Brawl Tactics: Origins fuses deck-building roguelikes and the tactics RPG genre like never before - lead your units, collect valuable trinkets and cast powerful spells to ensure victory!
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Datos técnicos unificados de Steam, Steam Deck, ProtonDB, PCGamingWiki e IGDB.
| Idioma | Interfaz | Voces | Subtítulos |
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| Inglés | |||
| Español |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
I've finished 2 playthroughs of Brawl Tactics with the Sentinel & Rogue classes. Right off the bat I'm a big fan of the way card upgrades are handled in this game. Upgrades are received through new cards, and are applied to all copies of that card in your deck. It's engaging to consider the cost/benefit of boosting a card's strength vs diluting the cardpool. Additionally, the ability to remove all copies of a card from your deck at the forge makes it easy to build a concise deck by late game. Getting to an overpowered state by late game, with 0 cost cards which allow me to draw more and have turns where I strategize to play 20+ cards has been great. There are a few negatives I've noticed with this upgrade system however. Firstly, adding a card which you already have multiple copies of is almost always going to be better than adding an entirely new card. The benefit of a new, unique card
This game is, in its current state, problematic to recommend. the mechanics? Great. The game is generally fun, challenging in exactly the right way (for me). So the basic game works. It is a round based combat game, with a lot of randomness thrown in. Every run is different, runs can be done, as the developer says within the game, in 60 - 90 minutes. Of course, its likely that you will quickly develop a prefered build, and not getting certain things can be a run breaker (healing is, for me, the big one - health is kept the same through encounters, and well, this means you need healing from somewhere. Certain debuffs make things very challenging (undead - healing is damage, most of everything else (excepting specific cards (abilities) you can gain is unchanged.) Which brings us to the first problematic thing about the game. Its UI. As soon as you have used an ability that creates statu
As a fan of Tactics RPGs and Roguelite Deckbuilders, the concept of this game is something I have daydreamed about several times before, yet when I got to play it, the execution felt underwhelming at best. I think what hurts this game the most is the stat system, it is one of those cases where more does not equal better. I apologize for the comparisons, but I can't avoid mentioning Slay the Spire here for obvious reasons. In Slay the Spire, each character has a tremendously unique playstyle even though there's barely any stats in the game, the differences are done through their available card pools instead. I believe a similar approach would have helped this game a lot more. Now let me be clear, each character obviously DOES have different cards that reflect their playstyle, my problem with it is that on top of it they added an RPG stat system that you can upgrade too. This doesn't sou
I've got almost 200 hours in this game and I keep coming back to it. It scratches the same itch as Final Fantasy Tactics Advance for me while having the quick playability and random element of a roguelite. The dev team pushes out updates and fixes frequently, and you can see a lot of love in the design. Classes are interesting and offer different playstyles, keeping your games fresh, while offering a leveling system that adds more perks and the ability to add stats or trinkets that can carry over into your new games. I do feel there should be an option to have these also carry over to the additional units you pick up across your runs- the additional units end up feeling somewhat flat each run as you can only modify their stats on runs or add new cards- you cannot remove cards from their decks, and the perks you unlock on units as you level them do not carry over if you aren't actively
Great game! The issues/bugs I encountered in the past were addressed and I haven't run into any issues in my latest runs. I definitely recommend the game. And if you run into any issues while playing, the devs are very responsive and helpful so that's a plus! :)
I really like this game after finishing my first run i can definitely say that there is a lot of different lines of play and tons of options to play with. The only thing that im not sure if i like yet or not is that you can only add/upgrade your main unit and not your allies. It really felt like they were stating to fall off in usefulness in the second stage.
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