We all have a soft spot for a good tactical game, don’t we? There’s something wonderfully nostalgic about turn-based strategies, yet when they’re executed right, they always feel incredibly refreshing. While the core principles of tactics games don’t shift wildly, there’s usually a unique mechanic that makes each one stand out. Today, we’re diving into what feels like chess, but don’t get too excited just yet—I’ll elaborate on that as we proceed. I’ve been quite immersed in a game called WizardChess, which has its fair share of both delightful elements and puzzling aspects. To start with, let’s talk about the name; it’s a bit misleading.
WizardChess isn’t really chess, at least not in the traditional sense. Sure, the units resemble chess pieces in their movement and attack patterns, but that’s where the similarities end. Underneath, it reveals an entirely different beast. It’s still very much a strategy game, but its unique flow and ruleset set it miles apart from chess. Not that this is necessarily a problem, but it might cause some confusion if you’re coming in with certain expectations. You could end up feeling perplexed or even a bit frustrated.
When you enter the world of WizardChess, you’ll find yourself cast into a dungeon, facing a series of encounters and aiming to take down the tutorial boss. The tutorial does take its time, which is kind of necessary to get a real handle on the complex rules. With various unlockable units, figuring out their roles and how they can bolster your tactical approach is crucial to your success. A little irksome, though, is the fact that your progress in the tutorial doesn’t save. This means if you have to quit mid-run, you lose all progress. I was pretty far along when I left, and restarting didn’t seem appealing, so I jumped straight into a different mode—Arcade. Was it a wise choice? Perhaps not, as the game’s feel shifted dramatically.
In tutorial mode, WizardChess has a very turn-based vibe. You deploy your units using cards you’ve collected, allowing ample time to plan your moves. While it might seem straightforward since you can move only one unit per round, positioning becomes a challenging puzzle as enemy units shuffle around too. Some units possess special abilities, which you can activate at the expense of movement—a balancing act indeed. After I got the hang of it, minus having to restart, I found it genuinely enjoyable.
Then there’s Arcade mode, a whole different ball game. It throws you into fast-paced scenarios where you start with a set number of units and race against time to defeat as many foes as possible before a boss shows up. Between rounds, you can visit the shop to buy new cards or enhance your existing ones. But here’s the catch: currency is hard to come by, and progressing feels slower than I’d like. This pace demands a shift from careful strategic thinking to a faster approach, sometimes muddying the strategic elements that make the game interesting. Even if you play swiftly, you won’t complete many rounds, making your shop decisions critical.
In WizardChess’s shop, you’re not just buying new troops; you can also upgrade the stats of ones you already own. A word of advice? Focus on expanding your unit collection early on. This is key before you feel comfortable tackling the more nuanced upgrades.
Another intriguing layer is the ability to imbue units with elemental attributes. These attributes can alter unit behavior: fire for aggression, water for defense, earth for patience, and so on. This feature allows you to exert more control over how your team acts when it’s not their turn, adding depth to the gameplay.
I wish I could boast about conquering Arcade mode’s first boss, but alas, I met with repeated failure. Each encounter left me feeling woefully unprepared. Besides your units, you also have a hero, though more supportive in nature and unable to attack. So when your units fall, you’re left vulnerable, waiting for the inevitable. Given that Arcade mode feels central to WizardChess, this quickly led to frustration.
What’s missing in WizardChess is a campaign mode. The tutorial introduces characters well, yet without a saved campaign, there’s little room for story development. It’s disappointing, particularly because the writing shows promise. It seems designed for short bursts of play, offering an addictive thrill to see how far you get in one go rather than progressing over time. This setup is fun in small doses, but its longevity is questionable.
Now, the controls. They’re straightforward, essentially clicking to play. Yet, like chess, each unit moves differently—horizontally, vertically, or diagonally—making navigation feel awkward and artificial for a real-time strategy game. Terrain further complicates movement, and given the timed nature, the movement restrictions can feel counterproductive and overly slowing.
In summary, WizardChess presents a mix of intriguing ideas that don’t quite harmonize. Perhaps more time with the game would bring clarity, or maybe finishing the tutorial would change my mind. Honestly, if I’ve misunderstood anything, I apologize. It seems like turning it into a turn-based dungeon crawler could better incorporate chess elements. Alternatively, dropping chess for pure real-time strategy could work too. Mixing both styles just creates unnecessary jolts, at least in my experience.
Despite its quirks, WizardChess aims to be something unique, and that’s commendable. If it happens to click with you, there’s plenty of fun to be had. However, the mechanical hiccups might prompt me to seek a strategy fix elsewhere. The game may find a niche audience, but for the average strategy enthusiast, long-term appeal could be lacking.