Become the new Guild Master of the Adventurer Guild and lead your adventurers in explorations and turnbased tactical battles. Will the Guild strive under your leadership? Or will it finally disband under it?
I've been playing strategy RPG games like this one, where you manage an small army of murderhobos and lootgoblings for the greater part of 3 decades now, from Ogrebattle 64 and GameBoy's Fire Emblem, all the way to an honestly unhealthy amount of re-runs of X-COM 2. And with all that experience in a very specific niche, I can say without fear, that...
don't play this game if you want to be productive that day or the next 3. its been a couple of days and I cant stop. please send help
OAG is a roster-building, turn-based, party-based tactical fighter which takes different bits from a variety of classics across the genre and combines them into a very pleasant campaign-oriented adventure.
Over the course of the campaign, you may undertake one “mission” a day, which may be used to either grind for resources (including experience) or...
I tried. Really tried to like this game. But omfg, this game have everything there to be a success, I even once thought "why doesn't this game have more players, it seems really nice". Than I wasted hours of my life trying to make it work. Most of my time, were me messing up with custom sliders to see if I could make this game more fun play.
Here is...
Great ideas, terrible balancing
I really like the roles, jobs, character progression and guild interactions. The game has a lot of potential, especially for a one-man project.
The economy can be harsh, my party of 5–6 adventurers already costs around 1,200 gold per day — but that is not my main issue. The real problem is the balancing.
After “Save the...