Ironcast Review
Turn-based strategy meets explosive mech combat. Be a hero, join the fight!
Commanders! Take to the battlefield in Ironcast and prepare for turn-based strategy like you’ve never seen before. Every decision you make plays a crucial part in deciding your fate, from collecting resources to choosing your next mission. Control a mechanised war machine and lead your troops to victory through a series of challenging battles, trade assignments and survival missions.
The roguelite style of Ironcast enforces that death is permanent, but rewards are persistent and no two campaigns are the same. With randomly generated missions, over 50 unlockable items and the potential for rare enemy loot drops, commanders will face a new crusade with every play through. With added HD rumble support, taking down the enemy has never felt so good!
Feature Overview:
Four ways to play, including full touchscreen functionality
Customise your Ironcast with a variety of unique combinations
Collect rare loot drops from fallen enemies to boost your systems
Both the backgrounds and the Ironcast mechs are very lacklustre, plain and dull. It's a very dreary game to look at. And while the permadeath is a strong feature here, the first round, at nine battles in length, is such a long one to go through over and over before reaching later stages.
TV mode
Tabletop mode
Handheld mode
*MSRP: Manufacturer's Suggested Retail Price. Actual price may vary. See retailer for details.
Ironcast © 2017 Ripstone Ltd. Developed by Dreadbit Ltd. “Ironcast” is a trademark of Ripstone Ltd. All rights reserved.
I've played this game for 30 hours and only just beaten the game, so now I feel I can appropriately discuss the game and vehemently recommend I've played this game for 30 hours and only just beaten the game, so now I feel I can appropriately discuss the game and vehemently recommend it. Ironcast is something unique in the game sphere lately. Match 3 games like Puzzle Quest and their endless clones are tried, tired, and done. I played a few like them before but there wasn't nearly enough to hold my attention at a fundamental level.
The thematic implementation is on another level. The writing is flawless and the aesthetic carries it away and delivers an atmosphere you can only find in bigger budget titles. The match 3 system and the availability of upgrades, missions and rewards are all fundamentally controlled by random algorithms that have borne out through all of my games.
Fifa 16 downloader. Every time I see it discussed people fear cheating by the computer since you can't see what they have, but once you learn the game you find that there is nothing the computer will do that you couldn't do on an average board. They also get their 'boom' and 'bust' boards like you do, and they frequently come as a surprise once you figure out the median activity of an opponent, so yes, the system is fair. It was pitched and delivered as having a rogue-lite aspect, and Ripstone clearly built this game from that kernel of origin.
Every system in the game due to its randomness will surprise you and you'll find yourself alternately cheering at your good fortune or shouting and pulling your hair at being cornered by circumstance. This game elicits emotion very strongly so I do caution the impatient to shop elsewhere. The reward progression system, which is the game's olive branch intended to soften the blow of the roguelite nature (eg continuous death) is fair and balanced. Some have said that you get better starting equipment based on global exp, which would unbalance the game, but you do not. You get options for different starting mechs and pilots, static bonus unlocks which affect the math in the exp and health bonus for pilot level up, and more options for different skills and static bonuses at pilot level up. The pilots and Ironcasts have traits and abilities that may or may not go well with how you choose to play. To start, you have one pilot and Ironcast, and are introduced to the game in them.
As you unlock more, you have more strategies for how you want the mech to operate. None of them is a 'better' choice. None of them surpass any of the others but some pilots have abilities that coincide with the functions of different mechs. The only obstacle to getting to the end of the game, after taking randomness into account, is an understanding of effective strategies, how to build them, and how to get them to work.
So of course, not knowing the game, you will not succeed the first time. Nitro nation drag racing gear ratio chart. No roguelike would be worthy of the moniker if it let you beat it first go. I would be remiss if I did not mention the sound design for the game. I was floored when I first heard the sounds of the Ironcasts walking, the boom of the cannons, the buzz of energy shielding going up. If you have a good quality sound system, you will love this game. Its sounds and music both deserve praise for their high quality and hit me with the impact of a railgun!
My personal gripes are that despite the fact that the game took me 30 hours to finish the game has only one mode. Now that I've beaten it, the replay value is minimal. There is no multiplayer, or skirmish mode, or robot builder, or even a gallery or index which showcases the things you've unlocked. Not to say that the parts aren't self-explanatory - everything you encounter shows all of its relevant stats - but they can only be seen when you find them. However, despite those small criticisms, I cannot recommend this game any harder than if I were to recommend fuzzy slippers for cold weather. It's freaking necessary.