
Tactics Arena is a narrative-driven RPG inspired by the SCP Foundation, Final Fantasy Tactics and D&D 5e.
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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 31 reviews with recorded playtime.
Reviews
Much better than I expected. A farily interesting back story and character drama play out across 20 major battes and about 8 minor/optional ones. The story arc was the thing that kept me going strong throughout, and the game's ~8 hour playtime is a good match for the pace of resource distributon and the amount of variety in the game. There is the appearance of choice and consequence but I think it's largely a facade. I thought I could make a major choice in the end, but it lead directly to a game over. However, I'm not totally sure that I didn't miss something that would have helped me proceed in a different direction - it seemed like there were still secrets waiting to be unlocked when I wrapped the game. Despite the interesting themes and excellent world building there are a number of flaws with this game. The first of which is the build/engine. Despite the game being only about 8 hours of active playtime, I encountered 3 hard crashes, and I suspect there's a memory leak that causes performance issues to build up quickly. I restarted an additional three times due to performance issues. This is pretty bad for a game that looks like you could run it could run on a calculator. There's some addional minor errors in presentation that are not game breaking but still annoying,..for example one series of books opens the wrong book when picked from the shelf and you can only read the original by going into your log, and a couple of abilities are impossible to read full discriptions of because there's no endline and the text leaves the bounds of the reading area. The other major issue is that the end story feels like it's setting up for a sequel hard. Not intresically bad, but it doesn't feel like it wrapped up the story very much at all...it felt more like the ending to a chapter than to a complete work. I feel like it would be hard to replay the game, because the content, while extreamly well paced and parsed out for a single playthrough, doesn't offer alot of variety for a replay. You'll have seen most everything novel and cool in terms of abilities and equipment by the time you finish your run. I would go through it anyway if I thought the choices were significant but from the way the story handles the aftermath, I think the ones that are made to feel important only impact dialog in minor ways. Hard to elaborate without spoiling, but watch for it in your playthough. The tactical combat is okay. On the plus side, I think there's alot of cool and novel approaches, for example, most classes have a variety of free actions that they can use once per battle. As you start to accumulate these your characters become capable of doing alot in a single turn, but because of the exteme limit on usage you really only get the one turn with it. Momentum is another interesting concept, but one that I made less use of because the fight usually progress too quickly to fully exploit this mechanic. On the minus side, there are a number of reasons that you willl probably end up clustering your guys together for most fights, these range from buff numerious buff auras centered on the caster to the fact that your meat sheilds are the only truly effective cover in the game. A better cover system and more buffs that can be cast at range (or even in place) would do alot to eliminate the turtle and shoot approach that feels necissary in the current design. Problems aside, this game was ALOT better than I thought it would be when I decided to pick it up on a whim. There's alot of originality here. It's probably in the top 10% of tactics games in terms of story/pacing/worldbuilding top 20% in terms of novelty and top half in terms of execution. The game is short but dense, which is a plus for some and a minus for others, and strong enough to support the story it telling with fast, interesting battles. I hope the author cleans up the delivery mechanism a bit and offers us a continuation of where this game leaves off.
I bought this game mostly because I had money in my wallet and I saw it in my recommended queue and thought it looked interested. I'm very glad I did. It's core gameplay is very similar to other RPG tactic type games, and if you've ever played one I wouldn't expect anything game changing, but it is very competently done. You level up, apply three point per level to a selected stat and choose a skill to learn. These skills are usually either, buffs, ranged attacks or melee attacks with some movement type skills sprinkled in. At Level 6 you get to choose a class focus. As much as I enjoyed the gameplay and fights, especially some of the more optional fights that I won't ruin, the real charm is in the characters, story and world-building. The game is apparently a sequel to another game that I'll definitely be buying now that I've finished this one, though it stands completely alone with a self contained story. The World-building is phenomenal, it's very reminiscent of SCP or other types of media, with 'anomalies' and the like to meet and find throughout your time with the game. I was very invested in where the story was going. I wont ruin anything about the story, safe to say it's a fun ride, with a good sequel hook. Speaking of a sequel, I really hope one happens. I really want to meet Luna again, the character I chose to romance, she was by far my favourite after my pet dog. Good luck to the developer in any future projects, this was seriously an unexpected delight.
7.0/10 Engaging, challenging Arena RPG 16 bit graphics in EA. The play style reminds me of great 16 bit games from way back, with a group of NPCs to manage and control. The choices you make seem to impact and effect future events in the game, which I like. The game is fun and has a very interesting hook to begin the story. Resource management is also part of the game and adds to the challenge. Update: Phenomenal Devs....posted the one bug I found regarding not being able to enter the options menu without the game crashing and it was patched within 12 hours. Later, the Dev re-wrote the combat code to eliminate the bug. Update 1/24/2020: The game is out of EA and is tight and plays well, the developer is responsive, what more could you want? If you like this style of game then it is worth a look. If you found this review helpful follow my curator page where my family and I review games with an honest review based on our game play experience. http://store.steampowered.com/curator/35568834
[h1]Follow our curator for similar games[/h1] https://store.steampowered.com/curator/35180752-3-point-play/ Gantz + TBS + interesting story = Guns, knives, spears and rocks? Fight for survival as the story progresses and you learn about your situation. Explore side quests and character building.
Интересный игровой проект в стиле классических японских RPG с пошаговой системой боя. Я, если честно, не являюсь их поклонником, но тем не менее оценить игру стоит. Плюсы: + Интересная история, игра ведет тебя по своему пути, а ты просто изучаешь мир по крупинкам. + Проработанная система боя. Такое ощущение, что вся игра построена вокруг неё. + Графика детальная и интересная. Много красивых объектов и эффектов. Минусы: - Реальная угроза ошибок. У меня несколько раз игра просто останавливалась со странными ошибками с потерей сейва. - Неудобное управление. Реально, стоит доработать + геймпад. - Переводы на другие языки. Мне не проблема с английским играть, но думаю, что большинству будет не просто, так как текста много и он важен. - Неудобные и мало главных настроек игры. Со всеми минусами и плюсами - 5.5 потерянных сейвов из 10. НО! Проект перспективный и в дальнейшем я бы уделил ему внимание, если исправят все недочеты.
Bought this game on a whim. I've played several RPG Maker games, but this one easily blows them out of the water. GAMEPLAY It's a solid TBS game a la FFT but with a surprisingly deep character building aspect. There's a simplicity to the combat that can still lead to some very complex strategy. Characters have abilities that come from items they equip, class skills, and mods on their equipment. All of this combined leads to characters who are specialized or as general as you want. I highly enjoyed developing the characters as I wanted them (and I stuck with the "default" classes, but you can choose whatever you want at the beginning of the game). STORY Easily my favorite part. The characters are very well written, the twists and surprises feel great and interesting. The universe itself is a great remix on SCP (with a bit of a certain Harlan Ellison short story and that manga by Hiroya Oku). I binged this game in about 8 hours based solely on wanting to know what happens next and what would happen to the characters. ART The pixel art portraits give great character to the, well, characters. The battle sprites for the monsters works really well - you get a feel that these are horrifying abominations, but the pixel art makes you fill in some of the blanks to great effect. My only real complaint is that the store page art (the same as the "pause" screen art) has the main characters as superhero-esque anime characters, which isn't reflected in the narrative. I would have much rather had an full body portrait of the characters we're actually playing as. OVERALL 9/10 - If you're a fan of TBS games you'll enjoy the combat in this and if you're a fan of sci-fi horror a la SCP you'll enjoy the story in this. Regardless, you'll enjoy the characters and appreciate the work that goes into an indie gem like this. At about 8 hours long, it also perfectly fits into the gameplay length I want.
Backed by a simple but very clean combat system tied together with a solid level of challenge and excellent story telling, Singularity Tactics Arena encompasses everything comfortable and lovely about a great game even in this time of growth. I definitely recommend picking this game up now. In my 7 hours of game time (90% of which was in one sitting) I spent none of it feeling bored, disinterested or frustrated. The story immediately had me hooked and carried that interest throughout the experience. The combat felt very familiar right away. It's very much what you'd expect from gridded, turn based strategy, which is in no way a bad thing. Enough fun things to prevent turns from seeming dull but not so much that things feel overwhelming. Along with that, the expansive character leveling / stat customization options are very fulfilling and add to the replay value. The difficulty curve overall felt very well tuned. Obviously gear choices and time spent leveling up are going to be different for each player, but for me I found that when I was content after having leveled up a bit the next fight was not too hard or too easy. If I lost a fight I felt it was deserved because I had rushed in or played poorly, not because of anything the game did. I would say the biggest issue is that this is very much an "in progress" game. You won't be getting the end of the story right now since this isn't a full release. The story does "end" at a good point so the cut off isn't too harsh. I did find leveling and earning money to be a bit too easy however. I was eager to keep making progress so a lot of my farming was kept to a minimum but with the availability of higher tier items a player could easy farm an "end"game set up and then sweep the remaining fights with the current system. I would like to see something in the realm of lowering xp/rewards gained from lower difficulty challenges as your character level increases, or limiting what items appear to buy (or as drops). Granted since the pacing is self driven one could argue that the amount of farming and gear choices is up to the player which is very true, I just think it would be healthier for the game if there was some more balance between the game feeling like a sandbox after an hour or so of farming and "You MUST have the highest items for this tier to survive." With this being Early Access, this sort of thing is to be expected and it certainly doesn't change the recommendation. Functionally the game itself was very solid for my time in it thus far. No crashes or anything major, just one small visual bug which was easily worked around/ignored. The devs have a discord set up for reporting things so it was really to hop in there and let them know. It's exciting to think of where this game will go and how it will grow. I'm going to be watching it closely and replaying a lot. I think you'll enjoy doing the same.
Difficult start (even on easy) and a gameplay that pretty much forces you to grind out levels and money on lower levels before being strong enough to face later challenges. That's a major turn off for me, in terms of how the game flows, BUT the story is rather compelling, and involved a character from the dev's other game, The Singularity Wish. I wouldn't recommend it at full price, but a good sale? Sure. Especially if you're a fan of tactics games. While difficult, there are many different options you can use for each turn in battle that feel solid and interesting. Plus several 'free' moves you can learn for combat as well that don't take up your turn.
W SUMIE PZOTYWNIE ale bardijze neutral inspirowane scp ogranizajca ff i di and di wytszko jako tatik z rpg maker jak na erli jest całkime niezle zobayczmy co wyjdzie moze ywjsci nawet okej gra ✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂--- FOR DEV - READ THIS ! https://steamcommunity.com/groups/agaimyfani/discussions/0/1638662230362126317/ Pisze rónież normlane pełno prawne recnezje więc jeśli Szukasz więcej recnezji lub zastnawiesz się czemu tyle błedów ? Zapraszam do obserowania i przecyztania opisu na mojej grupie kuratora https://store.steampowered.com/curator/7690491-Aga-i-my/
A passion project by a game dev getting his footing in the industry, this title builds upon themes of survival in the face of adversity by a motley group of people who barely know one another. From the initial shock of seeing the main characters thrust into an uncomfortable setting, a story unfolds of shared human experiences that will resonate with many Players. Gameplay wise, Singularity: Tactics Arena is a bit grindy initially given that the whole premise is that the characters are forced to fight in an "arena" (really different stops on an elevator) at the behest of an initially unknown force who keeps your group captive. You can go back to easier floors to redo fights until you're strong enough to proceed comfortably with the rest of the experience (hence the grind). The story progresses as you go up each floor past each fight. The story itself is great, full of twists turns and some pleasant surprises. Tone wise, think Final Fantasy 7 but with more adult oriented content (not sexual content though, this isn't Memoirs of a Battle Brothels). Speaking of, this installment is part of a shared world and the experience is amplified by playing the dev's first work "The Singularity Wish" and later (a sort of "prequal" to both titles you should play last) "Memoirs of a Battle Brothel" (an nsfw game that keeps the tone and adds a lot of sexual content on top). This game is a true gem, and I just wish Triple A games these days would consider what makes this game good (a story with actual emotional attachment) so that we the Players benefit from a richer experience. Looking at you Cyberpunk 2077.....
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