
Alvora Tactics is an indie Tactics RPG that combines strategic combat with immersive exploration. Explore and conquer Great Serpent Alvora with your own customizable band of warriors!
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Languages: English**languages with full audio support
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Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
wonderful game, well-crafted tactical gameplay and superb game progression. i love the improvements made to it from voidspire tactics and i'm looking forward to playing horizon's gate when i get the chance!
This game is really between being good and being bad because of the initial difficulty, but I am going to recommend to people that like TRPGS. I think part of the problem is that levels are procedurally generated and it seems not much care was taken for balance as I often would lose with a four character party at full health, you have to be really careful and make multiple runs which in itself is a bit frustrating. Another con is some stuff isn't well explained or not explained at all (at least yet?). If you like TRPGS maybe wait for a sale but its decent enough without one.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Had fun with this one. I ended up playing this after Voidspire tactics and although the progression was different, it overall had a similar feeling between the battles and classes. While Voidspire is more of a collect-a-thon with a main hub area, Alvora is structured more in the way of a rogue-like using procedural generated dungeons, though once you played through the areas a few times, you do notice some things that repeat, such as each run's area always generating a cave (though which cave it is is picked at random), or it'll generate a specific resource that can only be found in each area. As for the characters, it has a wider array of races available at the start and even though you're initial 4 might have a specific role in mind, the fact that you later unlock the ability to have up to 6 units at once allows you to play around with classes more without feeling that you have to stick to a main melee, dps, a ranged dps, a healer, and a flex depending on the situation. As an example In voidspire i ended up using the monk as my main damage since it was the one class i found to output the most single target damage, but because i didn't have to rely on one unit doing the damage i opted into having the use a greatsword and another front-line tanker which i ended up making into a breaker. Figuring out the augmentation also let me go out of my way to go and power up my armor, even better the materials aren't hard inputted into the gear so if you find something better then you can just take the mats out and move over, also speaking of better gear if you risk a little in the caves its possible to get strong gear in the first area, for instance i found a chunk of mythirl and a sword craft so i just have a mythirl sword with and i was set for the first area. All in all, Alvora only has around 4-5 hours worth of content in it, but with how tanky the bosses are, you are expected to power up a little (also with some cheese here and there because some of the optional encounters are actually somewhat brutal). Structure-wise i did like Voidspire more, but i can't complain too much about a solidly made tactics game, even the fact that it's a procedural game didn't bother me after the first run through and i even forgot that the dungeons are run based until i left and there was a tally.
This game rules. I played Voidspire Tactics and had trouble with it. Didn't end up finishing because the game frustrated me with its seeming inability to realize its own mechanics. Alvora does not have this weakness. Alvora Tactics uses procgen in a very simple and elegant way to serve up varied encounters that can actually challenge your builds and provide novel battle scenarios. I wouldn't call it endlessly replayable, but it's definitely getting a 2nd run out of me. Sick game, in my opinion a great improvement over the 1st while building on it in just about every way.
Quite different in meta structure from the other two Rad Codex games -- Alvora has you building an X-Com style roster and running repeatable semi-random dungeon chunks. Not my favorite of the three, but still extremely worth the time and money.
Out of all the Rad Codex tactics games (minus Kingsvein as of currently writing), Alvora Tactics might be considered the black sheep of the series. Not to say it's bad, but it's quite a departure from Voidspire's open world nature. The combat is pretty much the same fantastic package, barring some balance changes and a couple new classes which are very fun to use like the bat handler. The biggest change is that instead of exploring a natural open world, this game focuses on repeated expeditions up Alvora, the world-eating serpent (think she who will feast). It's not roguelike-esque in that every expedition is randomly generated, but it instead focuses on seeing how far you can go before eventually having to retreat. As such every expedition starts at the beginning, and even if you can unlock shortcuts, you will find yourselves doing the first floor quite a lot to get strong enough for the later floors. I do want to preface that I adore the setting of this game. A conquerer worm finally falling dead after tearing up the land, only for people to start exploring its insides for loot and mystery. It's amazing! Though because of the repeated nature, you get to see the same floors quite a lot and fight the same enemies more than you did in Voidspire (or even Horizons gate for that matter). Though the combat and bosses are all good, it is almost everything you will be doing. Alvora is a game where fighting is done beforemost anything else. If you like the combat it's all good, but if you really want natural shortcuts and exploration then this game might come up short. While the premise is really good, it's story is very minimal and with how much potential for character dynamics and conflict there is with Alvora's existence, it's a shame you get so little of it. The hubtown characters are all nice and likeable, but stay firlmy in the background and the few named characters you meet in the worm don't stick around for long enough. Also, like with Voidspire (less so) and even Horizon's gate (more so), the ending feels a bit thin. On a sidenote, this game's NPC portraits (ignoring the enemy ones) are of the highest fidelity, and I find that far more interesting than I would like to admit.
Another enjoyable game from the makers of Voidspire Tactics. Uses mostly the same combat system, though the gameplay is somewhat different. You run through randomized dungeons with enemies that appear to scale to your party strength. You have more freedom in characters as well, up to 6 active character slots and even more that you can leave on standby. It is great to see many improvements compared to the first game, but there are a few things that I think could have been done better: - If a character gets resurrected a few times, they will need to be put on standby for a run to remove max hp reduction. It could just have been reset between runs. - Although the areas you visit during your runs are randomised with fresh enemies and loot, if the same cave ends up being reused in an area, that cave will remain empty. - Weird thing where a (seemingly) random unit breaks turn order at the start of combat, especially annoying when it gives a boss a free pre-buff turn to strike you. Regardless, recommended, especially for those whom liked Voidspire Tactics.
I played Voidspire Tactics before this, which was a story driven tactics RPG. This was a much simpler procedurally generated dungeon crawler. Less talking, just fighting and looting. There's some new classes here, including my favorite, the Bat Handler. The graphics emulate 8 bit retro graphics well. The music is good. The sound effects are kinda bland. The variety of abilities and classes is pretty good though.
It's a pretty simple (and short) roguelike with about 5 dungeons. There are loads of combinations of races and classes, which is pretty fun. The gameplay is a mix between final fantasy tactics divinity original sin, so if you like those games you'll find this pretty fun as well.
If you're like me and every other TRPG cannot stand up to Final Fantasy Tactic's combat and class systems, Rad Codex's tactics games are for you. They all have a hybrid class system just like FFT, with some changes that I like and there aren't any useless meta classes like the mediator or thief (instead you just get loot off of enemies when combat is over). Each game has a different type of campaign, but they all share the same class and combat. Also, you gain XP at end of combat instead of per action so you are not incentivized to drag out fights to maximize XP gain. Particular to Alvora, there is almost no story and endless combat. If you ever wanted to grind in FFT in fights that were fun and not meaningless like the random battles in FFT, but don't care if it has a great story, this is a fun game for you. You go on dungeon runs and fight enemies and solve a handful of puzzles, then you can exit when it gets too hard. Its not a roguelike/lite. If you wipe then its game over and you go to a load screen. also if your characters faint then their max HP is lowered which incentivizes you to have more than the maximum team amount, and also you can permanently unlock a class for all present and future team members which makes it easier for new hires to catch up. I had a ton of fun grinding the ♥♥♥♥ out of this game and I recommend it to any TRP fans who are looking for something heavy in combat and light in story.
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