It is a nice game, however as an experimental game, I think it was denied of criticism it needs.

The issue with this rapid choice system is that player’s attention is solely focused on cards he has to choose. It is difficult to think of and to develop deeper strategies. For a game which requires to build up your fleet mission per mission basis this means that the only strategy available is not picking whatever enemy is strong against. Visually game is a mess, it is hard to tell what is happening or how your decisions are influencing battle even if you would have time for it. Choices themselves are quite bland, it is a card with 2-3 interactions and most of the time only 1 thing matters. If for example enemy has strong shields, you will take something which bypasses shields. If enemy has a lot of fighters, you will take something which counters fighters. Choices are quite primitive and they do not carry strategic depth nor it is fun to watch game itself. It fails to be a spectacle or have interesting mechanics.

Cards by themselves might be a good idea for a game, but system certainly requires more depth and different kind of game for desktop games. For mobile market such systems seem to be sufficient. I think that concept would work better with greater visual clarity which can be achieved via less units on screen or greater exchange rates. Something akin to Minion Masters, but done for countering incoming enemies via 3 available options with different types of units which might not be optimal at the moment. These cards might be even customisable, allowing you to make some sort of deck and overall strategy to play around.

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