u/munkeypunk

Weird Recommendation of the Day; Zero Orders Tactics

Weird Recommendation of the Day; Zero Orders Tactics

Turn Based tactics, using environment changes to alter routes and intentions.

This is a complicated game despite not directly controlling your troops. It describes itself as a “puzzle” which, while technically true I suppose, seems inaccurate to me. It seems closer to a classic strategic turn based grid model with a twist. Why not both?

You are god and apparently you have favorites.

Sometimes the goal is to protect your citizens traveling along the main road to the castle.
Sometimes you are defending against aggressive enemies.
Sometimes you are the aggressor.
Multiple scenarios to challenge and overcome.

Each map is made of hexes representing a terrain type, forests, plains, water, mountains and swamps.
All of them have both a troop impact, like affecting line of sight or movement, or a subtle influence making it attractive or undesirable for travel. It may also offer some advantages. Ultimately as god all you can do is influence what your “free will” units decide to do, by shaping the world they live and fight in.

Thankfully they are simple creatures and easy to manipulate. Each unit prefer specific terrain, disdaining others types, changing their routes to avoid them. Mountains and water simply block a route. But the goal is to get them where they need to be to fight and defend your Citizens, who slow march one space at a time trying to reach the castle safely.

Once a round you will be able to Swap out troops. Often I set my riders out to make up ground only to switch to an archer or magic user to cause some damage from a nice safe distance once in the field, or let my Rogues loose through the swamps that others fear to tread, backstabbing on an epic level.

Three Acts, each about a dozen maps, along pathways of your choice.

Each Map has its own unique parameters and layout, with a specific number of Citizens you’ll be required to escort along the road to the safety of the Castle. Citizens move one hex a turn. You must keep at least one alive to continue. The more that survive the larger the reward. Do your best.

Often, like with chess, pieces are sacrificed for the greater strategy, except in this case destroyed units simply return to your hand to be played again. This is also true for units that travel off the board in their normal movement pattern.

You’ll quickly discover that sacrifice, unit swaps and terrain placements can all settle a turn in your favor. Luckily every turn is a new set of options. Just as long as your Citizens survive I’d suggest sacrificing everything every round just to move them one step closer. Long term strategy is fairly pointless, because Enemy units drop in unexpectedly every round often changing your route strategy on the fly.
What’s that saying; men plan god laughs?
Well who laughs at gods plans?

Other stuff to be aware of;

Every Map a Chest appears. Land on it and get a nifty reward, including new unit types. Prioritize if you can.

Blacksmith allows you to transform cards into other cards, gold or even Citizens

Archanist allows you to transform gold into new troops or terrain

Mysterious turns health + troops into new troops

There are ‘grab as many chests as you can’ Maps. Look for them as you choose your Act route.

Killing opponents and finding the chest will reward experience.
Experience points can be spent in chunks on the Skill tree, which expands your hand, adds more Citizens, or increases your Mana pool, allow for spells to be used.

After you lose your last Citizen the game ends and your chosen Hero (there are many to discover) will get experience, unlocking new spell and troop options.

Tech Notes;

Plays in Airplane Mode

Plays outside audio, like music or podcasts

Plays in Landscape

130.9 MB

Auto saves to last round if quick quitting

Notch covers information, rotation fixes this.

Fairly easy on the battery.

Took me a few tries before it clicked. Seemed too puzzly (it’s not) with outcomes being pre designed. But I was wrong. In a big way. Interesting troop mechanics, weird and helpful spells, strategic thinking with seat of your pants gameplay. Tiles swap adding another layer of depth, need a mountain, take a mountain.
There other subtle aspects to maybe consider, with movement and attacking eventually accumulating into extra attacks.

This is a full game that some will really enjoy, while I suspect some will not. It’s passive and clever and methodical but still random and frustrating, especially when you realize you lost rounds earlier. But I found the more I played the more the sublime aspects of troop movement seemed pretty damn cool.

Lots and lots of troop types, as well as spells to discover or unlock. Quests (achievements) will also unlock new spells and troops. Despite its small download size, this is a large game.

apps.apple.com
u/munkeypunk — 15 hours ago

Slight base building tower defense with small levels, lots of upgrades and a truly exceptional presentation. Very charming.

Those familiar with [Thronefall](https://apps.apple.com/us/app/thronefall-a-little-kingdom/id6744029320) will be right at home with this modern Tower Defense styled game.

Enter a Rift. Choose your loadout. Survive and plunder.

Each Rift map is filled with potential Nodes to be built upon that run along pathways leading to your base. Depending on what Towers you’ve unlocked and how much energy you’ve collected, you’ll be mounting a multilayered defense, mixing and matching Tower types based on where a Node is located and how the enemy attacks.
Once a tower is placed it can potentially be upgraded. Often you’ll find yourself changing your strategies mid run once you see how the enemy attacks.
There is a fluidity built into the mechanics so don’t be afraid to noodle. Simply remove and replace.
Careful though, it may be your very foundation that needs to be changed. Either way the flow isn’t static, you shouldn’t be either.

You will also have a Hero, who can traverse the map, offering their own attacks or influence. Often they function as a roaming tower and can soften up waves before they hit your base. If the base is destroyed it’s game over. Thankfully you’ll simply restart exactly where you left off, with towers still placed where you previously built them. Only problem is that loadout obviously didn’t work. So you’ll hone and noodle and need to figure it out.

As you progress and more Towers become available the levels also become much more difficult, with proper attention needed in the right areas. Some levels might require restructuring everything from the ground up long after a level has begun.

It’s fast, with waves only lasting a minute or so, making quick engagements easy. If you die, you’ll simply start where you left off.

Tech Notes;

Plays in Airplane Mode

Plays outside audio, like music or podcasts

Plays in portrait with one thumb

Free to try with a single IAP to unlock full game.

237.5 MB

The tone and presentation are what solidify this as a special game. Slick and artistic, without being pretentious. Sound, graphics and mechanics are all confident, very easy to use and only one thumb is required to play.

apps.apple.com
u/munkeypunk — 16 days ago

Turn based, one thumb, hyper amped Roguelite, with all the fixin’s

The sheer amount of ways to build is insane.

Craft gear, learn new skills, buff yourself or cast devastating spells. After each encounter or event you’re gonna want to scroll through all your potential options to squeeze out better and better results.

Should you buy a new pair of boots, or build them? How about your Spirit companions, which should be activated between encounters? Health, stealth or damage?

But despite vast amount of choice, the game itself is completely straight forward and not complicated at all. And the real cool part is literally every single step will add to one of an infinite amount of achievements, unlocks and level ups of some kind. Something is always getting stronger or better. A celebration of bonuses.

But will it be enough? Probably not.

Click to move. Tap to fight. One step, one level at a time. Survive, battle and heal. Level up. Get stronger. Hone, noodle and grow.

And then die. Just to do it all over again, except this time better.

Few tech notes;

Plays in Airplane Mode

Plays outside audio, like music or podcasts

Quick saves like a dream

Plays comfortably with one thumb.

Easy on the battery

213 MB

———

Notes from the Dev;

Some things that will help. As a melee attacker Agi is one of the most important stats. Hitting/dodging. 

For all classes wisdom is important too. It’s SP and resist. 

In early game getting your HP up is a good idea when choosing level up stats. 

Making use of defend / vanish is important too. 

Upgrading your belt and shield are high priority since you get more belt slots for potions and shield because they are rare equipment. 

On the boss floors 5 and 10 there is always a sign with a hint on how to conquer that floors boss. 

Search and kill everything on every floor even if you can progress. This allows you to level up and become stronger. 

Hopefully these tips help along with the adjustments version 1.6 brought. 

Thanks for supporting the game and let me know if you have other questions. 

u/munkeypunk — 23 days ago