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As such, protecting the more flimsy units can become a priority. I had plenty of time to consider movement and positioning but I did feel battles always involved trading damage. Some of these might have obstacles within them but these do not double as cover. Battles are plentiful and typically take place over a flat grid. The resources you gather can be used to purchase new recruits for your army and I would often clean the map out for these. Movement is limited by movement points but each turn ends with you choosing one of three perks. Levelling up gives you the opportunity to pick a spell which can then be used in battle, providing you have the mana pool to cast it. Here you can pick up resources, fight any wandering beasts and gain experience. Firstly, you have an overworld the Commander can traverse. One thing the prologue does well is ease players into the systems. For a conflict that could, theoretically look bombastic, it’s all delivered a little flat. There’s not a lot of time for spectacle as the remainder of the plot is driven by text. I don’t find it especially compelling but the premise does at least explain what’s at stake. The prologue largely sets the conflict up with some static pictures and visual novel-esque talking portraits. The titular Dragoness is trying to bring peace to the land but she requires the help of your nameless Commander to do so. The story revolves around two warring dragon clans. Whilst the influences heavily dictate direction, my bigger issues are with pacing and repetition. With some obvious homages to Heroes of Might and Magic, Crazy Goat Games has decided to take a stab at the genre with The Dragoness: Command of the Flame. It’s not a genre I get into often but tactical, turn-based RPGs can certainly engage me. Augin PS5 / Reviews tagged city-building / crazy goat games / dragons / heroes of might and magic / resource collecting / roguelite / the dragoness command of the flame / turn-based tactical rpg by Mike
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