After everyone makes a move, then the enemy will get to take their turn, rinse and repeat. All abilities are based on a stat, and thankfully the game tells you how much damage you will do on attacks when you hover over the enemy. The standard attack ability will have no cooldown, but all of the really powerful/useful abilities will (even if it’s just a one-turn CD). You’ll go first, taking your team’s turn in any order you please, each character receiving a turn to deal damage, heal, provide a shield, all of this of course dependent on what skills they are equipped with. The enemy will come in waves of at least three for some solid turn-based combat. Combat itself is pretty easy to get a handle on. Otherwise, you can try at a lower percentage failure will result in a battle (after which you’ll get the information anyway). If you have high enough stats to complete these checks, you’ll have a 100% chance to find the right information. Each of your hunters can only perform one check per bounty, so with the increased difficulty will also come more skill checks, making it imperative you have plenty of characters laying around. The harder the bounty, the more difficult that skill/stat check will be. You’ll have a few options to try and gather information, and each of those will have a stat next to them. Then you track them down in a fairly easy mini-game. First, you select a bounty from the Bounty Hunter HQ. The tutorial is pretty simple and teaches you more or less what you have to do, which is not terribly complicated. Thankfully, those skill boxes let you pick the class you’re after since there are a lot of character classes to pick from. These first characters will at least come with skills to use, but later ones that you unlock with real-money or through gameplay tend to not have skills, and so you’ll have to do some juggling/purchasing of skills from the lootboxes. This is a cool design, but punishing failure with combat is a peculiar decision.īrig-12 begins by creating the character that will be your main Bounty Hunter, and then picking up a few pals to go hunting with you. The fourth character slot is my paid character and most everyone has upgraded gear. We embedded a video below of me running a battle after spending ten dollars. The turn-based gameplay is solid, there’s plenty to collect, and you can spend money to go a bit faster. Brig-12 would be right at home on the mobile market instead of Steam, with that in mind. That might lower the amount of playtime you wind up investing though because it does not appear to have an end-game. In that way, it has a lot in common with its free-to-play mobile brethren, because it’s “free” but you can certainly make the game more enjoyable and less of a grind-fest by spending money. It’s very free-to-play, in that you can play the game without spending money, but it becomes a tiring, frustrating slog after just a few hours, when you realize that spending money on the “Hunter of the Week” will net you an incredibly powerful character instead of suffering the low-rarity, weak hunters that you can acquire using the in-game currency. Since it’s not a PVP game, I feel like it should have a little more leeway when it comes to their business practices and in-game shop. The concept of playing a bounty hunter clone warrior, traveling the galaxy to put criminals away (and also collect a tidy profit) is something I can certainly get behind. It’s a free-to-play single-play CCG/Turn-Based Strategy hybrid. Brig-12 is a pretty fascinating creation, and I like the concept of it immensely.
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