Wroth solo prototype preview and impressions

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Mike tries out a very early build of the solo/co-op mode for this area control game from Chip Theory.
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0:00 - Introduction
0:52 - Game Overview
6:22 - Round 1 Set-Up and Main Mechanics
17:17 - Round 1 Actions
24:17 - Round 2
31:24 - Round 3
37:29 - Round 4
42:09 - Early Impressions
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0:00 - Introduction
0:52 - Game Overview
6:22 - Round 1 Set-Up and Main Mechanics
17:17 - Round 1 Actions
24:17 - Round 2
31:24 - Round 3
37:29 - Round 4
42:09 - Early Impressions

OneStopCoopShop
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One of the few previews that gives some solid impressions to help make a good choice. I cant justify backing this especially as someone who would play solo first and co-op second and neither were a primary focus here. Thanks for the video!

michaell
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It's weird, I thought the art style here was hideous at first sight (which seems to be my reaction to most Chip Theory Games actually) but strangely the more I see of it I'm really starting to love it. Lately I think 1 hour games are really the sweet spot for me, I don't really have time to finish longer ones but shorter ones can feel too light. Just wish they came out the gate with a solid solo game here.

svachalek
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I really love the art, and the mechanics for solo interest me a lot 😌🙏

Arosah
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Thanks for your honest opinion. I am a huge CTG fan myself but besides the graphics which I dig, I couldn’t find myself backing this one. Cheers

arilowen
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Still wondering about this one, since I play solo only. I backed the game but wonder if I will cancel. So far it look 50-50 the solo mode.... Hope we have more preview soon with the improvement.

hugogirard
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My working theory as to why they were willing to give content creators a preview of the Solo/Co-op mode even if it's in the rough draft state, I think has to do with their lessons they got from Cloudspire.

During the campaign of Cloudspire, they had the PvP developed to a state where they can give players a good idea on how it will play. However, they had no gameplay to show yet for the Solo/Co-op mode of Cloudspire during the campaign. So there was alot of Solo/Co-op players who were hesitant on backing Cloudspire as a result of not know how it will play Solo/Co-op, on top of the assumption that they weren't utilizing 2/3rds of the game if they planned on playing just a single mode even though that wasn't the case, as all the modes (With the exception of the Event Cards since that was PvP only) utilized the same components.

So I think upon learning those lessons, they made damn sure to show SOMETHING even if it's in the rough draft stages (Which I think is the right call). 😅

Theaquasnake
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This brings up an interesting question. Is it better to send out a half-baked solo mode for preview that could yield negative opinions? Or better to not send out anything regarding the solo mode and leave potential backers asking a lot of questions about how it will work?

ryangilmore
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I absolutely love the aesthetics of this game! However the board just seems more complicated than it actually is? The deployment zones should probably be consistently coloured?

flipz
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I'm torn on this one, currently backing it because it's ctg, and i like shorter lighter games. I am worried there is not enough here to be fun, especially if certain dice faces feel meh.
Kinda want that to feel rewarding when there aren't that many rounds too play.

freddyhidding
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A comment that stood out to me was that one of the designers (allegedly) made this after being discontent with area control games and wanted to shape one in their vision.
The thing is, after watching multiple playthroughs, I still don't really get what it's trying to bring to the table.
Like you said, quick streamlined and faction based has been a thing for a while. Dice drafting with the genre is kind of novel, I guess, but it doesn't seem like the systems really make good use of it - or at least, provide a good counterargument to a traditional action / action point system. (Honestly when I first saw the dice units I figured those were the ones that were going to get drafted and thought it would be a sort of tall vs wide resource mgmt take.)
The only real takeaway is that they're trying for an area control game that can be played co-op/solo which is appreciable, but already seems like it has that near impossible act of balancing absolutely abusable robotic behavior and complete randomness, all which gets handwaved by making their actions OP.
I guess I'm curious if UX and balancing fixes can make whatever core vision it has shine through or if they already feel content that it's there.

lancehildebrand
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The layout of this board looks very similar to Ruination, interesting.

JumpmanJRH
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Yea the art didn't draw me in I agree. I'm sold for the fact that it is ctg and easy to teach pvp/coop/solo game

dayoltay
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At first glance I thought this was Spirit Island 2.0 😂

ChubbyChoncc