It’s you, two knights and an archer in a tight room, just as you like. You start to relax, considering that for the third time they undergo this exact fight. You force the enemy to go to your warrior, cut him and his friend with an attack and approached the little knight. You pushed at the front – what do you mean by “you can’t push him?”
Are you tough, was it a compact knight? What a shame. Maybe you should spend time checking. Well, there is nothing to do but to pass a bend and push the window immediately. I’m sorry, you died! You should have turned the camera, you know to make sure that there was no window. If you only activated the advanced camera mode, we wouldn’t come back to the start of the game. Well, just go through the first chapter, and in the blink of an eye you will swim in modern scenarios. See you in a few hours!
Knights in tight spaces This is turn -based tactics Roguelike with almost ideal information and elements of building deck. It also contains event management, map exploration, history that is not procedural generated, but it seems that it is, and a striking style of art that does nothing that supports such a complicated game.
Knights in tight spaces (SetsFrom now on) it starts straight: you control one character, exceeding the number of about one to ten. This is a core Sets Experience, born as it was from one of them Fights in tight spaces. In each turn, you draw the hand of cards that represent activities such as movement or attack. You play these cards by spending energy and try to inflict as much damage before withdrawing in a unthreatening place.
To facilitate you overcome your chances, it is a robust dose of too much information and classic upgrades Roguelike (is it Rogualite?). At the beginning of each round you will find out who and how the enemies react, which react to your actions, and even where the meals will appear. Between each fight you will receive cards to add modern equipment elements or additional party members to the deck.
Knights in tight spaces

Things start straight and remain for a long time. It is straightforward to understand why: as soon as the fights become a bit more complicated, each system in Sets It begins to fall under weight, starting with the artistic style.
I like art in SetsEspecially maps. Thanks to the detailed dioras on the abstract watercolor backgrounds and single -tone character models, they immediately create a cult style that is stunning in motion, as well as in Stills. Character models do not cope with their monochrome shade so well, but it can be argued that this choice stands out from the board. And you are wrong.
One of the first problems you will notice during the game Sets Is it hard to tell one enemy from another. We have already experienced the importance of using ideal information that you are given at the beginning of each round, but the game does not make it easier. Some of them, such as health and damage, are easily accessible, while some are hidden in an extended description, which pops up when supporting the cursor on the enemy. And some enemies, thanks to their monochrome palette, are indistinguishable from each other. Is it an archer who ignores shields, the one that double injuries in front of the shields or not? This is a real question that you ask yourself at the beginning of each round when there is more than one archer on the board.
Nice colors and nice framing of Diorama have a cost, not just convenience has a price. Most of the fights take place in tight spaces, as you can expect. It is often a corner of a compact room. However, the game really likes to look like her rooms when they float in the middle of the screen, without empty space on the sides. He likes so much that the camera cannot be moved by default to the place where the action is by default and you need to stare awkwardly in a compact corner of the screen all the time.
Even when you turn on moving, marking the advanced camera mode in the menu (A thing that should not exist) You can reformulate the scene only when you are so enlarged, it doesn’t matter anymore. You can’t disconnect these knights. Why? I guess it looks better in this way, but this is not a good reason. These scenes appear beautifully on screenshots, but this only makes it hard to explain how awkward playing.
So what are knights in tight spaces?

Sets He promises a wide range of Roguelike Tactics. A glance at the perfect strategic game Turn For violation He tells us that this species does not need such a enormous variety, but it certainly would not cause any damage, right?
At some point, the variety begins to look like hesitation, reluctance to get involved in what works. Is this game about positioning, enemy manipulation and pushing people out of the windows, à la Wizard of tactical violation? Or maybe it’s about optimizing my event and triggering a combination of support? Being Roguelike, Sets He tries to be all this and more, just not at the same time. But although they are presented as equal options, not all these strategies are so captivating to justify dedicated 4 hours.
This is another aspect that will certainly be dividing. While playing on medium or higher difficulties, Sets It is quite brutal. Runs can end with one wrong traffic or one erroneous click. There is nothing wrong with this – except for the wrong climate, I could do without them. But what if the average run after the second lasted four hours? What if the obligatory prologue/tutorial himself took an hour every time? This certainly changed things.
Don’t worry; Sets“The prologue takes only 30 minutes. No, this is the first chapter that lasts an hour and is equally straightforward to think about. The problem does not die after four hours of progress; Every time you start starting again. It would not be so repetitive if the combat scenarios were not the same every time or if they were more unforgettable. At the moment they are indistinguishable from the Sea Procgen Roguelelies, without any benefits. And although the early game is not hard, you must take it seriously if you want the equipment and improvements of the deck necessary to survive in the middle of the game. Soon it gets very repetitive.
Handmade Roguelike

It seems that there is not much generation of procedures SetsAnd even randomness is quite restricted. As we have just seen, there are several good reasons why Roguelike often apply these techniques. While the closer fights project on request could be a sales point, it did not work well. But how did the rest of the game reach this decree of a lack of random?
A tactful dialog box of each interaction, a story that is not made of randomly assembled strokes and combat scenarios that represent what is happening in history; All this is in the game, but none of this is very good. What could be the strength of sets is one of his worse weaknesses. The dialog box is the worst criminal, not only because it is always the same, but because it also seems minor. The bartender is detached, but worried, the bandit leader is arrogant, and the spy is wise but shaded.
The impression caused by the title and image of the character describes them just like their words, so why talk to them? Like them, the first impression made by the game is correct. Many potentials were consumed by an excessive, indefinite project.