Songs of Silence - 1.0 Launch Trailer

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Songs of Silence is a beautifully crafted mix of turn-based strategy and real-time tactical battles. Test your skills on hand-made campaign maps, single- or multi-player skirmish, in a world brought to life with stunning Art Nouveau visuals. Launches on November 13th on Xbox Series X|S!
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our game is out! hope everyone who plays has a good time <3

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I think I've played turn-based games for over 15, 000 hours by now. I started with Heroes of Might and Magic 1 when I was around 5 or 6 years old, and now I’m in my 30s. So, I’m very picky when it comes to turn-based games. I’ve played almost every strategy game on the market before writing this review. Just bought the game and spent 15 hours with it so far. Here’s my first impression:

Art: The game has fantastic art, being the first turn-based game I've seen with an Art Nouveau style. The art team really carries this game—both the monster and human designs are incredibly unique, unlike anything you’ll see in other games. They’re weird, yet beautiful.

Music: The soundtrack is composed by the same artist behind Final Fantasy Tactics and Final Fantasy XII, which perfectly suits the game’s warlike atmosphere.

Gameplay: There are three distinct factions, each with a unique play style. The game includes eight campaign maps, offering around 20 hours of gameplay. Plus, the skirmish mode generates random maps, so there’s endless replayability. In skirmish mode, completing quests unlocks new classes and subclasses for your factions. For instance, winning a map with the Thousand Kingdoms unlocks the Paladin class, which has three sub-classes, each offering different playstyles. Each faction has multiple classes, adding plenty of depth and replayability.

Combat: Battles are auto-resolved with your minions clashing automatically. However, you have ability cards that allow you to influence the battle. For example, a "Charge" card lets your cavalry rush a single point to trample the backline, while a "Fly" card helps you escape dangerous units. The system is simple yet very deep because knowing which units can counter each other is key. For instance, cavalry can break through most formations, except units with the "Hold Ground" ability. There are over 120 different units in total, with each faction having 18-20 unique units. The rest are wild life units that can be recruit inside the outposts. Some units are only recruitable with specific classes (e.g., only the Lord class can upgrade regular spearmen to honor guards). Some bosses battle are pretty challenging on hardest difficulty.

Map Movement: Map movement is similar to Heroes of Might and Magic, but with an ambush mechanic—if you use more than 50% of your movement points, your army is vulnerable to ambush. Certain classes can build camps or use scouting abilities to prevent ambushes. You can also hide in forests, becoming invisible and waiting to ambush enemies.

Overall, this game has the potential for 100+ hours of gameplay, especially with future updates, like new factions and neutral units, if it does well. (Right now I gave this a 8/10). It has some bugs, but there are no game breaking bugs. If this game have a 4th faction, I will give it a 9/10. But its understandable, the game were made by a small indie team, with a budget around a few hundreds thousand USD, so its good if you can support them to create new contents for this great game.

VinhPhatChau-vorl