
Live By The Sword: Tactics is a streamlined tactical RPG that blends classic and contemporary gameplay elements. The game is set in a world recovering from the ravages of war, you must navigate the treacherous landscape to prevent further turmoil. Single Player and Multiplayer modes available.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, French, German, Spanish - Latin America, Portuguese - Brazil
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
It's an okay-ish game, but it's certainly not worth the asking price. I got this on sale for 50% off and even then, it was far from worth it. First off, you have the "Story" mode, which more-or-less plays like a generic SRPG. You control a group of preset characters who can't level up, can't wield any equipment, can't use any items... basically, like Quest 64 but somehow even more barebones. There's no difficulty selector, so this mode ends up being a complete snoozefest as a result. The plot itself bored me as well, and I started skipping all the dialogue about halfway into the game's second act. Kudos to the game for at least including a skip feature. On the gameplay front, the systems are extremely basic. Characters never progress, so you're stuck with what you've got at the very beginning of the game. Sure, they have different skills they can equip, but there are only 8 selectable ones, of which you can use 4 at any given time. It's straightforward and simple, but it lacks strategic depth or substance. Battles all take place on limited 10x10 grids, with little challenge posed at all. This is a SRPG with very little strategy. Then there's the "Adventure" mode, which the game describes as a "Roguelite" mode. It's among the shallowest roguelites I've ever seen. You can power up your characters... marginally. You can increase their stats 3 times each, and that's all the progression you really get. There are powerups you can find in villages, which you can use once each, and... that's it. Gold is an almost completely useless resource because you run out of things to buy after 10 battles. This is a huge problem because gold is your ONLY resource. What absolutely kills roguelite mode is this game's reliance upon luck. There is only one way to increase accuracy, which is by powering up your "accuracy" stat. But even then, you'll be unable to cap out the accuracy of most of your characters. This results in situations where you'll lose a unit or two because of horrendously stupid odds; if you miss 3 76%s in a row (as often happens), then congratulations, you lose a unit through no fault of your own. The luck in the game is the ONLY real factor which alters battles in any meaningful way, because the rest of the game's barebones systems are so limited that there's nothing else you can really do. Oh, also, if you screw up in roguelite mode and want to restart, you can simply go back to the main menu, reenter roguelite mode, and restart your battle. This sort of defeats the purpose of what a roguelite is, but then again... it helps mollify the problems the game has with its RNG reliance. Either way, this is not a game I want to ever play again, nor one I'd recommend anyone buy. It's not the worst way to spend your time, but it's hardly enjoyable either.
Incredibly shallow tactics game. No real strategic layer, no real levelling, no items, no choices. The tactics layer is a series of small maps with very similar layouts, very similar characters/classes and overall just flat. No Fire Emblem rock paper scissors system, no FFT rear/side attack system. Very few aoe abilities. Enemies don't block movement, range attacks are pretty short ranged, except for enemy thieves. Overall, just extremely lackluster entry into the Turn Based Tactics genre.
[h1]Live by the Sword: Tactics[/h1] [i]Interesse surgiu com base em nostalgia...[/i] Esse jogo me chamou atenção por causa do Final Fantasy Tatics que para mim foi uma experiência única, por tanto me sugeriram esse jogo que é "parecido". O jogo apresenta algumas limitações mas nada que desmereça o trabalho, o tutorial é bem didático e você consegue pegar o jogo naquele pouco espaço de tempo. Para os players mais exigentes esse jogo vai ser taxado como uma "porcaria" mas se você curte esse estilo e se principalmente for fã do Final Fantasy Tatics você vai AMAR.! PAGUEI 5 REAIS se não me engano na promoção.
The game is too focused on the puzzle element (relatively simple at that) and the character classes feel way too barebones to bother with. It does have a roguelike mode that might be interesting but the few campaign missions I did bored me so much the incentive to play this again got depleted to less than nill.
this game is very basic in gameplay but that's not always a bad thing. there are a few modes but i will mainly deal with story and adventure. in this game the levels are small but you only get 2-5 people on each side so the small levels are not really to much of an issue. do to the limited number of characters, missing a few times in a row will result in someone dying. this is not a auto restart though as you can still win the fight with 1 or 2 people down. missing does seem to be infectious and if you miss once you'll see more soon after. there are no back or side attack so where a character is facing does not effect hits. you and enemies can also walk through each other and many fights will end with you chasing a fast foe to the corners. levels are also at an odd angle causing some map terrain to block the ability to click some tiles. Story Mode in here you'll get 1 of each class but 3. they do not level, get new abilities, or equipment but each does start with a main attack and 9 abilities. you can only take 5 into a fight but can swap 4 of 8 freely between each other before a fight. 1 ability and your main attach can not be changed though. abilities can be attacks, or passive traits. you'll play through 25 levels with story bits between each fight. be aware chapter 2 has 2 unwinnable fights. with how few battles there are i don't see why these could not be cut scenes instead of shorting us 2 fights. the story is basic but becomes a negative as it's a cliffhanger. one final note is 40% of owners of this game did the tutorial but only 2% have finished it. i know this because you get an achievement for each story mission. Adventure Mode in here you get a land mass to place on the map after you clear the old land mass. think legend of mana. you'll start with 3 rando characters and you can have up to 5 but you only take in 4 of them. you can keep hitting refresh to change them but you can not pick them yourself also beating each chapter in story mode gives you one of the 3 enemy classes for use here (thief, pirate, mercenary). battles will give you gold that you can use at towns to buy more characters and even buy items but you'll be spending all your cash on healing injuries and swapping your abilities. since you can not redo battles swapping abilities and having to use the inn after every fight becomes a drain on your funds. items are only attacks, heals, or buffs, no equipment though. attack items also do not have animations and damage will just appear above the target. deaths are permanent in this mode unlike story where they come back in the next story part. you also do not heal to full after a fight and to refill your hp you can use the inn or in fights you'll get 1 hp back if you rest (wait command but it'll say rest if you need hp). this means to rest in combat you need to not move, not attack or not do both. you do get stat points but your pool is split among your team and each can only have use 3 state ups. in this mode if you lose your party it's game over. the game is functional but feels very lackluster. it's missing a lot of quality of life things and i feel if they worked on these things the game would be a lot better. as is i feel it has way to many negative things going on to recommend over so many other of these games that are on steam.
A simple turn-based tactics game that brings nothing new to the table. All the classes are tropes you've seen before in other games (Thief, Medic, Archer, Wizard, etc.) and there's nothing creative about their abilities. From what I've played there's nothing of interest going on here story-wise either. Abilities have no hotkeys or thumbnails, so launching attacks always feels cumbersome, forcing you to read the identical buttons to make sure you select the right one and then moving the mouse back over the board to target. Enemy AI often behaves very oddly, frequently positioning themselves next to high ground, possibly on purpose to invite you to take said high ground. Enemies will also often flee to the outer corners of the board, and since winning a mission (from what I've seen) always revolves around killing all enemies this means you're going to be doing a lot of moving towards the last one or two enemies just to finish them off. And since all walking and attacking animations also feel very slow you're going to feel like taking a nap towards the end of every fight. The developers should have taken a closer look at more modern turn based games for ideas. Let's take Darkest Dungeon for example: Combat animations are quick and impactful, all abilities have a very expressive icon so you can easily tell them apart. All abilities have hotkeys so there's no need to drag your mouse back and forth across the screen for every decision. Finally, the game avoids using class stereotypes. Classes like the Hellion, Crusader, Occultist, Abomination and Man-At-Arms all avoid the traditional formats one might expect from a turn-based fantasy game. If [b]Live by the Sword: Tactics[/b] was a pasta dish it would just be a plate of cold spaghetti with no meat, no sauce, no vegetables and no seasoning.
Bom jogo, principalmente considerando que é o primeiro jogo do estúdio
Simple enough tactical game with a straight forward story mode. Nothing crazy out of the ordinary mechanic and story wise either. It is currently rather short but the pacing is done pretty well! Can say worth it on sale for sure for a fun little game for a casual tactic player. It does have multiple modes to offer which is nice but currently I cannot recommend the roguelite mode until that injury mechanic is changed. Currently it makes it so whenever a unit is put to half health they become injured. Injured makes it so your max health is halved. This makes healing at a normal time pointless since once you reach half health you are stuck there until you rest at an inn. Injury should be something they receive after combat if they have received more than half damage or something because currently it hinders any healing tactics by forcing early use or getting one shotted.
Dead game that never made it out of alpha. Buyer beware, not just for this in general.
I tend to be fan of simple indie tRPGs. This one fits very well into the type of game I enjoy. The mechanics are simple and very straight forward, but without enough options regarding party makeup and abilities to equip to allow for varying strategies. I do think that a lot of fans of the genre may find it too simple, but it had the right balance for me. The multiple game modes provide replayability, especially, in theory, the online multiplayer. I was never able to get matched up so that I could actually try out a multiplayer, match, though. That's one downside to a small game without a large following.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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