Fight of glory by jkniest

Do you dare to take the fight of glory?
Fight through 4 hard stages until you will be the most famous and rich human-being! But be aware.. sacrifices must be made!
Ratings
| Overall | 600th | 3.347⭐ | 38🧑⚖️ |
| Fun | 528th | 3.25⭐ | 38🧑⚖️ |
| Innovation | 731th | 2.886⭐ | 37🧑⚖️ |
| Theme | 515th | 3.472⭐ | 38🧑⚖️ |
| Graphics | 796th | 2.929⭐ | 37🧑⚖️ |
| Audio | 570th | 2.786⭐ | 37🧑⚖️ |
| Humor | 605th | 2.667⭐ | 35🧑⚖️ |
| Mood | 784th | 2.929⭐ | 37🧑⚖️ |
| Given | 51🗳️ | 9🗨️ |
Unfortunately i have a bug on lvl 3 start, controls are somehow disabled.
@vlad-dae @gaspard @luca1152
Thanks for playing!
We think the sacrifice mechanics are not just "added". We had planned from the beginning on that we want to make this game like it is now. I think the sacrifice mechanics are quite well implemented and are making the game a lot more interesting. I've seen some test players really think about who to sacrifice.
But it can't be everyones game I guess. Thanks for your feedback!
@arnau @publicidadeba @adam-b @pawciu Thanks for playing and for your feedback!
@gukuu Hm.. you need to click on your units to start moving / attacking. This is the only controls we have implemented. Oh and you need to press the "Next turn" button on the lower- right side after you have moved / attacked with all units.
Thanks everyone!
Too bad about Rob Roberson 1, 3 and 5.*
Very traditional turn-based combat with a thematic twist of course, which works well, although currently you must get rid of at least one of the healers as they have no ability to hurt the enemy. How about converting an enemy to your side (or making them surrender) as a secondary ability?
Strangely charming and moody these audio-visuals, humorous too in places; yet, to be honest, they are very crude. Rudimentary 3D models, mushy textures, and short music loops don't do the presentation any favours. This isn't too important, though, as interactivity matters the most in turn-based tactics competitions.
The levels aren't difficult to complete, but I still had a good time due to the sacrifice mechanic. It is the user-interface that I have major issues with. Click unit, select action, check if can target enemy, click target unit or press escape to cancel action, repeat for 5 units for ~10 turns per level. The amount of clicking slows down the proceedings immensely.
Usually, basic actions are bound to the right mouse button for quicker use. Right clicking an enemy makes the selected unit attack, while right clicking a ground tile moves the unit. Additionally all the actions for the selected unit are show in the bottom of the screen, not in a pop-up window. This way there is no need to cancel that often. For ability usage, cancel can also be bound to the right mouse button: left click to select ability, left click to select target.
Abilities and health should replenish for the next level. It makes no sense that the ~~thieves~~ heroes wouldn't wait and heal-up before moving on. Now I have to do it in the previous level by artificially keeping one enemy alive while everyone recharges.
Last little niggles: stat balancing! The archers are the most effective units at the moment. They do the same amount of damage as the melee unit, but can attack further and seem to have the same HP too! Melee fighters should be more effective and have more health; archers should have less effective arrows, very little health and their ability should be less about damage and more about utility (for instance, stun enemy for x turns); the healers should have some offensive capability, as mentioned before, and they should also heal less per turn than the units take damage in order to break the possibility of an endless loop.
*Phew*, that's a load off my chest. I like quite a few aspects here, but there is a near equal amount of negatives to balance it off. With better interaction and UI design this would have been great; I can live without AAA quality graphics.
Overall: *Above average (3.5)*
Fun: *Average (3.0)*
Innovation: *Above average (3.5)*
Theme: *Good (4.0)*
Graphics: *Bad (2.0)*
Audio: *Bad (2.0)*
Humor: *Good (4.0)*
Mood: *Great (4.5)*
Would have like a bit more variance in skills tho, and perhaps a textual description of each skill. Maybe one warrior had smash, another has double strike. Give your player more info and then the sacrifice becomes more meaningful. :)