Trenches

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Pass.

The Good

A better than average take on the waves genre of strategy game. Good 2D graphics, clear controls. I like the idea of controlling the advance rather than each wave blindly pushing forward.

The Bad

Ultimately, it's a wave game with some interesting twists, but ends up being a hodge podge of ideas that just don't play well together.

The units and special abilities are just not clear. One would expect the mortar to have greater range, but it doesn't, the machine gunner does more damage per unit (I guess), but has fewer units, so the net isn't clear.

The biggest problem is that the wave genre is really defined by figuring out a "good mix" of waves. This is really hard to do in trenches... everyone has the same range

I like the idea of controlling the advance of each wave, but the problem is that it's not real easy to do. Keeping things group together or spaced apart isn't easy. They spread out while walking, but all insist on stopping at the same point, leaving them vulnerable to air strikes. It's in fact incredibly frustrating that you can't convince a unit to advance into enemy fire. They might be one step away from a trench (which gives them a huge advantage), but they just stand there. Maybe it's part of the game design, but it seems like you should be able to do it, so it ends up just being frustrating.

The air strike attacks are a good idea, but since your units insist on bunching up. It's very frustrating when they all get killed because you can't convince them to spread out.

Hopes and Dreams

A medic unit would play well. Be able to advance into enemy fire. But really, neither would save the game for me.

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