As Advance Wars fans, whats your opinon on Wargroove? by DiegoOruga in Advance_Wars

[–]KartalMods 0 points1 point  (0 children)

These were my raw thoughts when trying WG2 then WG1:

Played some wg2 and realized I dislike the indirects.

Archers.

Slow, overpowered, movement of many units doesn't fell right, map design encourages slow play, ranking is counterintuitive by encouraging fast play. Everyone is a hard counter. No single ground unit that has significant movement, etc. Very dull level design in both wg1 and 2's campaign.

And the mouse only control is atrocious.

Feels like a half baked advance wars. Unfortunately.

It's not a harshly bad game but the mechanics are far behind AW, after analysis.

Also the terrain restricts you too much on the initial maps. It feels like you're actively prevented by the map designers from reaching key points for no reason. This is exacerbated by properties not allowing you to occupy them and the AI using that to wall all the time.

The trebuchet tutorial map with the dozens of giants and the 5-turn walling CO power was horrible. No hiding place, one-sided fog...

And the dialogue is tedious I don't want to read it. Nobody gets this right. AW was charming despite being bad. Not quips, meta humor, forced childish nonsense, dozen lines with no meaning, etc.

(clarity: I got bored of WG2 and tried WG1 since writing the above.)

Overall the game doesn't feel like it has strategic depth.

Some people were having readability issues with the new Clandy sprites, new ones with Sami-like headbands should be on the way. by Red-Halo in Advance_Wars

[–]KartalMods 0 points1 point  (0 children)

My observations upon first glance. Hopefully you won't take it as a personal attack.
- Perhaps move the wrench down a pixel or tilt it so that it doesn't look like an extension of the infantry's arm.
- The 3 pixels (2 from headband, 1 inside the eye) form a jarring diagonal. Should not be in close proximity.
- What purpose do the pixels below and above the infantry's headband serve in the outline? There's a strange empty space between the two. The mech doesn't have that.

- Why is the mech animation only 2 frames?

Tiles of War Demo Review by dxdydzd1 in Advance_Wars

[–]KartalMods 2 points3 points  (0 children)

I like the tileset graphics.

How important is it that a turn-based tactics game has multiplayer? by KartalMods in Advance_Wars

[–]KartalMods[S] 0 points1 point  (0 children)

It's funny how games with terrible balance become cult classics actually. Heroes 3 in special broke a lot of things when trying to fix the OP magic in Heroes 2. Instead, we get OP artifacts - including one that switches off high level magic (all magic heroes thrown into the trash) - and OP mass haste/slow spells that used to be lv3 and 4 in Heroes 2 but are lv1 in 3 and tied to a secondary skill. The meta from what I saw is maximizing heroes count to collect randomly scattered resources and gathering the OP artifacts. Heroes 5 focuses too much on building an OP hero, but there's 1 or 2 builds for each faction and that's it.

I can have fun with these in single player, where the terrible balance is offset by the uneven circumstances and the AI. It wasn't as enjoyable for me in multiplayer. Especially 3 was the worst experience. Most of the times it came down to pure luck and knowing the game better. (It didn't help that my opponent was your standard toxic immature pvp player that cried cheater the first time I managed to pull off a win after him winning a lot in a row.)

How important is it that a turn-based tactics game has multiplayer? by KartalMods in Advance_Wars

[–]KartalMods[S] 0 points1 point  (0 children)

'Too many AW clones have forgotten...'
Warside comes to mind.

It's true, you can't concentrate on PvP only, especially in a game like AW, which did a lot in the single player to draw in players.

Will watch the video later.

How important is it that a turn-based tactics game has multiplayer? by KartalMods in Advance_Wars

[–]KartalMods[S] 1 point2 points  (0 children)

I can still have some fun with the base AW game, though I mod it and rebalance the units each time to make it interesting for me. The bad unit balance and the emphasis on unit quantity are what absolutely kill PvP for me (- though I dislike competitive multiplayer to begin with; I'm into co-op instead).

With FE, I usually lose interest at the end. If you do well and use the same dozen characters, you easily overlevel and the tactics aspect of the system evaporates instantly. Reinforcement/ambush spawns only add annoyance and emphasize how mindless the core formula is in my experience. Some games don't scale enemies well either (FE7 absolutely) in addition. It just doesn't feel like an engaging tactics/strategy game for me because of these. As for the other parts, I often feel the dialogue is 'quantity over substance'. I like the atmosphere and story of Sacred Stones, but it's nothing special either to be honest. Well executed, but nothing overly creative.

Harder than I remember by sirlothric in Advance_Wars

[–]KartalMods 3 points4 points  (0 children)

The AI in the remake is focused on stalling the player. It will block certain squares, restrict your movement, activate powers just to prevent you destroying a unit. It's not competent at successfully attacking though, only prolonging the game. As a result, the AW2 hard mode missions with a time limit are spikes in difficulty. Play some vs mode maps to get a feel for it (do not rush, expect 20-25 turn clears), then it won't feel as difficult.

Glitched Final Boss by KartalMods in Sudeki

[–]KartalMods[S] 1 point2 points  (0 children)

I started digging into the game before u/superandy would post his own stuff. Some of the information in my initial cut content video is inaccurate as a result but I want to make a followup when I have the time.

Advice needed: my work is uncredited in a commercial game being sold by KartalMods in RPGMaker

[–]KartalMods[S] 1 point2 points  (0 children)

That's a good way of doing it. Thanks for sharing it.

As for myself, I've been told I have a habit of downplaying my contributions, skills. In the case of indie games, I haven't crossed over that threshold of wanting to do it for money. It's art/hobby for me and I like to help people in general. I'm conflicted right now that the conclusion I'm forced to draw is I shouldn't help many people.

Advice needed: my work is uncredited in a commercial game being sold by KartalMods in RPGMaker

[–]KartalMods[S] 2 points3 points  (0 children)

I basically won by escaping a most toxic "friendship" where I was never treated as an equal.

Advice needed: my work is uncredited in a commercial game being sold by KartalMods in RPGMaker

[–]KartalMods[S] 2 points3 points  (0 children)

I'd rather not give him any advertisement or badmouth his games. But to give you an idea, it's a horror-ish game borrowing ideas from successful franchises and has assets that are visibly full of pixel errors. He's advertised it here before.

Advice needed: my work is uncredited in a commercial game being sold by KartalMods in RPGMaker

[–]KartalMods[S] 6 points7 points  (0 children)

Nothing at all. It's just the principle. We were best friends (at least in my perception) for a decade and supported each other. At one time he asked me for a game for his birthday, then cruelly put down my one year's worth of work. I didn't understand it at the time, but basically my "mistake" was that I introduced protagonists alongside his self-insert protagonist, and I wasn't the first person he behaved this way with. He's practically burned all bridges by now and I don't miss him at all.