Slaves of Magic prelude
Slaves of Magic prelude is an alpha combat demo where you can have an early look at how we imagine a typical combat mission will play in the full game. The combat itself uses an innovative delayed turn-based system, where every action you choose on your turn, will take some time to actually happen. Positioning is very important, and you will have to think about not just the situation you are in right now, but of the situation, you will be, when the action actually resolve.
The goal of the mission itself is to save a VIP for the resistance. To accomplish this task, you will have a small party of 6, with predetermined skills. Your enemy will be the earth legion specialized in heavy armor and earth magic, but luckily, they are spread thin in the region. This gives you the perfect opportunity for a quick rescue mission. But beware, the longer the mission takes, the more enemies will arrive on the map! Remember, that your goal is not to kill everyone, but to save the VIP and then get to safety.
Steam User 7
I found the core system of the game quite interesting. It reminds me a lot of Titans of Steel: Warring Suns, in which each action would take a set time. As Titans of Steel, it comes at the cost of more "interruptions" (or micromanagement, depending on how you see things).
Of course, the presentation is not the strong point of the game, but it is not better or worse than what is displayed on the screenshots.
The UI still needs more work(because the time management adds a layer of complexity, so it takes some time to get used to), and the game still lacks its overworld layer, but I think it is worth keeping an eye on, because the system would shine with more content (ie, more skills that would leverage the timeline), and there are not enough games that tries to make time management less "gamey".
Steam User 1
I really like the remastered combat system. It reminds me to the board game Eclipse Second Dawn for the Galaxy: first getting the movements all done, and then dealing with the action phase is a great mechanism!
The basics of the game are working well, and I’m really looking forward that state of the game, when many unique character skills will be available. And I’m looking forward when it will contain the campaign map as well, not just this tactical combat episode, that is currently in the DEMO.
I’ll definitely follow the development of this game, and looking forward its final form 😃
Steam User 0
Played through the demo. Interesting concept! I like XCOM, so the game wasn't far from me. The lore looks interesting, the design is very original. I'm interested in the follow-up!
Steam User 0
To sum up:
1) Fluent flow: intuitive & detailed user interface, streamlined gameplay, clever AI,
2) Satisfying tactics: many tactical decisions to make (split up, sneak through buildings, flanking etc.),
3) Neat RPG elements: the different character skills leads to cool combos
4) A great indie team: the developers are really open to community feedback & completely remastered the in game combat.
Although it is just a DEMO, it is clear at this stage that the game has limitless options for further content
(different terrain, different goals, different teams to fight with.)
Even the demo contains 2 difficulty levels, and the layout of the map (a village) is changing from game to game,
so the devs seem to be keen on variety!
I'm really looking forward the many unique character skills, the devs promised for the final game!
My impression is that the devs are working hard & with high standards & polishing every detail:
they have completely overhauled the combat system based on community feedback.
A great achievement so far!
Steam User 1
Before I played Slaves of Magic prelude, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good
Steam User 9
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