★ TouchArcade needs your help. Click here to support us on Patreon.
05-23-2013, 03:06 PM
#11
Joined: Apr 2013
Location: Michigan
Posts: 176
Quote:
Originally Posted by SirFobos View Post
Any impressions of this one from any day one purchasers? Or are we all holding out lol
I was hoping to hear something as well, as the game looks interesting.
05-23-2013, 10:12 PM
#12
Joined: Oct 2012
Location: Montreal, Qc, Canada
Posts: 112
I'll ttoft tomorrow.

I'll leave some impressions later.

05-24-2013, 07:58 AM
#14
Joined: Sep 2011
Location: England
Posts: 246
Thanks Sunuku - think I'll make a purchase tonight, looks fun
05-28-2013, 03:30 PM
#15
Boy this game sure went obscure quickly.

It looks quality but I see no one has rated or said anything.

I guess I will have to TOFTT as well.
05-29-2013, 08:25 AM
#16
Ok just played through a couple matches.

It's a mix-up of turn based Risk-style gameplay, real-time strategy naval battles, Time-Crisis port battles, and endless runner-esque ship chases.

Naval battles follow a rock-paper-scissors format. Swordsman boats destroy long-range boats but fall fast to mid-range gunner boats.

Long-range boats demolish the slow-moving mid-range boats but can't outmaneuver the swordsman and die quickly.

Port battles are cover-based shootouts that flow like Time Crisis. Duck behind cover and emerge to take out an enemy.

Each round, income is generated by a galleon that sails from port to port. If your team has a boat occupying a space on the enemy galleon's path, you get a chance to complete a difficult endless runner game dodging obstacles as you chase to cutoff the galleon. Succeed and you get all the enemy income that round, leaving them with nothing. This is a game-winner as gold is the only way to purchase new fleet and weaponry.

Likewise, the enemy can do the same to you. However, you can control the obstacles to a certain degree, increasing the difficulty for the attacking enemy.

This game has potential. But it's Achilles heel is the pacing.

There are loading times of up to ten seconds before and after every RTS battle or port/galleon mini-game. These are not as bad at the start of a game, but they can be absolutely mind-wracking once each side has eight ships battling each turn.

Graphics and animations are adequate. However it is difficult to tell which unit is which at the start of RTS naval battles. Often times I would accidentally send my swordsman on a kamikaze path to die at the hands of enemy ships or volcanoes.

If only the loading times were done away with...
06-11-2013, 07:15 AM
#17
Joined: Jan 2011
Location: Wits End
Posts: 1,493
Does anyone want a promo code for this game? Entered a competition that I thought would bag me a code for a different game but got this instead. Not really my cup of tea
06-20-2013, 04:59 PM
#18
Quote:
Originally Posted by Pepper2427 View Post
Does anyone want a promo code for this game? Entered a competition that I thought would bag me a code for a different game but got this instead. Not really my cup of tea
Uh, yes.
06-27-2013, 07:17 AM
#19
Quote:
Originally Posted by Pepper2427 View Post
Does anyone want a promo code for this game? Entered a competition that I thought would bag me a code for a different game but got this instead. Not really my cup of tea
I'd be more than happy to take it off your hands if its still up for grabs.