
Hartacon Tactics is a survival turn-based tactical RPG, featuring higly deterministc mechanics, beautiful hand-painted 2D art and deep gameplay.
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Hartacon Tactics is a survival turn-based tactical RPG, featuring higly deterministc mechanics, beautiful hand-painted 2D art and deep gameplay.
Hire characters of unique classes, and wisely use their strengths, skills and weapons to defeat enemies as you travel through the continent of Kaus in the single-player survival campaign, or challenge other players in co-op battles and multiplayer.
Hartacon Tactics is a survival game, it has a setting but not a story. Think of Minecraft, you have things to do, places to go and enemies to fight, but not a plot where you save the world and cut scenes or dialog. If this is not for you, just skip this one, I am still your friend.
Classes
Classes differentiate themselves in terms of a variety of battle stats: from strength to magic power and defense, movement capability such as walkable distance and jump height, as well as frequency of action. Moreover, fighters of each class specialize in the use of a weapon and its related techniques. The knight is your all-round balanced warrior, the dwarf a front liner with great defense, the lionman an unstoppable force of nature, and the list goes on with eight carefully diversified unit types, each with their own strategic role in battle.
Weapons
There are many different weapon types: swords, bows, axes, knives, and all have their characteristic attack patterns and allow the execution of specific techniques. Axes can be used to break your opponents armors, knives thrown to inflict status ailments, while hand combat is good to move targets and open paths through your enemy's defense line.
Magic
All magic skills belong to some element, and different elements include skills that are quite different from each other expecially in terms of range and area of effect.
Water skills can hit multiple targets in wide patterns, and they can target only positions lower than the caster; Earth skills always affect the positions around the caster; Lightning skills can only strike single targets and have no height limitation; Wind skills target multiple positions and have the widest range.
In addition, some elemental skills may cause some status ailments, like Ice skills inducing Paralysis, or Lightning skills inducing Darkness.
Different characters have higher or lower affinity with each element, making them more or less vulnerable and able to deal more or less damage.
Character customization
You can develop your characters by learning new skills and balancing their battle stats to suit your strategy.
Game customization
Build your own maps with the in-game map editor and share them in the online gallery.
Charlie Fleed - author, developer
Lane Brown - 2D environment artist
Douglas Draco - character concept artist
Abdallah Nabil - 3D modeler
Agnes Swart - 3D animator
Matthew Weekes - level designer
Carl Zeno Manalo - UI artist
Carolina Garcia - 2D environment artist
Julia Levadik - 2D environment artist
Valera Malov - 2D environment artist
Nick Resa - 3D animator
Jack Le Breton - music
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really wanted to like this game as there are not enough Ogre Tactics type of games on the PC but in the end I cannot recommend it. The controls are awful and far too fiddly. I have used a combination of controller and keyboard to move and attack. Games like FF Tactics on the GBA got it right many years ago, this is inexcusible. The graphics look nice, the characters are your standard, thief, wizard, birdman, healer, archer etc archtypes which is nice, except thats who you are fighting all the time. There are no unique enemies. There are no descriptions for most of the spells and their effects. Some could be common sense but then you don't notice the effects that you would expect. Again this is inexcusable. Some of the attacks don't make sense. With archers I use the 'god Arrow' special ability exclusively. I don't run out of mana and I can attack enemies easier than the standard attack. It doesn't seem any more powerful than the normal attack. Yes the game is less than €3 but then again so are a lot of better games.
Okay, so, I played this for a little bit. Let's start with the Main Menu. The first thing I saw the moment I opened the game is a screenshot of a game controller showing the button mapping. That was very confusing since I did not have a controller plugged in at the time, taking the hint I plugged one. The next thing I saw once I closed the controller 'help screen' was a super confusing Main Menu with 12 options to chose from: [Quick Battle], [Knowledge Base], [Campaign], [Multiplayer], [Parties], [Map editor], [Achievements], [Options], [Keyboard][Credits], [Exit] Usually a developer would always put the thing he/she wants the player to touch first on the top and preselected with the cursor on it. So I naturally selected Quick Battle. Immediately I'm thrown into some sort of skirmish mode, being a bit confused I went back to the Main Menu and started exploring each option. Here are my suggestions to the developer: Move [Campaign] to the top, put [Multiplayer] below that, followed by [Quick Battle], rename [Knowledge Base] to [Help] and put it under [Quick Battle], make a [Extra] option and put [Map Editor] and [Achievements] inside, place that under [Help], put [Keyboard] inside [Options] and rename [Exit] to [Quit Game]. [Parties] should be cut in pieces and each piece should be integrated into the game mode it corresponds, example: [Local] should become a part of [Quick Battle], [Arcade] should become part of [Multiplayer], if you intent for a party to be used on a specific game mode it should only be accessible thru that mode. To sum it up: [Campaign], [Multiplayer], [Quick Battle], [Help], [Extra], [Options], [Quit Game] Lastly, make a tutorial, start with a battle with the player only controlling one unit and a single enemy as an opponent, show how to do basic movement and a basic attack, use the tutorials of games like Fire Emblem as a reference. Above all you MUST avoid showing walls of text, if you need the player to know something you HAVE to teach it by make them do it step by step as you explain it with as little text as possible. I know is annoying but it will help your game's player retention.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
+Great game mechanics +Awesome style +Lots of potential -Keyboard controls and mouse is to awkward, Best guess is that on XBOX only the gamepad make sense, for PC without gamepad feels weird. Only play this game if you have a gamepad or you are willing to deal with a really awkward mouse and keyboard play-style.
Зародыш хорошей игры. Зародыш, который выковырнули из утробы на первых месяцах беременности. Сюжет отсутствует как факт - в игре нет ни одной (вообще ни одной) строчки текста, персонажи отсутствуют, отряды игрока и противника состоят из восьми типов одних и тех же солдат, монстров нет. Вся игра представляет собой череду из 100-150 практически одинаковых боёв. Однообразность происходящего стремится к бесконечности. Вердикт: не покупать и в дар не принимать. Не игра, а несформировавшийся выкидыш. Задатки есть, потенциал есть - реализации нет.
Well, it's cheap and woukld be good but terrible controls makes painful to play. Beliver it or not, controls were designed for... comtroller. And while mouse and some keyboard support were added they were added poorly, missing basic quality of life features. Moreover there is distinctive lack o information in-game which forces you to either way discover things by blind trying (will Heal cure Sickness or Curse?) or search in separate encyclopedia. Nope, sorry, I pass. ***EDIT*** =>Charlie.Fleed: Heal was just an example. If you prefer, take SILENCE. You do not provide description for SILENCE, just info that skill has % chance to SILENCE the enemy. Yeah, sure - somebody who played a lot of rpgs etc. will have a general idea what it may do. But on the same basis somebody who played those games players will expect that you do not introduce elements that can't be counter on the very first battle and thus will expect that curses, illnesses etc. may be cured via Heal etc. All because the game does not provide sufficent amount of information during the game. Need more examples? Curse and other debuffs - I have info that it was cast on me. Great, now I have neat little skull over my character. But no idea what it does or how long it last. Dunno whether I need to run away or just turtle the character will be sufficent.
The idea behind this game is great. Like a simpler FFTA. Bonus points for trying to make a game that was like it, and to some degree something the fans of the tactics genre could try to get into. But theres just too much going against it right now. -Crappy control system -Almost too simple of a game (only 4 characters at a time, cant switch jobs, no real story to be told) -AI is dumb - It was a good try but it falls short
I definitely see the 'potential' folks are talking about, but I just can't recommend it for now, especially as there seems to be a 'full release' quite near, and the game I played a bit didn't feel quite ready for that. A lot of little simple stuff right off the bat - missing descriptions for skills/mechanics, the graphics are kinda all over the place at times with effects/characters, no ability to change the direction that the D-pad on your controller moves the cursor (some people prefer Disgaea directions, others FFT), Fullscreen just gave me black screen with the still-tiny game in the center, so it was kinda hard to see, movement and selection was kinda wonky feeling, there was no indication of the nature of battles right off the bat.. the first one in the 'Campaign' was two NPCs versus eight of my characters, who obviously wrecked them. Not really challenging or fun at all, so why? Also the 'campaign' is really just kinda all randomized stuff, rather than an actual story and all. I like the general idea of what the developer seems to be going for, but the execution falls short along with plenty of little nagging bugs and such. The day someone just straight up *copies* FFT/FFTA/FFTA2 but with new classes/spells/mechanics/skills is the day someone will have a huge winner.
Nice party turn-based tactics! Multiplayer and a single player sandbox are already enjoyable along with a map editor. The difficulty options should allow casuals and hardcore gamers to find what they seek. Hartacon Tactics is stable (Single Player experience only), not a single issue so far! You start by recruiting your first 6 units and travel on a nod based map. As time passes, the base level of enemies rises. You have to clean a few dungeons around the world, so time management is key. Will update as the game evolves but right now Hartacon Tactics looks like a steal to me for that price tag and a true successor to the old Turn-Based Tactics of the 90's.
6つの異なるユニットを編成して戦うシミュレーションゲーム 後々はオンラインPvP重視にしたいらしい はっきり言うと今のところ面白くなる要素が見当たらない 「シュヴァリエサーガタクティクス」と言うゲームを貴方は知っていますか・・・? アレ以下です() 今のところのレビュー ・6つの異なる特性の・・・と言ったが今のトコ、スキルを使ってゴリ押し推奨 ・6つの異なる特性の・・・と、言いつつそれぞれ固有の技以外に、魔法をどのユニットも才色なく使える。麻痺毒沈黙! ・状態異常の仕組みが特殊でいまいちよく分からない ・レベル補正がキツ過ぎて、レベルが離れすぎるとダメージ与えられない ・マップがゴチャゴチャし過ぎ。ユニット見づらい ・これから何か追加要素があるか不明だが、今のトコは本当に味気ない 早期アクセス期間は発売から約一年間するらしいです また一年後お会いしましょう。
Uninspired, badly or not at all explained turn based "tactics" game with little to no visual attraction. The skills and attacks feel unimpactful, the classes are generic and bland. On top, you get awful menuing and terrible controls that interfere with each other (mouse position overrides controler inputs). This genre is filled with better (if more expensive) games, so do move to another title. Into the breach, Codex of Victory, Chess. For a one man team, it is quite an achievement, and it could give you a quick tactics fix. But its competition even within this price range (even some free browser games) is unbelievably huge, and sometimes of much higher quality. Follow my curator at https://store.steampowered.com/curator/28337205-Fair-Minded-Witness/
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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