Grand War: Rome
- April 20, 2023
- Joynow Studio
A turn-based strategy war chess game. You will play a commander in the Roman period, and command the generals and troops to complete the specified mission objectives and occupy important strongholds in the level. Rome, Samnite, Epirus, Carthage. Different choices will open different histories!
Reviews
- The game offers a fun and challenging experience with RPG elements that enhance gameplay.
- It has convenient controls and plays well with mouse and keyboard, making it a good port from mobile.
- The removal of pay-to-win elements has improved the overall balance and enjoyment of the game.
- The game becomes unplayable after chapter 4.1 due to freezing issues, rendering it effectively broken.
- Support for the game seems to have vanished, leaving players without assistance for technical problems.
- The RPG elements are considered boring, and the game fails to satisfy as either a hardcore wargame or a strategic RPG.
- stability2 mentions
- 0 % positive mentions
- -50 % neutral mentions
- 150 % negative mentions
The game experiences significant stability issues, becoming unplayable after the third act due to frequent freezes starting in chapter 4.1. Additionally, user support appears to be lacking, with players feeling abandoned except for a mobile app version that seems focused on monetization.
“The game becomes unplayable after three acts, freezing consistently starting from chapter 4.1. It feels like support has vanished, leaving only a money-grab phone app version.”
“The game is completely broken after three acts, freezing at chapter 4.1. It seems like support is non-existent, and all we have left is a cash grab mobile version.”
“After three acts, the game freezes and is unplayable from chapter 4.1 onward. It appears that support has disappeared, leaving us with just a money-making mobile app.”
- gameplay2 mentions
- 0 % positive mentions
- 50 % neutral mentions
- 50 % negative mentions
Players express confusion regarding the mechanics of gold rewards after victories, indicating uncertainty about how factors like capturing hexes, turn efficiency, and unit outcomes influence the amount earned. This lack of clarity in gameplay mechanics detracts from the overall experience.
“I have not yet figured out the mechanics of how much gold you get after a victory (capturing all victory hexes, finishing in fewer turns, losing or defeating units, etc.), or if it is a fixed amount (but I don't think so).”