It's monsters versus monsters in this tiled based tabletop SRPG skirmish! As a monster overlord your job is to arrange your own mini-bosses to the tune of terrain theme, and tile alignment. Synergy being the key to victory, and position placement the necessary means with which to maximize scoring efforts. Taking in mind the connecting mechanics, and roguelike tile drops you must carefully plot and plan your strategy in a 12 to 16 turn affair that coincides with three goals, and optional side quests that will optimize your gameplay outcome. All of which is doable in the game's three main modes of play.
Overboss, as a top down strategy RPG experience, is setup as a roguelike tile based tabletop game. In it you'll find gameplay focused on a playing field of 12 tiles joined together in 3 rows of 4 (3X4). Either that or a 4X4 alternative. This and a side bar selection of mini-boss and terrain tile combos which must be played on a single turn by turn basis.
Each terrain tile is beholden to a structure or terrain respectively. You'll find forests, caves, deserts, castles, camps, volcanoes, and other things marked by their own color coded symbols. The same goes for the attachable mini-bosses that match with these symbol oriented terrain tiles and creature sprites.
It is with a single drawn duo of tiles per turn that the player must carefully coordinate placement as it is required by the campaign's rules in "Solo Campaign" mode, specifically. This entails selecting the tiles from a drop down menu of four, placing the terrain tile on the map, and then placing the mini-boss inside of that tile or another tile. Either that or utilizing the game's gateway mini-boss swap mechanic before placing the mini-boss. Sliding tiles, and replacing/destroying tiles is an option too under certain conditions related to the boss's active and passive abilities. That and getting bonus points for specific tiles, and tile placement.
Each stage of the campaign which is also thematic in nature requires that at least two of three set goals be met in order to move onto the next. Two of these goals are placement and tile type specific. Making your goal to choose and place the tiles afforded to you in a manner that matches these directives. Outside of this is a third goal and it is purely score based, and dependent upon the stage you are currently on. In addition to this there are command cards that detail passive and active buffs that effect how terrain and mini-boss tiles benefit per placement.
Scoring in 'Overboss' comes from a variety of contributing factors including mini-boss value, matching mini-bosses, and matching terrain type that is boosted by mana crystals that tie into the main terrain types. Mixing, and matching both terrain and mini-bosses according to the goals, and the side quests shown in the Dpad menu will effectively afford you maximum points should you be able to get what you need in the side bar RNG based menu.
The side quests, which are also a component of gameplay, are shown on a pop-up placement diagram that details required tile placement for each of the game's match types per stage. This includes matching mini-bosses, bands, and jewels. There is a method to the management, and a strategy to stick to in this regard.
As far as the solo campaign goes there are several stages pitting you against different bosses with the three goals in mind. Completing two goals will allow you to move forward to the next stage while perfection comes with also mastering the score and besting it. This is all micro-managed from the board's base hub which acts as a brief storage area for tiles, crystals, and gateways. The crystals gifting +1 per matching terrain type on the playing field, and the gateways allowing for the limited swapping out of mini-boss tiles.
While campaign is the main way to play there is also a highscore solo mode, and a local multiplayer which adheres to the same rules. In solo highscore mode the goal is wholly centered around score, as one might imagine, and in local multiplayer the rules remain the same with the final score being the deciding factor in a victory won or a match lost.
Both solo highscore and local multiplayer use a similar setup with the number of participating players in mind for each. You'll select from a 3X4 or 4X4 playing field, and optional bosses or command cards. That, and five different tile types out of the available assortment. In local multiplayer, specifically, opponents can either be a local player or AI. You also have to type in player names for each player before the match starts.
The Presentation ...
Overboss is a complicated assortment of maps, and menus that aren't fully explained away in any tutorial. The game, through it's tile and feature descriptions expects the player to be able to pick-up on, and apply the rules per mode. While this isn't the hardest undertaking you will have to learn the game to be able to beat it. That means learning tile synergy, and how to complete the required goals in relation to that synergy.
Visually the game is a beautiful display of pixeled sprites that dot both the map, and tiles as well as the varied terrain and creatures. It has a cutesy art style that isn't foreboding, and is definitely inviting for a younger audience. It is also lightly animated, and includes the usual fantasy inspired soundtrack for good measure.
The Verdict ...
Going into Overboss's campaign I wished the game had better explained the mechanics through a proper hands-on tutorial. I had to literally learn the rules by browsing the menus, and putting 2 + 2 together. After it clicked though I was alright. That being said the game having an RNG element tied to the crucial gameplay elements really does limit the potential for fairly clearing a run. The game gets around this by allowing each goal met to be marked off even if you do not complete the full list of three. I just feel RNG was kind of out of place in this kind of experience. It comes off as being a game of chance more so than a game that strategy can win.
As far as recommendation goes Overboss is alright. It might not be done the way I'd have done it, but it's competent enough if you don't mind the RNG element.
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