
Customize your army with different traits and items. Unlock permanent upgrades to go deeper in this survival Auto-Battler/Roguelite hybrid!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, Simplified Chinese*, Japanese*, Russian*, Spanish - Spain**languages with full audio support
Reviews
I haven't played this game nearly enough to be able to give a substantial review on it, but it is an interesting idea that I'd like to give feedback on as somebody well-experienced with roguelites, auto-battlers, etc. I won't go too in-depth on the things that bugged me, but my initial impressions are that this game is neat despite some shortcomings that ultimately made me decide to revisit it at a later time. TL;DR- Supernova Tactics strikes me as a decent game with a high degree of potential that you ultimately need to possess patience to enjoy. It is a slow and steady grind that gives you the sense of slowly drifting through zero gravity towards... something that could be really fun (and I mean that in the nicest way possible). The UI, tutorial, and gameplay loop could use some work to make things more interesting and intuitive, but ultimately it's got the core elements that people look for in an auto-battler. The units are cool, the potential for varied experiences is there, and the overall challenge provided is enough that you'll be grinding for a bit if you actually care to. I'd recommend checking it out and seeing if it's something that works for you, and staying up to date with it's progress if it doesn't quite tickle your fancy. 1. I'll start with the positives: This games looks really damn cool. The units, traits, and potential for varied runs are all here with a degree of style that immediately caught my eye. I was excited to try every new unit, trait, or modifier that I saw regardless of rarity and I think that's a good sign. I genuinely want this game to thrive and grow, and I'll be watching it's development with hopeful anticipation. 2. The tutorial and UI are a bit clunky and uninformative. Even though this is an auto battler with pretty simple mechanics, there is enough variation to the formula that there are some crucial things that you won't know exist until you either survive long enough for them to become relevant or take it upon yourself to press every button on your keyboard in-between rounds to discover that they exist. You will die a few times before these basics are introduced to you, despite the fact that the tutorial will continue to impact your runs well beyond its initial occurrence. My unwelcome suggestion would be tweaks to the tutorial and UI or the implementation of a "Codex" or guide of sorts that provides all the information you'll need in a single space. If the latter option is implemented, revamp the tutorial to be a one-time thing that gives all the basic information up front and open up the experience to truly lean into starting every run differently. 2. From my brief experience the game's depth appears to be rooted in percentages in addition to being relatively slow and.. a tad shallow. Outside of your upgrades and enhancements that you can permanently unlock between runs (a couple +0.5% stat increases here and 1% probability increases there), the most interesting game mechanics come from your units, spells, and the infrequent modifiers that you select such as buffing the enemy with a passive, buffing your team with a passive, etc. Your win condition is promoting (but not necessarily buying/developing) random units that are decided at the beginning of each run to tier 3, but obviously there is no guarantee you will roll these units which is why I assume that your upgrades/enhancements are designed to make this process more enjoyable. Overall the gameplay loop presents itself as this rigid and repetitive march which ultimately turned me off, and I almost want to encourage the developer to cut loose and get a little crazy with the options available to spice up my progression. My only actual, unwelcome suggestion here without overhauling the entire foundation of the game would be introducing large-scale mutations, unlocks, or different objectives that impact the entirety of your runs- three things that are common post-release introductions for roguelite games so no real worries there. Overall I wish y'all the best with this game and I appreciate all of the time and effort you have put in to providing this experience for us. I think there are some really dope aspects here and I am excited to see whether or not they get expanded upon as this game ages.
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[b] Target Audience: [/b] Strategy Players needing a background game[I] [/i] [b] Summary: [/b] A solid game in the genre that won't blow you away in terms of presentation or sophisticated gameplay, but will gets a return of hours of strategy and does reward game knowledge and smart play. You can see that I got the hours out of the game before launch, and I did appreciate the different monster types and benefits they have, and there's a good balance between the different strengths and weaknesses to force you to change up the strategy, but enough rope in the overall upgrade system to still allow newer/less skilled players in the long haul to be able to succeed. There's ok models that do a good job of small details, and the game is easy to have hours pass on while you're watching a youtube video in the background. Granted, the game could do more in the long run to help the player out for both a usability and gameplay standpoint. Starting with the same units and no different general options does get a little bit old over time, and the game does get a little visually messy in combat as the effects can overwhelm everything else. Some variety in the environment would also be nice, but the biggest thing holding it back is the usability of the UI/controls. Certain decisions on how to drag pieces/what it allows can get annoying/frustrating, and some more hot keys on buying units/placing units would go a LONG way to help that. Overall, nothing that will change the mind of those who have played auto-battlers and not liked them in the past, but a good one for those who want a bit of strategy and don't want to break the bank while doing it. [b]Review Video: [/b] https://youtu.be/z24jsD9iEwo [i] It should be noted that some have reported their graphics cards overheating with the game. While I didn't see this in my tests on both my main PC and laptop, it should be noted for those interested in the game. [/i] [u] Lists: [/u] [b]Positives:[/b] [list] [*] Reasonable variety in base units/items/types that can lead to different strategies and rewards smart play. [*] General mechanic does lead to some interesting scenarios and changes in strategy. [*] Game's upgrade system allows for reasons to keep playing for different experiences/skill levels and does a good job of getting more length out of the game. [*] For the most part, the game's different strategies seem reasonably planned and there's enough randomization to not allow for just one “ultimate” strategy. [*] Do like the lack of interaction during the gameplay other then a spell, staying true as an auto battler and balancing things well. [*] Models are good with small details that stand out. [/list] [b]Negative:[/b] [list] [*] UI/Controls could use additional bindable keys and logic to deal with some of the more frustrating aspects, mostly focusing on ease of use. [*] The lack of variety on the general and starting with the same buyable units does negative impact the game over time. [*] Visuals can get muddied in battle with all the effects (especially in the mid to late game), and some variety on the environments would have gone a long way to help runs not feel repetitive. [/list] [b] If you want more reviews/information regarding games I've reviewed, visit my curator. [url=https://store.steampowered.com/curator/6861768/Dragnix Curator [/url][/b]
Погодите! Это не ранний доступ? Крайне не советую даже по той скидке, которая сейчас висит. Уныло, неудобно в плане взаимодействия с интерфейсом. Здесь даже элементарно нельзя продать купленных юнитов (если это такая задумка, то она очень неудачная)...
Definitely going to have to return this until it has some polish. Game crashed within the first run and when I logged in it said I had beat easy mode. Every time I make a new game now it says I have a game already going to continue. When I lose it now defaults my new game to hard mode every single time. Very terrible 45 minutes honestly.
杂乱无章的ui
Fantastic Autobattler with deep systems and fun combinations. The roguelike elements are a lot of passive abilities where you gain crystals after you level up in order to purchase for future runs and a card system in which you gain exp for defeating elites in the game and then can gain cool perks using them that you can equip going into battle. Well worth the price for the amount of content.
Fun game, great balance, on the more difficult end of other autobattlers i have played but it gets easier the more upgrades you earn. Dev is active on discord and quickly fixes bugs and adds QoL features. Would definitely recommend! People r gonna be happy to purchase this hidden gem.
Am I having fun? Yes. Do I recommend the game? Yes Is it overpriced? Yes - BUT understandably so, pricing is so tough for small teams making a passion project that may not get many sales, so it's a fine and forgivable balance between trying to earn what they can from potentially limited sales for a title that isn't mass marketed and in a niche genre. The game itself is, as advertised an auto battler that anyone would feel comfortable getting into if they have played a similar game before, but it does have a few differences. The biggest being that everything revolves around General Praxis - you start with a powerful unit on the field, but when he dies, it's game over, regardless if you are going to win the fight. Otherwise you recruit and upgrade units, try to match synergies, equip items and fight until you complete the victory conditions or lose, at which point you get XP towards unlocking passive buffs and other upgrades to help in the next runs. It's not easy, and getting onto the leaderboards will be a real challenge.
素材は良いと思う タワーディフェンスみたいなもんだと思う やり込みリピートが前提なのに不便な要素が多いので寝かせることにした 特に毎回スピード1倍→2倍 と変更が必要だったり 毎回チュートリアルの手順が必要だったり(見た目は非表示にできるけど最初にチュートリアルユニットを強制で雇う) 最低でもこの2つは直して欲しい
Maybe I missed something but based on other reviews I'm not alone. You're going to have to spend countless hours to even get close to a victory, it seems to have taken notes from MMO's with the concept of making players grind boring reptitive tasks for hours before you're even able to enjoy the game.
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