The guys who did REUS just a few days ago released
Renowned Explorers: International Society. I've played it quite a bit and while graphics is nice and the concept is interesting, I feel it will require a few patches to "get there".
The game play is quite simple. You choose a team of 3 explorers, one of which is a leader from a predefined pool of explorers. Explorers have different attributes, which can be improved during an adventure. Once you start and adventure you have to perform 5 expeditions. You gain different resource on expeditions and you manage them between expeditions. After 5 of those one of your resources (renown) is compared with some predefined value, and if you beat this value you won. Strangely enough the game does not have difficulty settings, which I think a part of the major problem with this game as it is right now. During each of the expeditions you are present with FTL-style of a map. You have a limited number of resources so you cannot possibly visit all nodes of each map. You need to choose which nodes to travel through. Each node indicate what types of resources it may contain. Some nodes contain encounters and the goal node (which is revealed at the very start of an expedition) has a boss encounter. Encounters are grid-based combat. The grid is irregular, so it's not squares or octagons, which makes it quite interesting. The combat mechanics bases of 3 "elements": aggressive, devious and friendly which trump each other as in RPS. Each of your attacks is in one of these elements. Attacks change your and your opponents stance (which are also aggressive, devious and friendly) and the combination of your stance and your opponent stance produce certain buffs or debuffs for you. You can change the element of attack to affect these and you also can somewhat predict what kind of stance your oppent will end up too because they tend to use similar types of attack.
Explorer attributes are used in combat. They are:
- Speech Power
- Speech Defense
- Attack Power
- Attack Defense
- Movement
- Grit (evade)
I think that Speech/Attack dichotomy is a bit linguistically confusing because all your attacks are either speech attacks or physical attacks, so Attack Power/Defense, should have been called Physical.
Opponent pawns also have the same attributes. Both them and your explorers also have Spirit which is the life value of each individual explorer. These are reset at the end of each fight. If an opponent spirit goes to 0 they are dead, if an explorers goes to 0 you lose 1 resolve (see below) and the explorer is knocked out (can be revived to continue the encounter by a team mate).
The resources that you can find in an expedition are:
- Resolve (your life. Run out of it and you lose the whole game. This is not per explorer this is yours (players). It does not get replenished between encounters)
- Renown (victory points, these are what you need to win in the end)
- Supply (these are what you need to move between nodes. Ususally a move require 0,1 or 2 supplies)
- XP (you use these to add "perks" to your chosen team members. They reset every game. Some of the allows new attacks/abilities but there are not many of these)
- Research (you use these to navigate the research tree which provides different benefits to you)
- Status (these allow you hiring retinue. Retinue helps with a particular resource generation in a particular way, say get one more research after each successful combat)
- Gold (these allow you buying items. Each of your explorers have three item slots: trinket offence and defense. As a rule items are improving your explorer attributes)
- Insight (a wild card resource, can be exchanged for Research, Status or Gold as needed)
I like this game because it aims to be short and focused. You have only 5 expeditions per game and you need to get the most out of them, and you need to manager your resources wisely. The game feels difficult (I have not won so far), but it looks like there is a learning curve on many levels so you can meaningfully improve.
However the game it looks fails to deliver in the balancing department. Your chances in an encounter greatly depends on your team compositions. Some encounters are much easier with a friendly team and some are with aggressive. The problem is that you cannot change your team once you started your playthrough, which means that in certain encounters you are at a very serious disadvantage. The developers admitted that they do not know how to fix it right now, because toning it down would mean making encounters that are better suited for your team trivial. They are working on it. I think a difficulty slider can help a lot here.
So my verdict is wait a bit and see if the balance problem is fixed. I would not be surprised if it turned out that the thing is beyond salvation. Players report, that if RNG likes you and you happen to get a lot of resources on your very first expedition that can make the game exponentially easy on the subsequent ones. It snowballs - the more resources you start an expedition with the more you can get out of it, so the very first expedition is disproportionately important, and if you don't get a good RNG out of it, you won't be able even finish all five expedition at all.
Good ideas, nice graphics, but some serious mechanics problems.