Grunker
RPG Codex Ghost
There are plenty of games similar to Solasta with great encounter design. Blackguards and Dungeon of Naheulbeuk for instance. Your encounter design is simply uninspired. It's a massive shame considering everything else is in place for the game to be good, but when you make a game entirely about tactical RPG combat, having uninspired encounter design is a dealbreaker. It's that simple. It's the one thing the game couldn't fuck up, everything else is tangential.
Like you can read in my Naheulbeuk-review, I'm a massive fan of these small games with focused scopes. And I wanted hard to love Solasta. Unfortunately I was bored out of my skull, and it wasn't because of all the corners you had to cut (like quest design and voice acting) which I don't give a fuck about. It's because the core feature of the game simply wasn't very good.
That said, I've praised the system design many places in this thread - everything from the 5E implementation to the verticality to the itemization is very promising - and I hope your next game nails those encounters. Then I might write a full-fledged, glowing review. But I cannot in good conscience recommend a game that is bad at the only thing it should really be judged on.
Like you can read in my Naheulbeuk-review, I'm a massive fan of these small games with focused scopes. And I wanted hard to love Solasta. Unfortunately I was bored out of my skull, and it wasn't because of all the corners you had to cut (like quest design and voice acting) which I don't give a fuck about. It's because the core feature of the game simply wasn't very good.
That said, I've praised the system design many places in this thread - everything from the 5E implementation to the verticality to the itemization is very promising - and I hope your next game nails those encounters. Then I might write a full-fledged, glowing review. But I cannot in good conscience recommend a game that is bad at the only thing it should really be judged on.