
A fast-paced board game for up to 4 players featuring humorous quests, quick turn-based combat and multiple-choice events. Explore the board, equip your character, get a job, and fight to become Hero of the Week! Play locally or online with Steam Remote Play.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Good: "100 World Story" reboot in 2023, modding support (see Steam guides for documentation), solid controller support that adjusts icons based on the detected controller, decent amount of options to configure rules such as disabling PvP events. Bad: "100 World Story", even on the Famicom (NES), had AI support - and it was decent for its time! This game doesn't, and as a hobbyist coder/modder myself I can't imagine it would have taken a lot of development time to support AI players. It doesn't feel like the formula has evolved significantly - while I would otherwise call this the better game, lack of AI makes for a weaker experience if you don't have 3-4 players already. I've yet to peer over the modding capabilities in detail, but that's what will carry this game longterm, if it succeeds. As it stands, hard to recommend if you don't have a regular local or Discord/Steam Remote Play group, but if AI ever became a thing, that would change. Recommended, but only for those with casual groups to play with in its current form.
ludosity
I got this after seeing someone say "It's just like Mario Party". This is largely my fault for not researching it better but that comment was only true in the way that Forza is just like Mario Kart. It's closer to something like 100% Orange Juice than Mario Party. It's a board game with items, battles, and no mini games. Even so, they're pretty different. 100% Orange Juice has online multiplayer and a thriving community. Still strong around ten years later. This doesn't have online support, just streamed multiplayer via Remote Play. No lobbies for you always to be able to jump into a game with strangers. Unfortunately, I don't find the story engaging and I find the battle mechanics very barebones. I realise that this was inspired by a certain NES game. It simply ain't for me.
"Heartwood Heroes" is a quick, casual, digital board game that plays similar to a short RPG campaign. It looks cute, features the typical Ludosity humor, and has a good variation of decently designed mechanics, but suffers from not having proper online play, not having AI players, and no player-made campaigns whatsoever in the Steam workshop. [h2]1. Story & Setting[/h2] The game comes with 3 scenarios. Each of these provides its own story, and some parts of it are randomized, but in the end, the main quest is always to defeat a final boss. To be able to do so, 1-4 players explore a randomized map, kill enemies, collect loot and experience, find or purchase gear, handle events, do side quests, and more. There are some mild competitive elements (e.g. the player who uncovered the most map tiles will get special recognition), but at its core, this is a cooperative game - if you manage to beat the final boss, everyone wins, and if you don't, everyone loses. The game's descriptions and dialog are written in the whimsical style known from Ludosity's other games, often with bouts of absurdist humor that work well for a casual game. This also means that you're not really experiencing an epic fantasy quest - rather, you'll be going through a chain of weird and funny encounters. As an example, you may meet a talking bicycle that lets you use its air pump, which gives you the "pumped up" state, which in turn enhances your physical damage. In theory, players can create their own scenarios and upload these to the Steam workshop. However, the game is now more than a year old, and there isn't a single user-made scenario available. At the time of this writing, the workshop contains 7 mods in total, and all of these are either minor gameplay tweaks, or test/demonstration mods. Given that the game doesn't seem to even have an active community, the 3 official scenarios are probably all we'll ever get. Considering that it only took me an hour to play one, that's not a lot of content. [h2]2. Gameplay & Mechanics[/h2] 1-4 players roam a map of 8x8 tiles, the contents of which are hidden until someone steps on them. Tiles can contain plain roads, towns, monsters, chests, and occasionally special features. Each tile belongs to one of four difficulty tiers, and you can see that tier before you step on the tile. Players take turns, and have a fixed movement range per turn. The game has a time limit of 50 turns, after which the main quest fails and the scenario is lost. In each turn, you can handle encounters and/or fight monsters, which yields cash and experience. Experience automatically and randomly levels up some of your stats. Cash can be used to purchase weapons, armor, trinkets, and spells in one of the towns. You can equip one item of any type of gear, but carry as many spells with you as you want. Spells can only be used once, but you can find or buy several copies of the same spell. Available spells include physical and elemental damage, combat buffs and debuffs, healing, risk-free fleeing, increased movement range, and more. For a short and casual game, I found the amount and variety of mechanics adequate. Fights are turn-based 1-vs-1 affairs. In each round, you decide whether to use a spell (and which one), attack with your weapon, or make an attempt to flee. A hidden random number check determines whether you hit, and your abilities as well as the enemy's resistances determine the damage. Then the enemy takes their turn, which works in the same way. You can play several combat rounds within one of your turns (until the next player takes over), but fights can and will last for several turns, until one participant is defeated. If you lose, you respawn at the tile where you started the scenario, but you won't lose any attributes, XP, cash, or gear. Most of the game's parameters can be tweaked, which is very welcome. This includes the rate of XP or cash gain, allowed map features, and whether or not PvP spells are allowed. You can also adjust (or even effectively remove) the turn limit. There is no meta-progression whatsoever. In each scenario, you start from scratch as a level 1 character, and getting enough XP to raise your level to 20 is part of the main gameplay loop. While you can adjust the look of your character by mixing various faces, hairstyles, skin colors, etc., even those need to be set anew each time you start a scenario. I did not play a multiplayer game, so I can't describe how that is handled. While the game can be played with a single character, it was clearly designed as a multiplayer experience - some of the skills and traits don't even make sense with no other players around. This means that the experience suffers quite a bit from the lack of any AI-controlled players. [h2]3. Graphics & Presentation[/h2] The game uses Ludosity's typical, cute/cartoony art style. The graphics aren't particularly detailed, but the art style works well for a casual game and supports the whimsical, light-hearted atmosphere. The same goes for the sound effects and background music, though the latter gets a bit repetitive after a while. The game does not have any voice acting, nor do I think it needs any. [h2]4. Usability & Accessibility[/h2] The game provides standard selectors for screen mode and resolution, separate volume sliders for sound effects and music, a text speed slider, and a toggle for in-game hints. That's it - there are no graphics quality or accessibility options whatsoever. I played with keyboard and mouse, which was fine. The game recommends to use controllers, but I don't own one, so I can't tell how those work. According to the in-game instructions, it should be possible to let other players use the keyboard (though you have to set your game up in a specific way to facilitate that), but I couldn't test that either. For a game that is so obviously geared toward multiplayer, that functionality is implemented way too restrictively. There is no proper online play, and there is no lobby where you could look for active players. You can either play locally on the same PC, or invite people from your friend list to play via Steam's "Remote Play Together" feature (which at least means that they don't need to own the game themselves, but it does come with its own set of potential problems regarding input and display). There isn't even a forum or Discord server where interested players could congregate. Given the lack of proper multiplayer support, it's not surprising that I was the only player for the entire time that I was playing and/or writing this review, or that the game's all-time peak never rose beyond 33 concurrent players. There is no save function whatsoever. While it could be argued that a game where each session lasts only 1-2 hours may not need one, I'd like to point out that real life does, in fact, exist, and can't always be stopped from interfering. If one of the players has to drop the game because they receive an urgent phone call, their kid needs them, or some other unforeseen thing happened, the others either have to wait or abandon the game. There's no way to kick a player out or replace them with an AI. (There may be a way to at least skip turns for the missing player, but that may depend on how their input was set up, I'm not sure.) [h2]5. Conclusion[/h2] Heartwood Heroes is not a bad game. I think it can offer decent casual fun for 2-3 hours in single-player, probably more if you play it with friends. But the lack of proper online play, a lobby, other people who actually play, and any user-made content, is unfortunately just too much to warrant a recommendation. That said, if you do have a group of friends to regularly play with, and/or if you're okay with the relatively small amount of content you're getting, then the game might be worth it on a sale.
Another Ludosity Banger 100 emoji 100 emoji, I do wish that you could save the character's you designed, but its not like thats too big of an issue since it only takes like a few minutes to remake them.
Heartwood Heroes is an unusual specimen. First up, this looks like a mobile app, but it's not. This game is essentially a boardgame emulating a kind of RNG stat grinder/lightweight RPG. It bears closest similarities with games such as Talisman and Munchkin, and copies much of the comedy theme of Munchkin. Gameplay consists of moving between various "dungeon" tiles and clicking through the various RNG "cards" that get drawn. This is a potentially workable concept, but a number of bizarre and poor technical delivery factors make this more of a dud, which is supported by the failure of the game to gain wide interest from gamers. Weirdly, I'll say problematically (to the point this is a potential game killer), the developers didn't do multiplayer properly, relying instead on the Steam Remote Play together crutch... a great feature from Steam, no doubt, to make up for shortcomings in games that didn't implement online multiplayer properly, but [i]this should not be used as the primary multiplayer solution![/i] Especially considering this seems to have been designed primarily as a mobile app, without actually appearing on the mobile app stores where it arguably belongs. Steam Remote Play Together isn't available on iPhones. This is a bizarre and self destructive failure in design from the developers. Likewise, there's Steam Workshop support, something that should be encouraged, but that doesn't fit with the mobile centric design. Let's get into the list of common technical defects present in the game. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. While there are options to change the resolution for the game, all this does is scale up the simplistic 2D art assets used to make the game, which makes little or no difference to the graphics quality. Without any other substantial graphics tweaks, it's not possible for gamers to improve the lacklustre 2D visuals. The game features, for the main part, simple, cartoony 2D graphics, of the type you normally expect to see in low effort mobile apps (although they are plastered on a somewhat low poly 3D skeleton to give an impression of depth). Considering this is being evaluated as a PC game, having the graphics phoned in like this isn't going to result in a high quality, visually impressive game that PC gamers are used to seeing. PC gamers will be insulted by the demand from the developer that a console peasant children's toy controller should be used, despite this being on PC. Developers should try to be aware which platform they're developing for, and must never, under any circumstances dictate to gamers how their games are to be experienced. In fact, much like the mobile app stores missing this mobile app, this doesn't seem to have been released on consoles either, another place it may have had more success. While there is a choice between keyboard or console peasant children's toy, the precise controls cannot be customised, this is another potential dealbreaker. This looks and feels like a mobile app, but it doesn't seem to have made it to the app stores. It's unclear why this was put on Steam instead of the app stores it seems to have been designed for. Maybe it was removed, maybe it was rejected by Apple and Google (they do have more rigorous quality standards than Valve does for Steam, after all). Regardless, for all intents and purposes Heartwood Heroes might as well be a mobile app, it has the same limitations and dumbed down qualities. It's impossible to recommend such a game to PC gamers. We don't spend all this money building gaming rigs so we can pretend they're iPhones and play games that might as well be mobile apps. These technical defects push this game below acceptable standards for any modern PC game. The game never really caught on with the millions of gamers on Steam, with a very low peak player count close to launch, and then just a handful of players launching this game every couple of days. This is undoubtedly caused by factors such as those raised in this review. It's always helpful with buying decisions to consider how popular and successful the product is, and unfortunately while this did accumulate a few participation trophy reviews, overall, people just aren't using it. I suspect the game would have fared much better either as a physical boardgame (it's almost all the way there), or as a mobile app, which is what it seems to have been designed as, considering the limited, screen tapper type interface and mobile app cartoon graphics. Heartwood Heroes has the pathetically optimistic price of $12 USD, for which you could easily get any number of older AAA games. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. For comparison, the $12 asking price for this game could get you games like "Europa Universalis IV", "Bioshock Infinite" or "Lethal Company". Quality, professionally made games like those are frequently on sale cheaper than this. There's also thousands of free, superior quality games on Steam, and if you are looking for a mobile app like experience such as this game offers, the app stores are over there.
I think as this genre as 'competitive RPG', and it works well and is a lot of fun in a relatively short timeframe. Party-game realm with some light strategy and fun characters. Really glad to see someone else that loved 100 World Story enough to create a remake =) (Also cool to see Daniel Remar in the credits; I played Iji ~15 years ago and it's awesome to see you still making cool stuff!)
5/10 no single player thought it would have VS minigames and whatnot its really just slow paced and underwhelming. all people playing lost interest almost right away
This is my friend group's favorite party game. The game has just enough. It's like getting a small cup of cereal versus 30 turn Mario party pancakes with a side of 100% orange juice. You only need 1 keyboard, but supports up to 4 controller. This bad boy can run on your melty blood laptop. Turn based combat for your friend who is bad at video games. Enough strategy for them to still suck. A 1 hour laugh track to bullcrap. Lovely. Hoping for more stories & mods [strike]Snok, I love you when I'm losing. I hate you when I'm winning.[/strike]
I like the familiar Ludosity art style and music but not the type of game this is. A 4 player game with 40 turn limit. I wish there was a single player campaign of some sort.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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