Missions are lengthy which can lead to repetition. + Saves frequently, allowing for mistakes to be rolled back. + Battles can be strategic and enjoyable. Within combat, you can use spells and buffs in your turn which can aid you in combat against stronger enemies. + Explains systems to new players quite well. While the animations aren’t that varied, the progression system very much is. Units attack each other, or you can use a spell per turn. The combat sadly only takes place on a square grid without any real obstacles or visual interest. The range of movement is typically very small so traveling across the grid to the enemy takes a long time. While I don’t normally have any issues with turn-based combat, the combat system in this game feels especially sluggish. One of the unfortunate issues with The Dragoness: Command of the Flame is the combat system. I don’t find it especially compelling but the premise does at least explain what’s at stake. The prologue largely sets the conflict up with some static pictures and visual novel-esque talking portraits. Combat in The Dragoness: Command of the Flame The titular Dragoness is trying to bring peace to the land but she requires the help of your nameless Commander to do so. There is an amount of replayability, however, because you can go back to each stage and aim for different victory conditions and complete different challenges. Finally, combat discussed later in a little more depth, is a turn-based grid system.Ĭombined, it makes for a steep learning curve, and I wish the UI was simpler and more intuitive so managing these three different aspects felt more cohesive.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |