What do you call these 'survive with your dudes across the map' gamesPicrel, Battle Brothers, Sandwalkers, doesn't have to be rogue light/like/whatever
>RoguelightDo zoomers really?I played Wartales and had fun
Somebody needs to take that formula and put it in a world that is interesting to explore, with a real plot and quests other than go there and have a battle with those dudes.
>>3695592I call them games that belong in /vst/
>>3695604ROCKSAND, YOU DON'T HAVE TO PUT ON THE ROUGELIGHT, ROCKSAND, YOU DON'T HAVE TO PUT ON THE ROUELIGHT!
>>3695613How is it different from any s/trpg?
Wartales dynamic combat difficulty really sucked the fun out of the game as it goes on since fights became super tedious with all the low level goons the game added to keep it "challenging".It also suffers from a lack of connectivity between zones, there's one briding quest for each but after that each area may as well exist in a void. Normally this isn't an issue but with the amount of backtracking you do it'd be nice if the world was a little more alive/reactive/connected.Rats, ghost animals and chuds being the only fantasy elements was an odd choice, one that didn't pay off since the human factions do not have enough flavour going on to make up for being such a limited roster.
>>3695613Wartales has actual plotlines and quests, which is a big part of the reason it's much worse than something like Battle Brothers. It's okay for there to be a plot, but in Wartales there's barely anything to do outside of the plot which completely invalidates the sandbox aspect. If you want a story-driven RPG, just play one of the many regular CRPG that exist, not something like this. The strength of games like this including lots of games that are similar in spirit like Kenshi, Mount & Blade, or even something like Star Traders Frontiers, is that they're "go anywhere, do anything" games where you decide what your goals are instead of having some NPC to tell you. They're RPGs where all the usual story stuff gets replaced with "this is the world, this is you, go gather a squad and see how far you get".
How’d the final version of Wartales end up? I played the EA like four years ago and had fun. Really wish I could just make a small custom party, I don’t like the RNG chars and the game gets too bloated with a big party. I just played with the starting four
>>3695613the problem is that most rogueshitters are good at asset reuse while providing play varietyif I want the player to lose repeatedly to give a good challenge and force them to change their strategy, all while not letting them get too bored repeating plot beats, then I have to actually design everything wellmuch easier to be autistic about the systems and hope labeling it as a sandbox can carry the rest
>>3696865They're still making DLC for it so it must've found an audience. I'm not a huge fan though. The way each area is just becomes just a useless dead zone after finishing its plotline is lame as fuck, while the combat and character building are way to shallow to carry the game on their own.They should've either gone full CRPG and have a proper overarching storyline, or full sandbox and make the basic gameplay loop interesting enough to stay fun for more than one or two zones. Right now it's neither here nor there. The stories are too basic and lacks any meaningful impact, while the combat is repetitive and progression is extremely basic with nothing to look forward to. Visiting a new zone basically amounts to little more than the generic enemies having slightly different armor aesthetics.
>>3696899>useless dead zone after finishing its plotline is lame as fuckKills it for me
>>3695592Wasn't this an absolute failure?
>>3699015It sold about as well as Fallout 1
>>3695592Its literally just the strategic layer from MnB, why is this thread still up lol