We all love a good tactical adventure, right? There’s a sense of nostalgia that comes with turn-based strategy games, yet when they hit the mark, they feel refreshingly new too. The core principles of these games usually remain unchanged, but there are often enough unique features to give them a distinct identity. Today, we’re diving into a game called WizardChess. Don’t be misled by the name; it’s not just another chess game. While I’ve been thoroughly enjoying it, there are a few things that leave me scratching my head, starting with the name itself.
WizardChess bears only a loose resemblance to traditional chess. Sure, the units you control have movement and attack patterns reminiscent of chess pieces, but that’s where the similarities end. In reality, this game morphs into something entirely its own. It takes strategic gaming to a new level with its unique flow and set of rules. However, coming into this with a chess-specific mindset may leave you baffled or, at worst, frustrated.
Entering the game, you’re thrust into a dungeon where you must navigate encounters and ultimately take down a tutorial boss through several rounds. Now, this tutorial is quite lengthy, which makes sense if you want a solid understanding of the game’s mechanics. There are numerous unlockable units to master, and learning how they influence your strategy is key to success. However, one downside is the lack of a save feature in the tutorial. If you need to exit the game, you’ll have to abandon your progress and start over. Frustrated, I found myself skipping back into a different mode—Arcade. This wasn’t necessarily a smart choice, as it completely altered the game’s ambiance.
The tutorial mode is very much turn-based. You play units from cards you’ve collected and have all the time in the world to strategize. Moving one unit per turn may sound simple, but positioning them amidst enemy movements is no trivial task. Some units have special abilities you can activate at the expense of movement, which adds another layer of complexity. Once you’ve got the hang of it, playing becomes quite enjoyable, despite having to start over occasionally.
Now, Arcade mode is a whole different beast. You’re given a limited number of units, already placed on the board, and must fight against the clock to defeat opponents before a boss appears. In between rounds, a game shop becomes available where you can buy new cards or upgrade current ones. However, currency is scarce, so progression is slow, forcing you to navigate rounds quickly. This scramble against time can muddle the strategic elements that typically make these games captivating. In the shop, your decisions become crucial due to the constraints of currency and time.
The shop concept is interesting because it not only allows you to buy additional units but encourages strategic decisions about strengthening your current squad’s attack and defense. Initially, focus on increasing your units before looking into other upgrades.
The ability to imbue units with elements adds a fascinating dimension. The choice of element—fire for aggression, water for defense—affects how non-controlled units behave in battle, providing more control over your strategy.
I’d love to say I conquered the first boss in Arcade mode, but unfortunately, that wasn’t the case. I continually felt grossly underprepared. In the absence of usable combat abilities from your hero character, once your units are wiped out, you’re left vulnerable. This makes Arcade mode a bit frustrating, considering it appears to be the game’s main focus.
It’s pretty apparent that WizardChess could benefit from a campaign mode. The tutorial introduces some characters and hints at a story, but this narrative potential isn’t fully explored due to the lack of a campaign system. It’s a shame because the writing shows promise. The gameplay feels tailored for short, addictive sessions based on seeing how far you can get in one run, not necessarily long, narrative-driven exploration. This makes it enticing in short bursts but potentially lacking for extended play sessions.
The controls in WizardChess are straightforward, using point-and-click mechanics. Each unit has specific movement options reminiscent of chess, whether it’s horizontal, vertical, or diagonal. However, combining these mechanics with real-time strategy elements sometimes feels awkward. Limited movement, compounded with terrain obstructions, can slow down the gameplay, which doesn’t entirely mesh with the game’s pace.
Overall, WizardChess leaves me with mixed feelings. Perhaps I need more time with it to grasp all its intricacies. Failing to fully complete the tutorial might have contributed to my initial struggles. Therefore, if some of my impressions seem off, apologies in advance. For now, it feels like WizardChess is a collection of fascinating ideas struggling to coalesce. If it embraced either a turn-based dungeon crawler design or provided a real-time strategy experience without chess elements, it might deliver a more cohesive experience. Yet in its current form, blending these styles feels like it’s creating unnecessary complications.
I appreciate the ambition WizardChess demonstrates. There’s a captivating vision here, and the creators deserve credit for attempting something novel. Perhaps for some, this unique blend may resonate and offer plenty of enjoyment. However, for me, some mechanical aspects remain off, which might lead me to seek my strategy fix elsewhere.
The overall verdict? WizardChess is a commendable effort. With a solid score for its look and challenge but only moderate marks for gameplay and story. It’s an intriguing game, possibly destined to gather a passionate following despite potential long-term appeal issues for the broader strategy fanbase.
Review Score: 6.2/10.