Grim Night (Strategy base-building game)

It's funny to think that the real difficulty of this game is not the game itself but ignoring the mechanics like how much IRL time is one in-game hour, how much food is produced and how often (or much) it's consumed, and lacking convenience tools, such as fast forward or effective group commands.

After you figure out these things and get around the slow pace of the game, it turns out to be quite easy. I just spammed the enemies with musketeers and even if the final boss made some trouble he was dead in less than three minutes.

Other than the initial difficulty that forces you to take several cracks at the game (four, in my case) there's no replayability since the enemies are the same and follow the same patterns, and the developer heavily favors ranged units over melee ones.

Sure, there are two types of enemies that are difficult to deal with if you only have ranged units, but if you have forty ranged and two melee the problem is solved. Conversely, if you have 40 spearmen and two crossbows your squad is going to get squashed by the other ten types of enemies that obliterate CQC units.

But few types of enemies and only three bosses are a problem if we're thinking of replayability. Take that out and you have a minimalist yet beautifully crafted pixel-art indie game, less is more in Grim Nights.

I'm expectant to see the second part, where I'm hoping to see new content. 7/10


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