- August 9, 2018
- Keith Burgun Games
- 1h median play time
Escape the Omnochronom!
Platforms
About
"Escape the Omnochronom!" is a single-player turn-based strategy game that combines Roguelike and MOBA elements, challenging you to navigate through an ancient device filled with mechanical minions and strange constructs. The game offers a unique blend of genres, but it faces pacing issues due to its Rogue-like input mechanism on a large, repeated map. This experimental project, created by a developer learning Unity, ultimately doesn't fully deliver on its promise, but may still inspire other designers with its innovative concepts.











- The game combines turn-based roguelike mechanics with MOBA elements, creating a unique and interesting gameplay experience.
- The pixel art and music are charming, adding to the overall aesthetic appeal of the game.
- There are some refreshing concepts and tactical elements that can be enjoyable for players who appreciate innovative game design.
- The game feels unfinished and lacks content, with only two characters and repetitive gameplay that requires grinding the same levels.
- There are significant issues with the user interface and game mechanics, including the removal of features that were promised, such as the card system.
- The game suffers from balance problems, chaotic early gameplay, and a lack of meaningful progression or rewards for players.
gameplay
5 mentions Positive Neutral NegativeThe gameplay combines roguelike mechanics with MOBA structure, featuring turn-based combat and lane-pushing objectives. Players appreciate the absence of RNG in mechanics, focusing instead on strategic turn efficiency for healing and damage, though the reliance on passive cards can make it challenging to manage the fast-paced action. Overall, the gameplay is designed to be engaging but may require players to adapt to its whirlwind mechanics.
“It has the gameplay characteristics of a roguelike (tile and turn-based, bump to fight) and the structure of a MOBA - push the lanes out, power up, and go for the nexus!”
“Provide better turn efficiency (higher heal & damage), which will make the gameplay much more fun.”
“Fights happen out in the open, so there are no hit-and-run tactics or desperate escapes or emergent gameplay.”
“Fights happen out in the open, so there are no hit and run tactics or desperate escapes or emergent gameplay.”
“Most of the cards are passives, so it's hard to believe you're expected to keep a close eye on this whirlwind of a mechanic.”
“Specifically: it has the gameplay characteristics of a roguelike (tile and turn-based, bump to fight) and the structure of a MOBA - push the lanes out, power up, and go for the nexus!”