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Review: Heroes of Flatlandia

Flatlandia is a miniaturized Heroes of Might & Magic, and that may be the first and only thing you need to know about it. What, still here? Fiiinnneeee: The Heroes formula of fantasy strategy combines a fixed, board-game-like strategic layer in which the player builds and customizes armies, and a tactical layer with powerful heroes that’s heavy on magic and special abilities. It’s a design that for some reason hasn’t really been duplicated, although the original series has spawned seven sequels.

Heroes of Flatlandia is a great homage to (or clone of, depending on your point of view) those games, simplified for mobile, for better or worse.

One way Flatlandia distinguishes itself is through its goofy chibi-by-way-of-Warcraft artistic style that is colorful and communicative. It’s a great game to look at, and the only thing I would change is to add the option to overlay a visible hex grid for those times when you need to be a little more precise.

Flatlandia 5

There’s a fair variety of units, but more importantly, all units are quite distinct. Each one has its own special ability or two that make it a unique threat on the battlefield, all the way down to your basic starter units. The Elf faction’s cheap wolves are great blitz attackers to pick off weaker units since they always attack first and get bonus movement for the first two turns. The Undead’s basic gargoyles are great at blocking units in, since they turn to stone and get extra armor during the opponent’s turn. On top of the units you have two distinct heroes for each faction to choose, and they gain special abilities as they level up. You also gain spells that let you attack or buff/debuff.

The most important tactic is taken directly from Heroes of Might & Magic: stacking units. Your armies are limited to six distinct units, but you can stack up as many identical units as you like, making units that move as one but hit harder and last longer. An army with a lot of stacked units has a big advantage, and may be better avoided.

Flatlandia 3

The number of tactical-level maps is quite limited, and furthermore the terrain doesn’t really affect tactics. Unit positioning doesn’t have a strong impact, except when assaulting walled cities. There are no zones of control around units, so you are free to waltz in between the front lines and take out less well-armored magic users. Cover is similarly of little effect since it is easy to walk around.

The AI is quite good, and puts up a significant challenge, especially on the tactical battlefield. It will zero in on your weakest units and exploit holes in your defenses ruthlessly. You will have to play carefully if you’re pitting two evenly-matched armies against one another and can expect heavy casualties. The AI is also quite efficient strategically: on three-player maps I found one of the AI players quickly eliminated the other and was often still strong enough to take me on. Unfortunately there is no online play, which is a big hole in a turn-based strategy game. There is however pass-and-play local multiplayer available as some consolation.

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The biggest disappointment at the strategic level is how long it takes to contact the enemy. I think this is a consequence of the oversized maps, which give each player enough room to grow to full strength before they necessarily encounter each other, even on “small” maps. There are also only a couple three-player maps. This sort of slow-paced strategy game would be far more entertaining with three or even more players bumping into one another, racing to snag resources, and forming ad hoc alliances before stabbing each other in the back.

Instead, at the strategic level, you only have a few key decisions to make: the first is which resource to pursue next, based on the strength of the neutral units protecting it. Then you have to decide how to spend those resources to upgrade your army as fast as possible. Should you buy all the available units from your city? Or ignore them in favor of upgrading the city to produce stronger units? Essentially, the game is a race to see who can build a strong army the fastest, and then send it rampaging through their opponent’s territory. That said, the AI is good at doing this, which means the game is still quite a challenge, even if you spend most of it fighting neutral units.

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Controls generally work well, although since everything is controlled with single taps you can sometimes send an army marching to join another army when all you meant to do was select the other army. A quick undo button on the main map and tactical screen would be a big help here.

In the end, Flatlandia is a limited, mobile-focused clone of Heroes of Might & Magic. It doesn’t have PC-level depth, but what is there is worth playing, especially with the challenging AI. The developer is active, and I would expect more maps, heroes and factions in the future, so this may be one to watch if ‘mobile HoMM’ isn’t an insta-buy.

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You can now sign up for the Shards of Infinity Beta on iOS & Android

By Joe Robinson 13 Mar 2019

Temple Gates Games, the developers that gave us the excellent digital port of Race for the Galaxy, are working on a digital adaptation of the Ascension-follow up Shards of Infinity. Released last year, this competitive deck-builder pits 2 – 4 players against each other in a bid to see who can survive the longest.

Each player has a health pool that can be reduced, and they are knocked out if it reaches zero. Similarly there are ‘Mastery’ points that can be obtained to make cards stronger, and if a player reaches 30 they essentially aut0-win, Exodia-style, by activating their Infinity Shard.

[youtube https://www.youtube.com/watch?v=eLaXJ9ebQQM?controls=0]

Temple Gate Games have mentioned that the digital game is due Spring 2019, and you can sign up to the beta through this link.

Note: only iOS users get to access the beta for free via TestFlight. It’s implied that Android and Steam users will have to pay for access via these stores respective Early Access programs. For some reason TempleGates haven’t figured out you can just generate free codes to give to people, although there’s nothing wrong engaging in the Early Access eco-system to its full extent, I guess.

Here’s a list of the current touted game features:

  • 128 Cards
  • 2-4 Player
  • 30 Minute playing time
  • Network multiplayer
  • Local pass and play
  • Solo play against AI
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Tuesday Sales Interlude

Smell that my friends? That is the smell of sales. We love a good sale here at Pocket Tactics, so much so that sometimes we’ll even post about them separate from their usual slot on Friday’s Weekender Update. A handful of interesting deals have cropped recently, so we thought we’d take a break from our usual schedule to make you aware of the latest discounts.

This War of Mine (iOS & Android): $2.99

11 Bit Studio’s excellent survival/adventure game set in a war-torn modern state is definitely one of those seminal works that must be experienced before you die. You play as a group of civilians trying to survive in a city turned into a warzone, and is based on real-life experiences from the Balkan conflict in the 90’s.

At $2.99 (down from $14.99), it’s a steal. This isn’t the cheapest price its ever been, but it’s the first time the game’s been on sale since last May, so who knows when it may drop in price again. If you haven’t picked it up yet, we suggest you do so now.

[youtube https://www.youtube.com/watch?v=XI_c0lp68RY?controls=0]

Ticket to Ride (iOS & Android) (Review): $2.99

One of our favourite digital boardgames is going cheap again. Ticket to Ride pits 2 – 5 players against each other as they collect cards and connect cities to their train network in an attempt to meet hidden objectives and score the most victory points. It’s an excellent game to play solo, hot-seat on a single device or over the internet, and it’s currently half price.

Colt Express  (iOS & Android) (Review): $1.99

Another Asmodee Digital title, Colt Express wasn’t in the best of states when it launched (hence our review), but Asmodee made some much needed fixes to multiplayer in the months following launch. It’s still not perfect, but at half price it might be worth a try if you’ve been looking for another digital board game to fill your boots.

To finish off the list, we also spotted that word puzzle app WindWord was being given away for free. We haven’t looked at it ourselves, but one our readers recommended it on our best word puzzle list. Given the circumstances, I think you can certainly afford to check it out!

Let us know if you spot any other good deals, otherwise we’ll check in again during Friday’s update!

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Harry Potter: Wizards Unite Is a thing that brings Pokemon Go-like AR to Rowling’s iconic universe

By Joe Robinson 11 Mar 2019

Hey, remember Harry Potter: Hogwarts Mystery? What a wonderful (read: awful) poster-child for everything that’s wrong with Free-to-Play that was. I imagine Harry Potter fans were less than pleased with the most recent mainstream attempt at bringing a beloved franchise to mobile, but perhaps redemption is at hand thanks to Pokémon Go creators Niantic.

Working with WB Games San Francisco, the location-based games developer has taken their tried and true AR platform and brought it to everyone’s favourite world of wizards and magic. Harry Potter: Wizards Unite is officially a thing, and it’ll be coming to iOS and Android later this year. Pre-registration is currently available on Google Play.

[youtube https://www.youtube.com/watch?v=gzQDoPUcvmE?controls=0]

In Wizards Unite, you play the role of a new member of the Statute of Secrecy Task Force, whose job it is to go out into the world and clean up a calamity that’s causing magical beings and objects to proliferate the Muggle world, putting everything at risk. If you’ve played the Pokémon game you can imagine the type of activities you’ll be doing, and where you’ll be doing them. This blog post on Niantic’s website is specifically illuminating.

I’d just taken up my role as Editor when Pokémon Go First launched in the summer of 2016. Due to the fact it took me a while to find my feet, I let the game pass us by although I did end up dabbling in it myself.

AR or Location-based mechanics are pretty interesting and take on a variety of guises – there is an interesting confluence at the centre of people’s natural habits in terms of where they go, what they do etc… and how they use their phones, of course. Harry Potter feels like just as good an idea as Pokémon Go did. It’s not really my cup of tea anymore (especially as I don’t travel about as much as I used to), but as a new parent, and as someone who used to like the Harry Potter books, I can certainly appreciate the appeal.

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Through Pokémon Go and Ingress, Niantic have been perfecting and improving on their underlying technology, so you’re likely to see similarities in Wizards Unite if you’ve played their other titles. Judging by the previews already online, a lot more real-world information interacts and effects in-game encounters, which could be interesting.

What do you guys think? Are you more likely to play this Harry Potter game vs. Pokémon Go? What are your thoughts on free-to-play AR games in general?

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Review: Card Crusade

Playing Card Crusade made this reviewer crave pizza…because it called to mind a shared truism between the two. You know what they say about pizza, when it’s good, it’s great, when it’s ‘meh’ it’s still pretty good. Well the same goes for roguelikes, a crowded yet beloved genre for pretty much the same reason. Few of them will reach the heights of, say, Dream Quest or Slay the Spire, but that doesn’t mean the also-rans of the genre aren’t any good.

It does mean that their fun and inventiveness are relatively limited. Card Crusade is satisfying to play but also suffers from some mediocrities. It’s quick and light and the development cycle shows future promise, but as-is needs a skosh more variety and challenge to stand on its own merits. Criticism aside, I couldn’t put it down.

The setup: a tale as old as time, an adventurer travels ever-deeper into a ten-level dungeon to face a final boss. The map in Card Crusade is almost entirely cosmetic, with a simple tap sending the player character scurrying to that precise spot. Tap to open doors and treasure and wander too close to draw aggro of the hostile mobs, which will hound you down once provoked. Battles ensue, with a turn-based, energy-limited card system.

Card Crusade 1

It’s standard fare, with block, energy and health resources working just as you’d expect, along with a pretty nice suite of status effects to spice things up. Each piece of equipment you pick up adds a card to your deck, which starts off trim but needs to bulk up quickly in order to power through the scaling difficulties of the lower levels. Early mobs of packs of dogs or swarms of horseflies are child’s play to clear, but later on Witches and Eyeball Monsters (I guess they can’t call them Beholders?) will present a stiff challenge.

Each room with an enemy also contains a chest, which presents one of two possible new cards. While there are unique classes with abilities and a class-specific starting card, the rest of the possible card pool is totally open. Anyone can use poison, magic, a crossbow, a ‘metallicize’ defense. So in terms of deck-building the game is rather generous and free-form, which gives it a relaxed, sandbox quality. I love this, because it means that failed runs happen because of choices along the way rather than loot. The downside is repeat runs feel samey.

Card Crusade 2

Battles have an unusual tempo to them. Of course it’s always best to clear the field as soon as possible, but the game usually proceeds in bursts of activity, with some turns devoted to healing and survival while others see play of an especially strong card to eliminate a key foe. Here Card Crusade breaks with longstanding roguelike tradition and does not offer full healing upon level-up or floor clear, which means damage suffered becomes persistent. This is one of the game’s smartest choices, adding a sense of pressure while simultaneously rewarding clean strategy and play. It unfortunately also weights defensive builds more positively and taxes health-sacrificing ones further.

The enemies have a little more variety to their abilities and effects. Some multiply and fill the field, others passively buff themselves until they hit like a truck. Their move sets are all made available right from the get-go, making planning a must for efficient clears. Aside from battling and choosing loot, the game offers nothing else, so its appeal lives or dies on the merits of these alone. The battles aren’t especially difficult, but the enemy variety is nice and refreshing, and the health margins for making it to the final boss are surprisingly slim. If the game feels relaxing or ‘easy’ this is a side-effect of its deliberately generous, low-variance design.

Card Crusade 3

It also has some nice flourishes to differentiate repeat plays. Yes, the classes all work differently, but there are also Shrines which offer an optional benefit and drawback. (The closest analogue I can think of would be the excellent Desktop Dungeon’s shrine & faith system). They might boost poison, healing, burning or health, but the shrines always take a toll. The exchange is mostly fair, well-balanced and most importantly of all, well-advertised. 

That’s probably the most just assessment of the game as a whole, honestly: fair and as-advertised. It might get quickly solved if you’ve already blazed through Dream Quest, Meteorfall, Night of the Full Moon, Slay the Spire, and every other card battler out there, but it’s still got enough meat on its bones to be worth the price of admission. Diverting, a fun time-sink whose future updates will hopefully add more cards and classes, maybe even a hard mode for those of us ready for a bigger challenge. It is undoubtedly good reliable fun, but this rush is half-nostalgia and half-quality. Here’s hoping the game continues to improve and enrich itself.

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The Weekender: Outlaw Edition

Well I don’t know about you guys but I’ve had an enjoyable week – we managed to get some key reviews online and there’s been some interesting new games to pad out one’s collection, depending on your preferences. It feels like we’re finally getting out of the slump that struck the start of the year, at least.

Don’t forget to check out our competition for a chance to win a free iOS code for Shieldwall Chronicles, by the way! First competition we’ve done in a while so you don’t’ want to miss out.

Meanwhile, In mobile gaming…

Out Now

Pirate Outlaws (iOS & Android) – Full review coming soon!

Our main game highlight of the week is this roguelike/card game hybrid that features turn-based combat. We’ve always got a lot of time for card mechanics here and there’s been some very interesting games that play around with roguelike concepts, so we’re hoping this one can live up to the emerging genre hits.

There are six playable characters, each with a pre-made deck. A further 250 cards and 80 relics are available to find and collect within a procedurally generated world. A unique feature appears to be the presence of ammunition, whereby you’ll have to make sure your abilities or attacks are ‘loaded’ before you use them. It’s worth noting that while the base game is only a dollar, there are IAPs covering the various in-game resources & currencies. We’ve got someone working on a full review of this so we’ll let you know the full score ASAP.

[youtube https://www.youtube.com/watch?v=CmLzS46t310?controls=0]

PS4 Remote Play (iOS and Android)

Utility and gaming-adjacent apps is something I’ve thought about covering more of here – after all, we all have interested beyond just mobile gaming and the great thing about mobile is that you can get apps that support your other hobbies. As a PS4 owner myself, the recently released PS4 Remote Play app on iOS would in theory be right up my street… except I’m not on iOS. Sadly, the Android version only supports Sony-made phones and tablets. Guess I’ll just have to play my PS4 on an actual TV, like a pleb.

If you are an iOS user and have a PS4, however, this might be relevant to your interests. Reports vary on how well the app performs, but Mikhail Madnani over at Touch Arcade has done some testing which is worth a read. Personally, I wish they’d bring back the second-screen initiative a bunch of games dabbled with half-a-decade ago, but there you go.

Tides of Time (iOS & Android) – Full review coming soon!

This isn’t actually due out till tomorrow (who launches a game on a Saturday? I mean really!), but I don’t want to sit on this for an entire week until the next Weekender update. I’m flagging this up to you now instead, although note we don’t have store links at the time of writing. Hats off to Dave for pointing this out – I would have missed it otherwise.

This is a two-player micro-game that involves card-drafting, set collection and combos to score victory points. The premise is you’re laying out the wonders of your Kingdom through time, with each round representing an ‘Age’. As time moves on, your achievements crumble but you get to keep one card from the previous round as a kind of ancient legacy to inform your future strategy.

I’ve actually got the physical game and it’s a relaxing, fun experience for two people that can be played quite quickly and only requires some light record keeping. It’s not something you can play a lot off, mind, but It’s a good a candidate as any for a digital conversion. According to the devs it’ll feature solo-play vs. and AI, as well as hotseat multiplayer with a friend or loved one.

[youtube https://www.youtube.com/watch?v=l8TI2W1RvH8?controls=0]

Updates

Unless I’ve gone blind, there doesn’t appear to have been any updates of note this week but do let readers know in the comments if you’ve spotted something I haven’t. One thing: Even though Shieldwall Chronicles launched its’ 1.03 update yesterday, 1.04 has already been released to fix some critical bugs that cropped up.

Sales

It’s not a great week for sales of note, unfortunately, although as a nice change of pace we actually have an Android-exclusive sale to flag up this time around:

Rusted Warfare RTS (Android) (Review): $0.99 

This hidden gem of an RTS game came out in 2012, but we only did our official review in 2017 after the developer decided to launch the steam version. It’s a great strategy title that pays homage to the genre greats like C&C. If you’re still wary, there is a Demo version you can try as well.

Evoland II (iOS & Android): $0.99

This is one of those games that we keep talking about but have never formally reviewed. This RPG adventure title about playing your way through different game genres is going for just a buck.

Seen anything else you liked, played any of the above? Let us know in the comments!

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Review: Shieldwall Chronicles

A couple of years ago, Demon’s Rise 2 was Pocket Tactics’ RPG Game of the Year: a hex-based fantasy RPG laser-focused on complex tactical gameplay. Now, Wave Light has released the Shieldwall Chronicles: a hex-based fantasy RPG laser-focused on complex tactical gameplay. How does this new entry compare to such an illustrious predecessor?

Like Demon’s Rise, Shieldwall is an extremely crunchy game. Your standard attack calculation figures in the character’s skill minus distance, evasion, and cover, and then subtracts armor from your damage if you get a hit. Then the target may get a chance at a counterattack of the same complexity. With buffs and special attacks, you’re looking at a lot of calculations for each move. All this math can result in frustrating situations where two characters with piles of health can’t hit each other at all or can only plink off single health points at a time, dragging out the battles. 

Shieldwall Chronicles 1

Luckily, you can play in ‘simple’ and ‘complex’ mode and slide the difficulty of each mission up and down on the fly. Complex mode makes you use action points for everything, including moving and making attacks, while simple mode gives each character a set number of attacks and movement distance. In simple mode, you only need to be concerned about whether you have enough action points for the special ability you want to use, or if you should save them for the next round. These abilities are mostly determined by your characters class and level. 

The characters come with both male and female models. Happily, the two models are statistically identical but visually totally unique designs, giving your team a lot of flair. Character animations are varied and give your characters and their individual moves some personality, even though they occasionally bug out and send them moonwalking across the tavern floor. Spell and damage effects are also well-done, especially the satisfying sprays of blood that accompany a direct hit and the molten fireball effects. Although the game runs on phones, it’s definitely meant for tablet-sized devices.

Shieldwall Chronicles 2

Each of the fifteen character types has its own set of special abilities. It takes some time to learn what they are all capable of, but eventually you’ll get some interesting tactical choices to make, even in simple mode.  Back off and heal? Buff your attack and go for the kill? Which character best supports the others? Some specials are equivalent to more advanced attacks. Others are buffs or debuffs that can make the difference between your attacks bouncing off armor or scoring a critical hit. Magical items and gear also sometimes provide special abilities including bonus attacks. You’ll pick up one for free after each level and between missions, you can freely buy from a massive selection of loot.

You also need to be concerned with your units’ morale, which provides some realistic reactions to various battlefield situations, leading to panic if your units are surrounded or see their comrade fall. The consequences of panic are actually a bit too light, since it just removes the unit’s ability to use special moves. I’d rather see something like XCOM where the AI takes over control of a panicked character. This can still lead to a failure spiral, if you suddenly desperately need your cleric to calm down and heal. 

Maps have a lot of variety, including cramped indoor hallways, urban streets and squares, and wide outdoor spaces. The terrain makes a big difference in strategy, especially the many opportunities to take full or half cover. Cover makes a huge difference in reducing your chances of getting hit, making careful flanking moves a vital strategy and ranged units in good cover particularly deadly.

Shieldwall Chronicles 3

The storyline is well-written enough, but it doesn’t stray from fantasy adventure tropes. This is a little disappointing considering the Demon’s Rise series had you leading a party of devil-worshipers. In Shieldwall, you head a generic mercenary company that gradually gets pulled into to a larger conflict. There are a few choices to be made, but they are more of the “turn left” or “turn right” variety than critical dilemmas, mostly seeming to affect the next map you’ll be fighting on. Your characters don’t really have an individual impact on the story, and any one that drops during a mission will be right as rain during the next one. Mission failure just means trying again, and you can freely swap units to try a different strategy. The storyline is simply something to hang the tactical game on and provide an excuse for all the swords and arrows. It is very, very long, though: at least 40 hours.

If you’re already a fan of Wave Light’s Demon’s Rise series, Shieldwall Chronicles is more of the same but with a somewhat less interesting setting and slightly more complex gameplay. New players who are after some RPG tactics with lots of math will also love this game.

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We’re giving away ten iOS codes for Shieldwall Chronicles!

Competitions, eh? Remember those? Man, if only we had some free codes to giveaway so we could do another o- OH WAIT. We’ve teamed up with Wave Light Games in order to bring you a free giveaway. We have ten iOS codes for their recently released tactical RPG Shieldwall Chronicles, and all you need to do is go to the widget below to register.

Competition closes at 10 AM GMT on Monday, March 11th and we’ll email the codes out to the winners from there.

In our review, Richard praised the game’s depth of choice amongst its character classes, as well as its adherence to old school strategy RPG design… even if things could get a bit grindy at times. Whether it’s better than PT favourite Demon’s Rise remains to be seen, but if you’re a fan of the developer’s work this is definitely worth checking out for more of the same.

The reason we launched our review and the giveaway today specifically is that Wave Light have just updated Shieldwall Chronicles to Version 1.03. The update includes a new playable character class, the Centaur (pictured above), a new cavalry-focused game mechanic, 20+ new magic items and several bug fixes and improvements. So, if you want to nab yourself a free copy, look at the widget below and may the odds ever be in your favour!

Shieldwall Chronicles Giveaway

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Review: Immortal Rogue

Waking up as a powerful vampire is a well-worn video game territory. So are relentlessly replayable roguelikes. Somehow, Kyle Barrett, developer of Ever Knight, has found a way to make both of these staples feel fresh and inviting with Immortal Rogue.

As the titular character, you spend your waking moments reaping civilization of its blood, one century at a time. As you haunt populations for consecutive centuries, you can play a large role in how society develops. Choosing to hunt social elites or rabble rousers may determine if humans progress into the stars, or revert back to barbarism. I wish this narrative device felt more substantial.

Conceptually, being a hidden figure that has secretly been altering human history from the shadows for years is great. But it never feels like an interesting story is being told, outside of the small info dumps that set up each new engagement. The choices you make regarding who to hunt don’t change each encounter substantially. At most, instead of just killing everyone, you kill everyone and especially one person in particular. Occasionally, you’ll be able to turn that special somebody, and add them to your coven.

IR1

The consequences of the decision can be significant, though. Moving forward or backward in advancement could mean that your next set of enemies could go from mostly wielding swords or bats, to being Terminators with laser guns. Enemies hit harder and harder – and there are more and more of them – the longer you survive. The more advanced the society, the more frequently you’ll find that the monsters that spawn to greet you can absolutely decimate you from distance. Some legible way of knowing how your decision will affect the movement of civilization would have been welcome here.

This is especially something I wish I had when I died and had to spend the next hundred years resting. Time moves on without you, so dramatic progress could be made before you’re ready to hunt again. The beginning of your run could be right smack in the middle of a robot uprising, meaning guns galore. After hours of play, I’ve found my way around this little difficulty bubble. But in the beginning, I found it to be overwhelming.

IR2

The nuts and bolts of playing the Immortal Rogue are simple, familiar, and satisfying. Swipes, taps, and holds encompass all of the inputs you’ll need to make mincemeat out of the well-armed general public. Light and heavy attacks strike with a that feel good stickiness, with just enough space before and after attacks to feel like you can zip out of harm’s way.

There is also a pretty diverse set of weapons you can acquire that all feel unique. Even though you pick them up at random, they tend of be era appropriate. Sometimes you’ll pick up a cowboy six-shooter, other times a katana. They all seem to have a place in a strategy, or can be the kind of run-defining things worth building a strategy around.

The irony is that even though much of the game rewards aggression – all of your movement is in dashes, light attack chains get up close and lock enemies down, etc. – I had much more successful runs when I got a ranged weapon and just shot hordes of enemies from a distance. It’s not a complete imbalance, as the hordes can become untenable once you reach year 900. But some of the dirty tricks that Immortal Rogue plays on you, whether intentionally or not, might have you thinking conservatively.

IR3

The way enemies spawn often feels like there is no rhyme or reason to it. They sort of just show up from off screen, or from underground, or from thin air to come kill you. Sections of the map you’ve already covered might sometimes hide a random group of baddies that triggered at some point when you weren’t watching. The environments themselves can obscure enemies under them that you might not know are there unless you see a bullet careen towards you from behind a rock, or you just felt the need to dash behind a tall building. Not exactly game-breaking, but annoying.

I have had bugs that got me stuck on pieces of a map, unable to dodge away from what would shortly become an aggressive and devastating onslaught of enemy fire. They don’t happen often, but when they do happen to sabotage a run, you can’t help but feel frustrated. Ditto to the inconsistent responsiveness of the controls. Touch controls are hard to make work perfectly, and the design is intuitive, but the end result isn’t always. Slides and holds get confused all the time for me. You learn to work around it, but it can be a lot of work.

IR4

But man, Immortal Rogue is hard to put down. It has that perfect blend of small investment interactions and frantic, engrossing action that always convinces you to go one more time after a death. Mixing the perks you pick at the end of each level with all the gear and enhancements you can buy or inherit through your coven helps you produced strategies and builds that you can see working usually immediately. When I focus on one or two build ideas, it’s almost always rewarding to see them come to fruition.

So, despite its setbacks, Immortal Rogue seems to accomplish everything good about the popular roguelike genre on one of the platforms where they are a dime a dozen. It even makes the concept of playing as a powerful vampire something that at least feels new and different on its surface, even if it fails to do much with it. A gratifying, one-handed action game on mobile as sound as this one should absolutely not be overlooked by anyone seeking the next great single-player experience.

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The Best Sports Management Games on iOS and Android

A new summer of sport may be on the horizon, but for many of us the season never ended thanks to your favourite handheld devices. There seems to be no better time in 2019 to check out the best sports manager games that mobile gaming has to offer.

Not a sports fan? Perhaps you’ll enjoy this list of great puzzle games instead!

Better still, armchair sports fans can chill out and enjoy this cerebral selection of sporting simulations without breaking into a sweat. Whether you’r on iOS or Android, a Soccer sycophantic or a Motorsport maniac, we’ve got you covered.

Pro Strategy Football 2019

Developer: Pro Strategy Games
Platforms: iOS Universal
Price: £4.99

PSF 18

Considering its popularity, football of the American variety feels very under-represented in games. There are a few arcade-y options and of course EA is present with the usual free-to-play butchering of a great game in the absurdly titled Madden NFL Overdrive Football, but quality management games are few and far between.

The one serious choice is the Pro Strategy Football series, which once again delivered a very solid offering in its 2018 edition and has now evolved into the 2019 version. It’s a fun and playable coaching game but also accurate and realistic depending how deep you want to dive in. One of the best things about PSF is how flexible it is, so you can have a quick single match or a multi-season career and then on the field you play in beginner mode just choosing the type of play or expert mode in which you can micromanage every player’s role.

It’s a great game for novices who want to learn more about the complexities of gridiron and hardcore players who want to control every aspect of their team.

Football Manager Touch 2019 (Review)

Developer: SEGA
Platforms: iPad, Android
Price: $19.99

fm19touch 6

There’s no arguing that Football Manager is the king of football management simulations, and FM Touch extends the series’ dominion in to the mobile sphere. The Touch games offer a more accessible take on the PC version, with an interface specially designed for tablet devices. If you’re looking for a cheaper and more accessible FM experience, then you should check out Football Manager 2019 Mobile.

FM19 Touch is just as good as the 2018 (which occupied this spot until now), but it’s worth noting that the changes between the versions are slim. There’s no doubt that this game deserves to claim a top spot in our list, but if you already have previous year’s versions, bear in mind you may baulk a bit at having to re-purchase the game again.

Motorsport Manager Mobile 3 (Review)

Developer: Playsport Games
Platforms: iOS Universal, Android
Price: $3.99

Motorsport Manager 3 Rev Head

This series scores an easy pole position in the motorsport management genre, and the latest instalment is the best looking and most feature-rich yet. For a sport game on mobile devices, this is achingly beautiful, especially the dioramic race tracks which are just so pretty. But the game has lots of substance as well as style with plenty to keep you busy as the principal of a motorsport team, including recruiting drivers, developing the best cars and investing in your facilities. Once the action switches to the track during qualifying and races you’ll still have plenty of decisions to make on race strategy, car set-up and tyres.

For the third game in the series Playsport Games has added six new championships across GT and endurance races, making it deeper than ever before. As our four-star review suggested, MM3 does a great job of getting players emotionally invested in their teams, with a fine line between winning and losing “A game made up of so many small decisions and menus allows for a surprising amount of excitement. Watching those small dots speed around the screen may not give the surge of pleasure a standard racing game would, but watching your team secure a win, leading to a championship is genuinely wonderful.”

Cricket Captain 2018

Developer: Childish Things Ltd
Platforms:  iOS Universal, Android
Price: £8.99

cricket captain 2018

This series has been around on mobile devices for several years, but without much fanfare, despite being well received by players. Perhaps cricket is more of a niche interest than other sports, particularly among European or American gamers, but this is a must-buy if you are fan of hearing leather on willow.

Cricket management is a very narrow genre, but this game is unrivalled in it with its deep, accurate and comprehensive simulation. Very much the Football Manager of cricket games with its attention to detail, this is packed with features, stats and tactical options that should keep virtual cricket captains happy for many hours.

Football Chairman Pro

Developer: Underground Creative
Platforms: iOS Universal, Android
Price: £2.99

f chairman por

Not so much Championship Manager as Chairmanship Manager. This simple but satisfying simulation puts you at the head of the table in the boardroom rather than being in the manager’s office or dugout. Instead of being the football manager going to the chairman asking for extra funds or more time to build you squad, you are the chairman who makes the decision on the hiring and firing of your club’s manager. If you get that decision right, along with sponsorship deals, stadium development, transfers, contracts and more, you’ll be able to turn your little non-league football team into a major force.

It’s a more basic, quick-playing game than, say, Football Manager but its fast pace allows you to whizz through seasons in minutes and hours rather than days and months, making it great for short sessions on the commute. Despite the simplicity and less detail, it’s still got plenty of choices for you to make as the big boss, and enough addictive power to keep you coming back.

Baseball Highlights 2045

Developer: Peter Kossits
Platforms: iOS Universal, Android
Price: $3.99

BBHightlights2045

As its name suggests this clever card came condenses baseball matches into short bite-sized 10-minute matches. If you are looking for realism then I suggest you move on as this futuristic take on America’s favourite sport has a player roster that includes robotic and cybernetic players. An entire game consists of each player only playing a total six cards, but it still manages to pack in a lot of tough decisions and tension. On your way to the World Series you get to draft new players into your hand, which gives the whole experience a pleasing bubble-gum card collecting nostalgia.

Punch Club

Developer: tinyBuild
Platforms: iOS Universal, Android
Price: $4.99

Punch Club

This may not be a sports sim in the strictest sense of the word, but if you are interested in a boxing-themed game with lashings of 1980’s nostalgia then Punch Club rings all the right bells. You embark on a Rocky-style quest of vengeance by setting up fights, whilst juggling your work and social life.  It is a game that takes more than its graphical sensibilities from the 1980’s, being tougher than Apollo Creed. This means that you will be doing more grinding than a dirty dancing barista. However, it is still a fine game that is well worth checking out.

New Star Cricket

Developer: New Star Games
Platforms: iOS Universal, Android
Price: Free, Offers In-App Purchases

New Star Cricket

A cricketing themed follow up to New Star Football that is perfect for those who prefer the thwack of willow on leather. You begin your career with a lowly club in your favourite cricketing nation.  Each season you will compete in both 20 and 50 over competitions. Perform well and famous clubs will be queuing up for your signature, you may even get an international call-up. The game does not stray too far from the winning formula of its forbearer. A series of mini-games enable you to improve your skills and have an impact on matches at key points. Gameplay is as equally satisfying in bite-sized spells as it is in marathon sessions, which makes for an ideal mobile game that will have you padding up and heading out to the middle time and time again. 

1st & Goal

Developer: R&R Games
Platforms: iOS Universal
Price: $4.99

1st and Goal

Based on a popular board game, 1st & Goal uses a combination of dice and cards to simulate the rough and tumble of American football. Opponents play cards to determine their offensive and defensive strategies and then dice are rolled to determine the outcome. The dice used will depend on the strategies selected.  For instance, if the offensive team chooses a rushing play and their opponents choose a passing defence, then the offensive team will have a big advantage. You can play a one-off exhibition match, compete in the play-offs or embark on a full season. Whatever you decide you will get a game that sticks closely to its board game roots, with straightforward rules, together with tense bluff and double bluff gameplay.

Hall of Fame

What would your list of the best sports strategy/management games on mobile look like? Let us know in the comments!