles occur on a basic grid MAP that provides no tactical bonuses or penalties. [h3]ATMOSPHERE:[/h3] 🟡 The STORY is peripheral, serving to link encounters together with no choices to make. A decent retelling of the Everyman/person hero forced into action to save their loved ones. It does a fair job of generating some badly needed immersion. 🟡 AUDIOVISUALS are adequate. PIXEL ARTSTYLE provides a viable futuristic aesthetic. ANIMATIONS are very few. The solitary SOUNDTRACK sets a decent mood in battle and when at base. SOUNDEFFECTS are okay. There is no VOICEACTING or CUTSCENES. [h3]EXPERIENCE:[/h3] 🟡 The GAME LOOP is very streamlined. Read dialogue exchange. Customise and upgrade the mecha. Fight a sequence of battles and emerge victorious. Repair or upgrade specific modules up to the amount of metal resources scavenged after each battle. 🟢 TBT COMBAT has a surprising amount of depth. Driven foremost by weapon modules with their own attack styles and energy demands. Basic abilities allow them to attack, defend or repair. Advanced options provide more exotic attacks. Each has an effective damage % across the battlefield grid, so the choice of attack must be calculated. Target prioritisation, whether to deliver direct damage and disrupt attacks, or to increase damage with delayed attacks are key factor to consider. 🟡UI layout is lean and well presented. A few elements don't have enough names/labels to identify them. An indicator to show how popularity is going to fall would be useful. A clear 'all abilities' button would be welcome when refitting. https://steamcommunity.com/sharedfiles/filedetails/?id=3441907500 [h3]MECHANICS:[/h3] 🟢 MECHA CUSTOMISATION revolves around fitting x5 offensive and x1 defensive module. The former having different weapon types to choose from. Each has a set of slots to assign tactical abilities. extended through stat upgrades. Up to x3 items can be equipped to a strategic inventory. 🟡 The few WEAPON SYSTEMS are distinct, with dual firing mode that allows direct or delayed firing. The latter delivers a larger punch if the player can wait to fire after the AIs next turn. Damage is a combination of weapon used, its condition and grid targeting. Minus the enemy's defence rating. 🟢 TACTICAL ABILITIES are sizeable and possess variety. They grow with progression with some really useful ones appearing in time to face the next boss. Repair and defensive options limit or fix incurred damage. While the central module can also extend these functions to limbs when needed. Advanced examples allow targeted spreads, penetrating fire, interrupts to attacks, shielding and more. 🟡 ENERGY DISTRIBUTION is a great way to limit the use of abilities without being debilitating. Module use can continue though capability is diminishes the more they are. Affected weapons slowly return to full capability unless the right stats are invested in. 🟡 UPGRADING & REPAIRING between battles is a useful feature by distributing a small return of metal across damaged modules. In addition this resource can be used to create better modules to upgrade. A dilemma the player must contend with. [h3]CHALLENGE:[/h3] 🟢 The range of ENEMIES provide some varied challenge. Differentiated mostly by appearance and abilities. Early mobs tend to be damage dealers. Later ones bring distinct abilities to confound the player's tactics. Better ones too. Standard mobs tend to appear in greater numbers. 🟢 AI is very capable, helped by not needing to position itself. Abilities are used to the fullest esp. healing and delayed attacks. Switches between offensive and defensive. Is flexible with targeting. https://steamcommunity.com/sharedfiles/filedetails/?id=3441903261 [h3]COMPLEXITY:[/h3] 🟡 ACCESSIBILITY - The short and useful tutorial is disabled once played. There is a concise guide that's informative. Tooltips a almost perfect, though popularity and ability condition mechanics aren't that well explained. 🟡 DIFFICULTY - Defeat results in a restart at the start of the previous encounter. On normal diff most encounters are a challenge, yet winnable. Much depends on mecha configuration. 🟢 BALANCE - Combat seems well balanced even in encounters with multiple opponents or strong ones. A testament to the range of tactical choice, given defence and repair abilities. The popularity rating goes down too quickly. 🟢 PACE - Its simplicity, lean UI and small scale combat encounters ensure the game is very streamlined and thus fast paced. 🟢 SCALING - The introduction of new abilities and the choice of stat and skill investments allows the player to keep up with the growing threat of encounters. After the midway point the wrong setup leads to drawn out affairs and even defeat. [h3]STAYING POWER:[/h3] 🟡 REPLAY VALUE - The inclusion of a NEW GAME+ is a big plus. Encounters can be replayed, though a lack of dynamic elements in battles dampens this. The branchless story and scripted encounters reduce this. 🟡 LONGEVITY - Given the size of content, its surprisingly better than expected. Though still only the same content replayed on NG+ and ofc achievements to complete. [h3]PRODUCTION:[/h3] 🟡 QUALITY - Has a decent level of production. Overall well polished. No bugs encountered. Achievement popups seems to be misaligned, though the correct ones seem to trigger. There is potential for QoL to add more tactical options, alternate chassis & optional encounter branches. 🟢 OPTIMISATION - Runs at 160 fps. 🟢 STABILITY - No crashes. No other reported issues. [table][tr] [td]Click for:[/td] [td][h1][url=https://steamcommunity.com/groups/TheIrregularGamer/discussions/0/597394966009877334/]Full Review[/url][/h1][/td] [/tr][/table] [table] [tr] [td][b]REVIEWED WITH:[/b][/td] [td]Build v Date of Review INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 4GB @ 1280x800 table windowed & stretched to 1920x1080 fullscreen, EVO850 SSD [/td] [/tr] [/table] [quote=]Thank you for reading[/quote]
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Neat little strategy/tactics game. This time, the enemy moves instead of you, but you can customize your 5 guns to hit different grids. Game should entertain you for a couple hours. Each stage (usually 3 fights) takes about 15 minutes. PROS: - Enemy gives enough info each turn for you to plan good counters - There's a decent balance between damage and energy usage - Low price CONS: - Limited variety of weapons to put on each limb - Bad RNG can lead to no good play/turn
Насколько я знаю над игрой работала маленькая и независимая команда, а большую часть игры вообще сделал один человек. Прежде всего хотел бы поблагодарить разработчиков за то, что они взялись за такой проект и таки довели его до конца. Стоит отметить, что это в целом непростая задача, особенно в такое непростое время. При этом и сама игра мне нравится, а багов пока не обнаружил, лишь небольшие опечатки в тексте. Я на проект наткнулся случайно уже относительно давно и следил за ним, хоть информация от разработчиков и поступала небольшими порциями. В общем, хочу и сам поддержать отечественного разработчика, и других призываю к тому же. Касательно самой игры: интересные боевки, у вас есть различные способности, но и к врагам нужно подстраиваться, есть несколько отличных необычных механик (что-то новое всегда хорошо): 1) шкала состояний у каждой способности — когда используешь способность она как бы «изнашивается» и следующее применение будет слабее 2) распределение энергии — нужно распределять общий пул энергии, между своими юнитами, т. е. не у каждого свой запас ОД, а общий (и у противника также) 3) комбинирование способностей (не прям уникальная фича, но все же) — для каждого юнита сам набираешь способности перед боем, в итоге получается очень много вариаций 4) система зон поражения — скейлинг урона от того, где находится противник, по факту почти всегда бьешь по 100% зоне, иногда можешь накосячить и ткнуть в низкий процент (местами сомнительная механика) Еще есть система крафта, но там без уникальностей. В итоге получаем ситуации, когда в бою каждый ваш юнит имеет вес, и то один, то другой берет на себя роль основного. Насчет боссов: они различаются не только размером жизней и урона, для оптимального прохождения нужен свой подход ко многим. Хотел еще что-то написать, но отзыв и так получился огромным :)
[h1]蚁多咬死象竟然是真的![/h1] 《Freenergy》是由Mir研发的一款以机械战斗为背景的回合制策略战斗游戏,游戏里我们将驾驶一只蝎子机器人根据剧情推进来消灭所有站在我们对立面的其他形态机器人,并使用胜利获取的资源提升自己,让自己成为一只天下无敌的蝎子机器人。 游戏完美的诠释了什么叫做蚁多咬死象,也完美的演绎了为什么现实中航空母舰出战如果没有驱逐舰之类的护卫的话战斗力会大打折扣!在游戏里我们是身躯庞大的蝎子机器人,除了身躯之外双手双脚和头部都安装有攻击武器,但是没有其他护卫的机器人了!面对敌军三五个小机器人,分分钟在各武器装备CD读秒的时候就被各种打残,也许最后我们能获得胜利,但手手脚脚却是各种残疾!怎一个惨字了得! 战斗的时候虽说手手脚脚头都是可以各自为政的独自战斗,但其实来来去去就那几个功能,哪怕后面实验室开发了功能性更强一点的装备,在功能上其实还是不行的,希望制作组后面制作更多具有各种效果的武器装备,让战斗更具特色,也不枉我们成为身躯如此庞大的机器人一场哇! 整体而言,游戏还是颇具可玩性的,但游戏内容目前还是较少,容易腻歪,但好在游戏售价不高,性价比还是不错的,游戏荒的话还是可以选择一手的。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
Good job!
Залипательная тактика на несколько вечеров с олдскульной графикой и не слишком душным гриндом. Из минусов отмечу шаблонный сюжет и не самый понятный интерфейс в бою. Любителям роботов и русских народных сказок строго рекомендуется к покупке!
Freenergy is a tactical gem that blends strategic depth with captivating storytelling. The turn-based combat system is both challenging and rewarding, demanding careful energy management and tactical planning. The modular robot design offers countless customization options, allowing you to tailor your fighting style. The story, set in a world of robot gladiators, is compelling and emotionally engaging, drawing you into the struggles of the protagonist. The unique visual style and enchanting soundtrack further enhance the immersive experience. If you seek a game that will challenge your mind and captivate your heart, Freenergy is a must-play.
https://www.youtube.com/watch?v=ILpqwUf0dBQ Dosyć prosta choć jednocześnie wymagająca (i powtarzalna) rozgrywka: toczymy boje z różnymi przeciwnikami z użyciem mechów. Gracz musi wykazać się zdolnością planowania, balansując między atakiem a obroną i odpowiednio gospodarując zasobami energii, by zniszczyć wrogie mechy i ocalić własną jednostkę. [h1]OCENA: POZYTYWNA = 4/10[/h1] Gra jest w pełni grywalna i dosyć wymagająca pod względem taktycznym. Większość misji wymaga reagowania na ruchy przeciwnika, aktywnego blokowania jego ataków i naprawiania uszkodzonych modułów – w przeciwnym razie szybko je stracimy. Dodatkowym utrudnieniem jest zmniejszająca się skuteczność broni przy kolejnych użyciach, co zmusza do rotacji i regeneracji modułów celem zwiększenia siły rażenia. Trzeba jednak podkreślić, że gra jest monotonna i szybko się nudzi – schemat rozgrywki powtarza się, a różnice między misjami są niewielkie. Poziom trudności również nie każdemu przypadnie do gustu. Jeśli jednak lubisz wyzwania i gry, które wymagają dokładnego planowania prostych, ale skutecznych rozwiązań – możesz spróbować. [quote][h1]Więcej informacji w pełnej recenzji:[/h1] ►https://hakimodo.pl/2025/05/06/r321-freenergy-wymagajaca-choc-niezbyt-porywajaca-strategia-turowa/ [/quote] https://store.steampowered.com/app/2076450/Freenergy/?curator_clanid=31951226 [quote][h1]Obserwuj kuratora WIDZOWIE HAKIEGO[/h1]►https://store.steampowered.com/curator/31951226/[/quote]
The game is quite interesting, developed in the genre of Pixel graphics with the addition of mechanical robots, plus can be called a lot of bosses
Для достижения победы необходимо думать, просчитывать ходы, энергию, урон. Особенно интересно сражаться с боссами, у каждого их которых свои уникальные особенности.
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