In early access , we got Indies Lies, a card game with roguelike elements which promises a fascinating combat system, as well as exciting stories. After a few hours of playing it was discovered that the game’s features are on the verge of being a success and more information is available are available in the preview.
- Producer: Fun Square Games
- Publisher: PlayBest
- The release date is 30 March 2022 (Early Access)
I love bagels. I was among the first people to play the cult game Loop Hero, I’ve wiped Star Renegades to shreds, and my love of the genre is only growing with games like these. In awe, I came across the next game, Indies’ Lies, but it’s not quite as straightforward.
The card battler took me to the fantasy continent of Mekaa and found itself involved in the battles of gods. There are nine characters to pick from, each with its own unique story. in some way, they are connected, and they must all bring about the end of chaos.
Additionally, the poor Russian translation immediately grabs my attention – the words don’t appear natural, and certain words are missing or misinterpreted. Indeed, the fact that we have been able to localize at the point in the early stages of access to content is a plus. However, it must be improved.
Gameplay combines the two main gameplay mechanics of the genre: moving along evolved “paths,” which are depicted here as hexagonal platforms and combat. Each map lets you travel wherever you like and be waiting are not just battles but also shops, altars, smiths, and other random events. in the end, all paths will eventually lead to the final boss.
The difficulty of battles must be re-established – they were it was too easy at first, and the increasing complexity is also quite unfair. Bosses proved to be much easier than most opponents. They hit well and often in one go. for the entire group. Also, the shields aren’t so powerful.
Indies Lies was delightfully unexpected at times and utterly disappointing at other points. Based on its merits, I would call it a vast variety of players (and the experience for each is quite distinct) and tactical battles that include maps graphics, RPG elements, and maps.
Since it’s an the early days, users must recognize that all issues can be resolved, and the project could be a long time. Here are a few of my suggestions based on the information I’ve gathered:
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- Create intriguing stories and a cohesive storyline. It’s entirely unclear what the characters’ relationship is to one another, how their camps differ apart from the color of their uniforms and weapons, and what’s happening within the game’s world generally. A few rudiments of a game are in place. However, it appears to be an untested gameplay model.
- Adjust the challenge. The battles feel uneven, and regular adversaries have proved to be stronger than their opponents. They may have lower health and can make their attacks more diverse (not just at the top of the row as well as the back row, middle) as they have mostly hit the zone.
- Working on the text. Thank you for the Russian translation at the beginning of early access but we need to be worked on to fix various mistakes as well as to improve the text’s size. Sometimes, in the course of, Chinese characters leak out.
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- Bring more fun activities to the. Under the occasional questions, there are usually boring mini-games that last just a few seconds, in which you don’t even have enough time to fully comprehend what took place.
P.S. After writing this , I discovered that the game also has the mobile version and the game, incredibly, comes with story-related inserts and a more accurate translation. I’m hoping the developers can bring in the PC version, as there is a lot of potential there.