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Obsessive timesink for legendary sissies

  • mtarzaim
  • 09/18/2013 11:57 AM
  • 1722 views
You play as Orstred, a mech-pilot in a world war ongoing for centuries.
Your new mission is to blow up an enemy base, and land a fatal blow to your foes, ending the war once and for all.
Of course, nothing goes as planned, and you end up alone, pissed, and with full access to your machine of death.

Fight in the arena to get money, use it to upgrade your mech and weaponize it even more, then go to the wilds to advance the plot.
And get called a sissy. A lot.



Panzer is a strange but strong concept.

Take Front Mission, stripe it from all its TRPG boringness, streamline the story to minimal dialogs, and shove it all into a one button gameplay.

Sounds odd? Certainly.
Sounds crap? Not that much.

Panzer has that "one more turn" feel to make you play to the end.

In this game, you always want to go "one more time" in the arena to get a little money, so you can "one more time" upgrade your mech. After a few dozen of minutes, you're ready to bulldoze your way through your story encounters.
Don't bother to use strategy during your fights. The autobattle option does a fine job, preventing your fingers to hurt themselves needlessly.
Except in the Extra fights ... but since you have technically won at that point ...

The game is quite short (2 hours max), and perfectly suited for those who want a fast but fun game. I consider it as a strong fit for mobile gaming.
If the author wants to grab some money from Apple or Google, he should strongly think about applying this gameplay to Stencyl, Unity3D or any other mobile-oriented engine. There's potential for a dumbed-down "pokemon meets visual novel" success.

Pros:
- Fast & addictive mechanics
- Front Mission for dummies
- Nice timesinker

Cons:
- Too casual?
- Lack of strategy during fights
- I'M NO SISSY!!!11!1!!

Posts

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I was thinking about making a Panzer on libGDX, or GameMaker x'D. And actually started a little of planning. With a little more depth to the visual novel part, and some polish on the battles too (and no ripped graphics/songs of course). Let's see what I can get on the next vacation months... C:.

Thanks for the review by the way. It's a little sad hearing about the autofight issue. I actually wanted to remove it, and there's a patch made by Cherry to do so. Still, what did you invested in? Didn't knew it was so broken! Dammit!

About the sissy part, it was a little of comic relief. Still that "sissy" kicked everyone's butt ;D. And yeah, I'm still trying to balance casual and hardcore.
mtarzaim
Criticizing more, making less...
1761
author=orochii
...
Thanks for the review by the way. It's a little sad hearing about the autofight issue. I actually wanted to remove it, and there's a patch made by Cherry to do so. Still, what did you invested in? Didn't knew it was so broken! Dammit!

About the sissy part, it was a little of comic relief. Still that "sissy" kicked everyone's butt ;D. And yeah, I'm still trying to balance casual and hardcore.


I think you shouldn't try to make it too complex.
As it is, it's a nice game, a good introduction to "RPG", and perfectly suited for lunch gaming. In that regard, the autobattle feature does more good than bad IMO. I got more fun letting my character handle the fights, and focus on the customization, than choosing again and again the same skills. Just like a trainer and his boxer.

The builds are interesting. Just as the way you used the default party mechanism to emulate the various parts of a mech.
Personally, I chose lots of mobility and physical. It's more efficient to be able to attack multiple times per round, than to land lots of damages from time to time.
Well, then auto/phys will be for anyone that likes it. I actually thought that physical was pretty damn useless and was planning on removing it on Panzer2, but you have a point, also its another option. I will toy with physical/auto, need to see if it needs some nerfing, or not.
I will think on the auto feature a little more for the next game, more if I'm free from pre-made engines.

I will not make it too complex, don't worry. For the visual novel part, it's just a little of branching, pretty much as some visual novels. One decision at most per cutscene (and no useless decisions like the Extra2 one). It could feel unfocused though, so I need to think about that feature. Either if focusing the game to customization and battles, or add that small extra. More than that, there would be no more add ins gameplay-wise.

Just like two months, and I'll start with this! Taking notes for now <3.

Salut,
OZ
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