Wargroove from the outside looks like a dream for strategy fans on the PC — a spiritual successor to the underrated Advance Wars franchise by Intelligent Systems — from the UI to the lovingly-crafted pixel graphics. In trying to appeal to that design, Wargroove sadly just misses a few key details that keep it from going over the top.
This week on the cast, James and I spoke with a friend of mine: Co-owner of the Podcast Three Moves Ahead and Associate Developer at Paradox Interactive Troy Goodfellow.
Renowned Explorers International Society was my favorite game of 2015; combining great gameplay with a great visual aesthetic. Since my review went up, the game has changed a lot in terms of base mechanics and progression. With the first actual piece of DLC now out, I figured it was time for a second look at the game and see how things are going.
It’s time to return to the topic of making video games easier to understand, and that begins (and sometimes ends) at the tutorial stage. Trying to teach someone the basics of your game is vital and can be difficult to get right, because every game is different. For today’s post, I want to focus on the use of immediate feedback and how two very different, yet complicated titles, handled things differently.