Who doesn’t enjoy a good tactical game, right? There’s something about turn-based strategy that not only triggers nostalgia but also feels riveting when executed well. While the core principles in tactics games remain consistent, they often introduce enough unique mechanics to distinguish themselves. It’s like playing a round of chess, well, sort of. Let me explain. Lately, I’ve been diving into WizardChess, and while it’s got me intrigued, there are definitely some head-scratchers too—starting with its name.
WizardChess is really just chess in the loosest sense of the word. Sure, you move and attack with pieces reminiscent of chess, but that’s pretty much where the similarities end. Mechanically, WizardChess stands on its own as a distinct entity. It’s solidly grounded in strategy, yet its unique flow and ruleset set it apart from traditional chess. This isn’t necessarily a bad thing, but if you approach it expecting standard chess-like gameplay, you might find yourself a tad bewildered or even a bit frustrated.
Once you jump into WizardChess, you’re thrown into a dungeon where you tackle various encounters until you eventually face off against a tutorial boss over several rounds. The tutorial itself is quite extensive, and rightly so, as mastering the rules is crucial for success. There are numerous unlockable units, each affecting your strategy in different ways, so understanding what they do is vital. One flaw, however, is the tutorial doesn’t save your progress. If you need to exit the game, you’ll have to abandon your session, which means losing significant progress. This led me to skip ahead to a different game mode, Arcade, which turned out to be a completely different beast.
The tutorial mode in WizardChess is quite turn-based. Here, you play your units from cards you’ve collected, taking all the time you need to strategize your moves. With the ability to move only one unit per round, this sounds straightforward but becomes complex due to the movement of enemy units and your units’ special abilities competing for movement costs. Combat is straightforward; you move a unit next to an opponent, and the rest resolves automatically based on stats. Once you get into the rhythm, it’s a fairly leisurely and enjoyable experience—if you don’t mind restarting from scratch, that is.
Switching to the Arcade mode altered the game entirely. Instead of carefully planning moves, you’re thrust into a chaotic time-based challenge. You begin with a set number of units, already placed on the board, battling under time constraints to defeat as many enemies as possible before a boss appears. Between rounds, you can hit the game shop to purchase new cards or enhance existing ones. Quickly, I noticed a lack of currency to make notable upgrades, forcing a faster pace that doesn’t allow for deep strategic thought typical of turn-based games. Consequently, your shop choices become all the more crucial as you won’t get many opportunities to change your fate.
The shop’s concept is intriguing in WizardChess. Not only can you buy new units, but you can also enhance the stats of those you already have at the cost of adding manpower. Initially though, it’s probably wiser to expand your team rather than upgrade stats. Once you’re more settled with your setup, start augmenting other aspects.
Moreover, your units can be imbued with elemental powers that impact their behavior, adding another strategic layer. For instance, opting for a fire element makes them more aggressive, while water makes them defensive, and earth provides patience.
I wish I could say I defeated the first boss in Arcade Mode, but alas, I was utterly decimated each attempt. I felt unprepared repeatedly, in part because your hero’s role is limited to support, unable to deal damage directly. Once all your units—just four in this case—are obliterated, you’re left defenseless. As Arcade Mode is a primary mode in WizardChess, those frustrations surface quickly.
In my opinion, WizardChess could benefit from a campaign mode. The tutorial introduces compelling characters, hinting at a broader narrative, but with no persistent campaign, these intriguing threads are left dangling. It feels like an addictive, short-burst experience rather than an epic journey, which unfortunately limits its long-term allure.
The controls for WizardChess are functional, mainly point-and-click, but the unique movement restrictions of each piece can feel cumbersome, especially given the real-time constraints. Combined with terrain obstacles, it slows the pacing, not entirely syncing with the time management aspect.
In conclusion, WizardChess is a bit of a puzzle for me. Perhaps I need more time to adapt to its mechanics, or maybe my impatience with tutorials is to blame. If some of my insights seem off, I apologize. While there are several cool ideas here, they don’t cohesively mesh yet. If focused on a purely turn-based dungeon format with chess elements or a purely real-time strategy, the game might resonate better. The hybrid approach, though interesting, introduces unnecessary challenges for now, at least for me.
Admittedly, I appreciate what WizardChess aspires to be, and I applaud the developers for pushing boundaries. If it happens to click with you, it might just be a thrilling adventure. However, for my strategic tastes, there’s something not quite fitting, and I’ll likely be looking elsewhere for now.