NEXT JUMP: Shmup Tactics

2021年5月17日
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*Next Jump: Shmup Tactics Download
*Next Jump: Shmup Tactics Ps4
NEXT JUMP: Shmup Tactics is another rogue-lite to add to a rapidly growing collection - or queue - of similar ’you die, you’re dead’ concepts; but one that plays out as a turn-based strategy title as opposed to the real-time affairs you’d typically find atop Steam’s best sellers. In screenshots, Next Jump: Shmup Tactics certainly looks like a shoot-em-up, or shmup for short. The extra “tactics” in the title is not as obvious but starts to make sense when you actually start playing. This isn’t a twitchy bullet hell shooter, but instead a turn-based combat game. NEXT JUMP: Shmup Tactics by Post Mortem Pixels NEXT JUMP is a turn-based, tactics Shoot ’em up for people who are bad at SHMUPs, but love them. Do space-jumps and chase the vicious Dragons who stole all the stock of Beverage from the Galaxy and now are running away! NEXT JUMP is a love letter to shmup’s Shoot ’em up or space shooters, read in a slightly different manner: In turn-based battles! Your mission, our mission, is very simple: The dragons are fleeing. NEXT JUMP is a turn-based, tactics Shoot ’em up for people who are bad at SHMUPs, but love them. Do space-jumps and chase the vicious Dragons who stole all the stock of Beverage from the Galaxy and now are running away!
Deathmatch classic servers. Enjoy fast-paced multiplayer gaming with Deathmatch Classic (a.k.a. Valve’s tribute to the work of id software, DMC invites players to grab their rocket launchers and put their reflexes to the test in a collection of futuristic settings.The developer of NEXT JUMP: Shmup Tactics [Itch.io, Steam] sent in a key for us to take a look, so look I did. It’s interesting, as it’s a mix of a shoot ’em up with turn-based tactical battles.
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On first impression, the intro video is really long, slow and dull. If you’re going to go with an intro story video, you really need to make sure it captures my attention, but it was too slow and frustrating. If they sped it up a little, it would probably work a lot better.
Essentially, a bunch of ’dragons’ came along and stole all your Elixir (booze, essentially) and you need to stop them. You have to chase down their Mothership, while upgrading your ship on your journey to find them.
The basic idea is a lot like FTL, with you jumping between sectors and dealing with anything that arises, although it’s all turn-based giving you proper time to think. They say they are actually inspired by games like FTL, so it’s not at all surprising. Although it also takes inspiration from turn-based titles too, since each sector is like a battle board. It’s an odd mix, but it works surprisingly well.
You’re only dealing with your single ship, not any crew, so there’s less to worry about. Destroying enemy ships can give you SCRAP to repair and upgrade, which you can spend in shops if you happen to come across one. You can upgrade your ship components like engine, batteries, weapons and so on.
The ships are inspired by classic weapons too, with four ship classes to choose from. The Ballista, Dagger, Hammer and Staff. Each has a different play style, so there is some nice variety to it, although two are locked when you start. My favourite so far has to be the Hammer, as I found it easier and it just feels more powerful, since you only need to be near enemies and it damages in front and to the sides of your position.
While the battles seem simple, they are pretty clever with the design and do require some tactical thinking to get the most out of them. However, it can be a little confusing at the start, mainly due to how they explain the turn system. You pick a sector and begin your jump, but each jump consists of multiple battles.
Inside these battles: You take an action, then the enemy takes an action, but your actual ’turn’ doesn’t end until you run out of Energy. Each jump point gives you limited ’turns’ until you jump again. If you manage to keep collecting Energy, your actual turn will last longer so you can get the most out of that particular jump. You don’t even need to destroy every enemy in each jump point, you only need to survive each jump until you reach the next sector to repair, upgrade and so on.
It’s actually a very good and pretty cleverly designed game, certainly has the same addictive charm that I found with FTL, but fully stands on its own with the fun combat. I can recommend this if you like games that don’t take forever and with a little bit of your attention it can be a really rewarding experience.Article taken from GamingOnLinux.com.
Next Jump: Schmup Tactics is a great idea for a game. The combination of bullet hell and turn-based strategy is wholly unique. The graphics and music are both top notch, evoking the spirit of the classic space shooters that influenced the game, and the story is a cute take on traditional fantasy tropes. Sadly, clunky user interface and an overall lack of polish mar an otherwise excellent experience.
As the name implies, Next Jump is a turned based tactics game. After plotting a course to the enemy mothership, you enter a series of turn based battles. Your ship’s engine determines how many grid spaces you move, and your ships battery determines how many times you can move or fire a weapon in a single turn. The trick being to position yourself to where you can fire on the enemy, while avoiding the enemy lasers will be the coming turn. The systems work well, and reward careful, patient planning, but the true skill comes after dispatching the enemy.
After blowing up an enemy ship, two materials will drop: scrap, and energy. Scrap is used to buy upgrades and new weapons for your ship, which quickly becomes very important as you try to take down the gargantuan Dragon mothership. Energy, meanwhile, will refill your ship’s battery. In chaining together energy pickups, you can destroy multiple enemies in a single turn, gain scrap faster, and clear a path to safety. Planning your strategy around the energy pickups to maximize efficiency is the most rewarding part about Next Jump, and essential for high-level play.
The frantic combat can be a lot to keep track of.
What’s not rewarding are some of the baffling design choices in the game. Why is it possible to see the range of your weapons at all times, except when in a battle? Having access to the proper information is paramount in a strategy game, and the difference between a laser that fires two spaces and a laser that fires three can mean life or death for the player. Knowing the abilities of your ship is as important as knowing what the enemy ship is capable of.Next Jump: Shmup Tactics Download
Speaking of enemy ships, their battle sprites change based on what they are going to do next. This is great, but if you were to assume that the more animated sprites meant that ship was going to move you would be right about half the time. The animations have no consistency ship to ship, and aren’t indicative of what they will be doing next. Thankfully, the developer seemed to realize that this was an issue, and a guide for all the enemy ships is available on the game’s Steam Community page, which raises the question, why isn’t this information available in the game to begin with?
After a few hours with the game you do pick up on some of these unexplained nuances. Maybe you keep the enemy ship guide open in a different window, or write down what your ship’s weapon does on a notepad, and these faults are lessened somewhat. Still, it’s a lot of trouble, and a lot of early frustration to put up with.
Battlevoid: sector siege download. The intro is told through crude, though somewhat endearing, comic panels.
While the user interface issues may lessen as you put time into the game, the numerous grammatical errors and awkward sentences will not. Upgrade descriptions such as, “Ship hull now do damage when touched by enemies” sound silly but are generally comprehensible; however, the in-game manual, while mostly adequate, can become unclear with sentences like, “The combat dynamic of the combat revolve around…”
The story and in-game dialogue fair much better than the instruction manual, mostly because it’s much less involved than the actual gameplay mechanics. There’s a lightly animated, comic strip opening that tells the tales of the four races (stock fantasy elves, dwarves, orcs, and humans) and their war against the dragons who stole their alcohol. It’s a cute story with it’s fair share of alcohol related puns, but you’ll likely only feel the need to watch it once. Aside from that there’s little in game dialogue to speak of. There’s doesn’t even seem to be an ending as such, just a loop that gradually gets more difficult.
There may not be much of an ending, but there are four different types of ships that add replay value. You start the game with the Elven Ballista and the Dwarven Hammer, but quickly unlock the agile Human Dagger and the Orc Staff. While the same upgrades are available for all ships, each has its own unique primary weapon. The Ballista fires lasers, the Hammer uses a battering ram, the Dagger uses a… short ranged dagger type thing, and the Staff fires wily energy balls that veer off in odd directions. Because of this, each ship feels unique, and while I personally had a preference for the long-ranged Ballista, each ship has its own charms.
I want to love Next Jump: Schmup Tactics, but the unintuitive interface and a lack of polish make it difficult to recommend without reservation. The developer is actively working on the game, promising things like two new ships and making the toxic effect more noticeable, but how these things will impact the issues currently in the game remains to be seen. As it stands, it’s worth looking into Next Jump for some intriguing tactical action, but be prepared for a rough start.NEXT JUMP: Shmup Tactics(Reviewed on Windows) This game is good, with a few negatives.
Next Jump is a great, but flawed game. There’s good, tactical fun to be had if you can overlook some poor design.Next Jump: Shmup Tactics Ps4 This game was supplied by the publisher or relevant PR company for the purposes of review
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