Strike Team Hydra Wave Light Games Inc. - Rated 4.5 / 5 Stars by Touch Arcade - Rated 4 / 5 Stars by Pocket Tactics - Rated 5 / 5 by MyBoxedUniverse - Rated 9 /… TouchArcade Rating: $7.99 Buy Now Watch Media Details- Rated 4.5 / 5 Stars by Touch Arcade - Rated 4 / 5 Stars by Pocket Tactics - Rated 5 / 5 by MyBoxedUniverse - Rated 9 / 10 by KickMyGeek *** You are the commander of an elite Strike Team aboard the warship, HYDRA. Your first combat mission will have you leading your team in vicious ship-to-ship battles against the Sethari, a mysterious alien race whose soldiers are genetically bred for war. In this tactical role playing game, you are the commanding officer of a squad of soldiers from the far future. Command each warrior and use cover, suppressive fire, advanced weapons and iron will to defeat the enemy. Always outnumbered, your soldiers will depend on your tactical brilliance to prevail. • COVER: Use barricades and barrels as cover for your soldiers. Less conventional force fields and tachyon fields can also grant a tactical edge to those that hold them. • SUPPRESSION: Use suppressive fire to pin enemy soldiers in place before finishing them off in close assault or with a well-placed grenade. • ACTION POINTS: Every action, including movement, attacks and special abilities, requires action points. Spend them wisely to achieve victory. • MORALE: Your soldiers and the enemy are affected by their courage and determination. If the battle goes well, they fight with grit and determination. If it goes badly, they will focus more on saving themselves than the mission at hand. Play through a campaign featuring 28 intense firefights including various mission objectives and grueling boss fights. An additional 20 combat missions are available to hone your skills. *** Requires an iPhone 5, iPad 3, iPad Mini 3 or newer. Will not work on earlier devices. Follow us on Facebook: https://www.facebook.com/wavelightgames Follow us on Twitter: @wavelightgames Information Seller:Wave Light Games Inc. Genre:Action, Role Playing Release:Aug 07, 2017 Updated:Mar 30, 2018 Version:1.5 Size:1.1 GB TouchArcade Rating: User Rating: (13) Your Rating:unrated Compatibility:HD Universal Nullzone ð® Spam Police ð Jul 12, 2013 3,669 79 48 Male #2 Nullzone, Aug 7, 2017 Last edited: Aug 7, 2017 Congratulations on the release! Already bought. Also, my first new game thread ever @Wavelight: Do you have a specific video you want added to the game post? currymutton Well-Known Member Oct 16, 2008 4,430 1 0 #3 currymutton, Aug 7, 2017 Impressions, svp. Tychaeus Well-Known Member Sep 23, 2015 572 9 18 #4 Tychaeus, Aug 7, 2017 Hahaha! I kneeeeew soooome how that this was going to be available as a midnight...ish release! I just had a sneaking suspicion (and hope honestly) that they would release early. P.S. I always search by dev/dev team name especially with upcoming and new releases because it always seems to happen that upon initial launch they don't show up just from the normal search. Now....time to stay up too late and be all groggy in the morning # Tychaeus Well-Known Member Sep 23, 2015 572 9 18 #5 Tychaeus, Aug 7, 2017 You NEED impressions?! Hit....the....buybutton. Lol. Nullzone ð® Spam Police ð Jul 12, 2013 3,669 79 48 Male #6 Nullzone, Aug 7, 2017 As soon as I get around to playing, sure at work already, so can take a bit. stubbieoz Well-Known Member Jun 23, 2015 1,880 358 83 Male Grey haired gamer NSW Australia #7 stubbieoz, Aug 7, 2017 Okay, first 10 minute impressions on 12.9" iPad Pro. Game looks great. Loading times for different screens are definately faster than Demons. Nice choice of between 12 characters that appear to have a good balance between melee and ranged skills. The whole space environment is well presented and definately has an Xcom feel to it. Now a couple of early negatives; *The voice overs for each member during their turn is already becoming too much. What happened to the frequency slider from Demons? *I would love to have an option to remove the onscreen camera controls as I find there is no need for them as the camera control works fine with just a two finger control. The camera slider and controller just take up unnecessary screen space. *If you tap on an enemy and view their stats unfortunately the playing screen underneath will still move around. That shouldnt happen. As I said....this is only an early 10 minute playtime impression. The game looks impressive and plays well. It is a quality release from Wavelight Games. I hope to add more constructive comment as I play more. ramzarules Well-Known Member Sep 13, 2014 2,112 128 63 Greece #8 ramzarules, Aug 7, 2017 10 minute impressions here too: looks great, nice character selection. Suggestions : 1) do something about the action point and movement. Either simplify the action points system a la Fallout 2 ( 1 square is 1 point, attacks and abilities can be 1-5 points, with 10-20 max action points. Why? because used to Xcom and DR i am moving to the farthest distance i can move, and that takes away all the APs. Or like DR make movent independant of APs, use them only for skill-attacks. 2) Camera a) zoom it in on each enemy taking a turn so we know who is moving where b) when the APs of the character are over, move it automatically to the next closest character. A character with 5 Aps in the current system is useless and the next ine should be used immediately. in the FO2 system, when the APs are over similarly move auto to the next character. 3) Backgrounds, you did a great job but i think they are too convoluted and packed with stuff. Delete some so we can beter see our characters and enemies. As always, i write these suggestions with the most respect for your work and dedication, and with hope they will make the game even better. currymutton Well-Known Member Oct 16, 2008 4,430 1 0 #9 currymutton, Aug 7, 2017 Thanks. Honestly, I am not a very big fan of the graphics style of DR1 & 2. But this one looks much more better, just make sure it does not get a price cut within 3 months. Xcxc Well-Known Member Apr 26, 2017 129 0 0 #10 Xcxc, Aug 7, 2017 Last edited: Aug 7, 2017 **edits** must be thinking of another game nvm. 3) Backgrounds, you did a great job but i think they are too convoluted and packed with stuff. Delete some so we can beter see our characters and enemies. ^ agreeing on this one. I like seeing the characters stand out vs. the background. Chiller ONE Well-Known Member Sep 20, 2008 1,615 29 48 Nurse Sweden #11 Chiller ONE, Aug 7, 2017 A surprise, to be sure, but a welcome one. RinoaHeartily Well-Known Member Dec 12, 2010 1,715 10 38 #12 RinoaHeartily, Aug 7, 2017 Is this turn based like xcom? I see action points Nullzone ð® Spam Police ð Jul 12, 2013 3,669 79 48 Male #13 Nullzone, Aug 7, 2017 @Rinoa: Yes, it's turnbased. Action Points are used for movement, attacks and skills. Nullzone ð® Spam Police ð Jul 12, 2013 3,669 79 48 Male #14 Nullzone, Aug 7, 2017 Last edited: Aug 7, 2017 Ok, time for some initial feedback after playing the tutorial: The visuals look great: The soldiers all look interesting and different from each other, with a good eye for detail. UI looks very scifi-ey. As other mentioned already, the backgrounds/environments are way more crowded and confusing than the much cleaner ones from DR1&2 . I get that cover is much more important in STH, but there's so much visual chaff it's hard for me to focus. Character classes all sound interesting, and allow for very varied parties. I created a pretty conservative one already, and want to try some fun stuff like an all slice&dice group of only Swordwielders, or a mix of 3 Swords and 3 Snipers; an all heavy-weapons squad, things like that. Equipment system unfortunately still is the same terribly convoluted and unbalanced one as in DR1&2. I was really hoping for a change in that area the most: Your games aren't loot collectors like e.g. Diablo, their scope is completely different and gameplay-wise loot collecting isn't the focus. A much more streamlined and reduced list of equipment would go a long way here in my opinion (you know I strongly pushed for fixed equipment lists a few times already ). Also, still way too many equipment slots in my book. Half of what's there would be enough, I think: Weapon, Armor, Gadget or two. Split Armor into Helm, Body, Boots, Gloves if you want. That's 7 slots - not exactly few, but less and more manageable than the current 11 per soldier. Shop: Item icons could be bigger, but it's acceptable. Font for the item descriptions I find way too small. There's enough space, you could easily double it in size to make it more readable. Save system: Same as in DR1/2, unfortunately. I was hoping for something like Tactics Maiden's: Save outside battles to as many slots as you want, instead of using one save per playthrough. Didn't try yet if it saves during battles now. UPDATE: Nope, no in-battle saves. If the later battles get as long as in DR1/2, this is a huge problem if you don't have the time to complete one in a single session. UPDATE 2: I was wrong, it does have them: Amenbrother Well-Known Member Jun 24, 2011 6,659 7 38 #15 Amenbrother, Aug 7, 2017 Lets do this! Nullzone ð® Spam Police ð Jul 12, 2013 3,669 79 48 Male #16 Nullzone, Aug 7, 2017 Last edited: Aug 7, 2017 First, to avoid any misunderstandings, I want to point out that I'm "complaining" on a really high level here, just in case anyone gets me wrong. Hydra gives a great first impression. My quibbles are of the "turn an already great game into a superb one", NOT on the "this is unplayable, fix it" variety. More feedback after playing the first mission: - Would be good if the Medic didn't look so much like a regular soldier, e.g. carrying a medpack and a small pistol instead of a rifle like everyone else. - Is "Missile" the new "Ranged"? I find it confusing, as you have one guy who explicitly has Missiles as weapons. So my first thought was that e.g. a "Missile to Hit +3%" works only for him. - Seconding an option to remove the camera controls from the UI. - @ramza: Looks to me as if the camera already zooms on the currently active/moving enemy. - Seconding ramza's suggestion to auto-switch to the next soldier when the current one is out of AP. Even better would be if I can manually set a soldier to "turn complete", so he doesn't show up in the unit rotation anymore. - Also seconding a simplification of the AP system. Start with 1 AP for 1 move or 1 basic attack. Then slowly move costs up from there. Most expensive skills should cost 10 AP in that system: Keeps the numbers more manageable and easier to grasp. E.g. Move/Attack costs 1, "Aimed Shot" 2, "Super Power Attack" 5, "Hyper Machinegun Barrage" 8 and "Ultimate Mega Mass Missile Launch" 10. - Shop: There's still useless chaff on offer, see attached screenshot. Not to mention the usual shop quibbles I have with the current system, e.g. why not only show equipment that I can actually afford, and filter everything too expensive out from the list? - Curious why in Mission 2 the stuff indicated by the red arrow in the screenshot doesn't give even half cover. Is that intentional or an oversight? - Cover: I don't see cover indicators after you moved into it. Would be nice to see that when you want to doublecheck. - I already miss the easier way skills were accessible in DR1/2. While moving them out to a separate screen has its merits, on the other hand it makes skill use more clunky: needs more UI steps to do it, and - more importantly - the easy indicator which skills are still usable and for which you don't have enough AP is gone. And I need to memorise skillsets even more now, as I don't have the icons right on the screen. There should still be enough room for the DR-style skill interface; e.g. replace the camera controls on the left with a vertical skill icons list. - What would be great for the above: Skill list on the main screen. Plus move preview like you have for the number of attacks already: tap a tile to check, then it shows all now unusable skills with a red cross-out and the usable ones with a green border (or somesuch). Attached Files: Shop Chaff.png File size: 278.7 KB Views: 48 Cover.png File size: 632.2 KB Views: 45 sakara214ever Well-Known Member May 10, 2012 1,262 168 63 #17 sakara214ever, Aug 7, 2017 There goes my last gift card. D@mn Amenbrother Well-Known Member Jun 24, 2011 6,659 7 38 #18 Amenbrother, Aug 7, 2017 Wow that app icon is giving me serious Mass Effect vibes! WaveLightGames Well-Known Member Patreon Bronze Nov 21, 2014 2,242 21 38 IT / Finance Manager Toronto, Canada http://www.wavelightgames.com #19 WaveLightGames, Aug 7, 2017 Hey guys, Just woke up. Quick clarification. There is an in-game save ... The game autosaves at the end of each turn. anthony78 Well-Known Member Nov 13, 2015 3,128 704 113 #20 anthony78, Aug 7, 2017 This is rough. Didnt know this was coming out so soon, bought Egglia last week and was saving my last bit of credit for Cat Quest. Hmmm.. may have to wait and hear impressions on that game before biting on this one. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 23 1 ← 2 3 4 5 6 → 23 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
Congratulations on the release! Already bought. Also, my first new game thread ever @Wavelight: Do you have a specific video you want added to the game post?
Hahaha! I kneeeeew soooome how that this was going to be available as a midnight...ish release! I just had a sneaking suspicion (and hope honestly) that they would release early. P.S. I always search by dev/dev team name especially with upcoming and new releases because it always seems to happen that upon initial launch they don't show up just from the normal search. Now....time to stay up too late and be all groggy in the morning #
Okay, first 10 minute impressions on 12.9" iPad Pro. Game looks great. Loading times for different screens are definately faster than Demons. Nice choice of between 12 characters that appear to have a good balance between melee and ranged skills. The whole space environment is well presented and definately has an Xcom feel to it. Now a couple of early negatives; *The voice overs for each member during their turn is already becoming too much. What happened to the frequency slider from Demons? *I would love to have an option to remove the onscreen camera controls as I find there is no need for them as the camera control works fine with just a two finger control. The camera slider and controller just take up unnecessary screen space. *If you tap on an enemy and view their stats unfortunately the playing screen underneath will still move around. That shouldnt happen. As I said....this is only an early 10 minute playtime impression. The game looks impressive and plays well. It is a quality release from Wavelight Games. I hope to add more constructive comment as I play more.
10 minute impressions here too: looks great, nice character selection. Suggestions : 1) do something about the action point and movement. Either simplify the action points system a la Fallout 2 ( 1 square is 1 point, attacks and abilities can be 1-5 points, with 10-20 max action points. Why? because used to Xcom and DR i am moving to the farthest distance i can move, and that takes away all the APs. Or like DR make movent independant of APs, use them only for skill-attacks. 2) Camera a) zoom it in on each enemy taking a turn so we know who is moving where b) when the APs of the character are over, move it automatically to the next closest character. A character with 5 Aps in the current system is useless and the next ine should be used immediately. in the FO2 system, when the APs are over similarly move auto to the next character. 3) Backgrounds, you did a great job but i think they are too convoluted and packed with stuff. Delete some so we can beter see our characters and enemies. As always, i write these suggestions with the most respect for your work and dedication, and with hope they will make the game even better.
Thanks. Honestly, I am not a very big fan of the graphics style of DR1 & 2. But this one looks much more better, just make sure it does not get a price cut within 3 months.
**edits** must be thinking of another game nvm. 3) Backgrounds, you did a great job but i think they are too convoluted and packed with stuff. Delete some so we can beter see our characters and enemies. ^ agreeing on this one. I like seeing the characters stand out vs. the background.
Ok, time for some initial feedback after playing the tutorial: The visuals look great: The soldiers all look interesting and different from each other, with a good eye for detail. UI looks very scifi-ey. As other mentioned already, the backgrounds/environments are way more crowded and confusing than the much cleaner ones from DR1&2 . I get that cover is much more important in STH, but there's so much visual chaff it's hard for me to focus. Character classes all sound interesting, and allow for very varied parties. I created a pretty conservative one already, and want to try some fun stuff like an all slice&dice group of only Swordwielders, or a mix of 3 Swords and 3 Snipers; an all heavy-weapons squad, things like that. Equipment system unfortunately still is the same terribly convoluted and unbalanced one as in DR1&2. I was really hoping for a change in that area the most: Your games aren't loot collectors like e.g. Diablo, their scope is completely different and gameplay-wise loot collecting isn't the focus. A much more streamlined and reduced list of equipment would go a long way here in my opinion (you know I strongly pushed for fixed equipment lists a few times already ). Also, still way too many equipment slots in my book. Half of what's there would be enough, I think: Weapon, Armor, Gadget or two. Split Armor into Helm, Body, Boots, Gloves if you want. That's 7 slots - not exactly few, but less and more manageable than the current 11 per soldier. Shop: Item icons could be bigger, but it's acceptable. Font for the item descriptions I find way too small. There's enough space, you could easily double it in size to make it more readable. Save system: Same as in DR1/2, unfortunately. I was hoping for something like Tactics Maiden's: Save outside battles to as many slots as you want, instead of using one save per playthrough. Didn't try yet if it saves during battles now. UPDATE: Nope, no in-battle saves. If the later battles get as long as in DR1/2, this is a huge problem if you don't have the time to complete one in a single session. UPDATE 2: I was wrong, it does have them:
First, to avoid any misunderstandings, I want to point out that I'm "complaining" on a really high level here, just in case anyone gets me wrong. Hydra gives a great first impression. My quibbles are of the "turn an already great game into a superb one", NOT on the "this is unplayable, fix it" variety. More feedback after playing the first mission: - Would be good if the Medic didn't look so much like a regular soldier, e.g. carrying a medpack and a small pistol instead of a rifle like everyone else. - Is "Missile" the new "Ranged"? I find it confusing, as you have one guy who explicitly has Missiles as weapons. So my first thought was that e.g. a "Missile to Hit +3%" works only for him. - Seconding an option to remove the camera controls from the UI. - @ramza: Looks to me as if the camera already zooms on the currently active/moving enemy. - Seconding ramza's suggestion to auto-switch to the next soldier when the current one is out of AP. Even better would be if I can manually set a soldier to "turn complete", so he doesn't show up in the unit rotation anymore. - Also seconding a simplification of the AP system. Start with 1 AP for 1 move or 1 basic attack. Then slowly move costs up from there. Most expensive skills should cost 10 AP in that system: Keeps the numbers more manageable and easier to grasp. E.g. Move/Attack costs 1, "Aimed Shot" 2, "Super Power Attack" 5, "Hyper Machinegun Barrage" 8 and "Ultimate Mega Mass Missile Launch" 10. - Shop: There's still useless chaff on offer, see attached screenshot. Not to mention the usual shop quibbles I have with the current system, e.g. why not only show equipment that I can actually afford, and filter everything too expensive out from the list? - Curious why in Mission 2 the stuff indicated by the red arrow in the screenshot doesn't give even half cover. Is that intentional or an oversight? - Cover: I don't see cover indicators after you moved into it. Would be nice to see that when you want to doublecheck. - I already miss the easier way skills were accessible in DR1/2. While moving them out to a separate screen has its merits, on the other hand it makes skill use more clunky: needs more UI steps to do it, and - more importantly - the easy indicator which skills are still usable and for which you don't have enough AP is gone. And I need to memorise skillsets even more now, as I don't have the icons right on the screen. There should still be enough room for the DR-style skill interface; e.g. replace the camera controls on the left with a vertical skill icons list. - What would be great for the above: Skill list on the main screen. Plus move preview like you have for the number of attacks already: tap a tile to check, then it shows all now unusable skills with a red cross-out and the usable ones with a green border (or somesuch).
Hey guys, Just woke up. Quick clarification. There is an in-game save ... The game autosaves at the end of each turn.
This is rough. Didnt know this was coming out so soon, bought Egglia last week and was saving my last bit of credit for Cat Quest. Hmmm.. may have to wait and hear impressions on that game before biting on this one.