Medieval – Embers of War
Medieval – Embers of War is a side scroller fighting game. The game offers a fast paced, casual gameplay that puts players in a fantasy world where the land is being torn apart by conflict.
With poly style graphics, the game offers a nostalgic look and feel as players take on adventures, epic rivals and control of their own castle. Earning resources that can be spent on upgrading the castle buildings, which in return will unlock new characters with new arsenal and fighting styles.
Features
• Fast Paced, casual gameplay
• Glorious, Epic and Legendary adventures
• Epic rivals and awesome loot!
• Manage your own castle
• Unlock multiple characters with different fighting styles
• Poly and Retro style graphics
• Persistent game data across all devices
• No Micro-Transactions for any of the game unlocks
Steam User 5
TLDR: Medieval - Embers of War is the most basic, boring, repetitive side scroller fighting game of this century. Despite the colorful visuals, It clearly shows it's inexperience; either coding/design/concept wise all together. *pulls hair*
BUT it is a much, much better product compared to their first product: Urban Justice (UJ). That is a piece of crap. it's a bigger crap if you compared it to Street of Rage 4 (SOR4) which was just released on 30 Apr, 2020, which the devs mentioned UJ was inspired by SOR. *crushed the mouse*
Non TLDR:
Medieval - Embers of War (M-EOW, in short) developed & published by Evil Bunneh. The PC version is released on Oct 18, 2019. On Metacritic (
In it's current state, M-EOW is a sticky product to recommend. It is a basic functioning product with many design/concept issues that makes it so darn boring/totally turn off. Flat banana instantly or you just wont feel anything at all *vomits* So be warned if your fingers are itching to click "add to cart". Chop it off!
What is M-EOW about?
I seriously have no idea. You pick a character, either with a pointy spear, or a short sword and shield, dual wield crap, or some heroes and walk from point A to point B killing every single thing, section-by-section? collect all the loots, upgrade the buildings to unlock more characters with longer pointy spear, hard hitting dual wields, harder...bigger...2 hand sword warrior and repeat the entire crap again.
Controls, Audio, Visuals:
Controls: Standard WASD keyboard and controllers.
Audio: No character voice. Ping. Chop. Music. Same music. over and over and over and over and over and ove.. *vomits blood*
Visuals: It's lego-ville like. Actually, i am playing walking dead 2 and i was shocked to see more and more games that runs on unity have this SAME lego-ville assets. As long its legit and you dont get into trouble, its all fine and dandy to me. Visuals is pretty okay. Nicely done. Colorful. Characters are done properly despite the block-looking. Boss units are generally over-sized sponges with glowing auras....... -_-"
My personal thoughts/My Summary:
In all honestly? M-EOW should have been your first product released. It is unique and has tremendous potential to grow (like SOR, maybe?) however a lot of mechanics have to be re-worked or re-introduced.
I let 3 of my friends play M-EOW through remote play. Guess what? All 3 said similar things:
Boring@Not Fun
Repetitive
No sense of purpose/direction
I expected it & accepted their opinions but that was just HALF the story. The other HALF is important and it's the major difference why i am writing all this long crap. It's because i played your first product; UJ and i know how much effort and time you've put to get M-EOW out.
I am saying all this because personally I care? and I also want M-EOW to succeed in this genre. It would be so much easier for me to just say: "NO! this is a poor man's side scroller. stay away. the end." We go on our own merry ways. Dont have to cross paths again. and you will maybe? continue to churn out below-average games for the next x years. and i'll be playing SOR 5,6,7? Maybe?
I just happened to buy SOR 1 & SOR 4 and played both of them before writing this. Lets look on areas to improve/work on.
- Personality: Who am i? What the crap am i doing here? Am i the knight? A Hero? A mayor who can hire heroes? A sense of character@identity. Get a bunch of NPC's to lead the hero in the starting stages. training. quest givers. blacksmith maybe? Runes? Shop keeper? Class changer. And NPC is a must if you are going to implement a story to give players the sense of purpose.
- Story. Choices? cut-scenes? multiple endings? Will i be stucked in this map forever? Or can i travel away from this place? If yes, then we need a story to allow progression to take place. If not, just keep it simple within this place but you at least need 1 main story for progression.
- What crap can i do? Game mode(s): mini games? puzzles? horse riding? crafting? No? There's got to be a reason for me to bash up everyone for 100 times over and over again. Is that fun?
- Map: Can i at least have a map? Can i choose where i want to go? collect different resources? select different game modes maybe?
- Money? How do i earn money? Why cant you separate money and resources and create separate quests/game modes? Why is it that after each killing everyone in a map section, i have to walk to the middle of the god damn map to bash open the chest that just spawned in? Its a nuisance design. Get rid of it. You are already assigning resource drops by killing enemies on the map anyway. Stick with that.
- What can i do with all this money and resources? Build buildings to unlock classes? Why? There are at least 2 options here:
a) Class specific progression
Character class specific progression: Make players choose what class they want to be; swordsman? 2 handed warrior.
So it's a locked-class progression with specific weapon set. You can have a reset class option. Please do. with this, you can introduce class-specific skills later on. Allow players to change into "hero" class.
b) Open-class progression
Allow players to decide what weapons they want to use. Sword and shields. Spear and shields. Dual swords. But for this to work, you will need an inventory system. A shop keeper. Allow players to obtain "hero" weapons.
- Enemies: You've already done a good job with introduction of various enemies types. But your bosses design is un-creative. You got to make them unique. Come on, i dont want to kill an over-grown grunt over and over again. Give me A Dark knight! A shaman! A dragon! A Lich to kill! Walking tree@treants. Rocks@Rock Golem. with different enemy types, comes different loot types!
I am guessing here, but is it coding inexperience? Why cant you spawn enemy units on the map first instead of suddenly spawning 10 enemies all at once? Cant you like procedural generate the enemies? Because this feels artificial fake. and really spoils the feel. in fact it makes the entire combat slow.
- Combat mechanics: On the surface it looks like its doing well. but after a while you will notice something terrible. When the AI/players stand close to each other, they wont be able to attack each other. It's a design flaw and that needs fixing.
I dont have to a genius to tell you this but long-range weapon owns the entire game. So there is no solid reason to play short short/dagger/mace characters. This falls back on the enemies, can they rush/jump into the players face? can they throw something? because right now, all we do is pick a spear and poke 24 hours. Theres no reason to block.
I know that on higher difficulties, more enemies and "faster" enemy exists. incorporate them into the normal game instead. Because first impression counts. Put it like in map no 6 onwards. You make me unlock a difficulty mode after 2 hours of grinding? Do you seriously think there are people who will sit through 2 hours just to do that? People are already giving reviews in a mere 5 minute of a game.
- QC, lastly always QC. Bugs always exist. I got shield-stun lock. Boss in the final map walked in on me with a Jesus-cross animation thingy. QC has to be on-going effort.
- Business model. Introduce Micro-transactions within the game. Allow players to purchase customization, bigger inventory/purchase horse kinda thingy/potions. A flag attached to the players or something. You do this ethically and for customization, not some pay to win, pay to skip, just pay because you want to crap, people will spend money and this goes a long way. You know that right?
My Summary
Get some of this rolling out and you'll see more positive reviews & support from steam community. As it stands, its a sticky borderline case of 5/10. Barely. i hit the word limit. Good luck.
Steam User 5
Things I like:
-It has local co op, so me and my non gamer boo can play this relatively easy game.
-It reminded me a bit of Double Dragon type fun.
-Does challenge even a seasoned gamer in it's harder modes
-Graphics are pretty darn nice and smooth
Things I didn't like :
-In Local Co op, the keyboard player gets stuck holding block randomly
-Slow and clunky battle system
-Lack of variety in gender, fashion, upgrades.
-No button to go to Home screen/Quit game from the Castle Upgrade page.
Steam User 7
It's not bad, just doesn't seem finished...