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If there was a idiom I like every someone keep in mind when buy new games , it ’s that looks can be deceiving . Few Nights More is emphatically an lesson of a title where that phrase applies .

That is n’t to say that Few Nights More : Book of Genesis looks unsound . The art way is lovely , though the character design can sometimes feel a bit busy ( looking at you , Barrasz ) . I could understand , however , why it would give some potential players pause . The game certainly looks like a title you might find on a website like Newgrounds or Kongregate . It ’s a good one , no incertitude about that , but for sure not something you ’d receive on Steam . That is precisely why you need to give the game a chance .

Few Nights More Featured

Few Nights More is all about being a vampire and defend your castle from the wave of attackers arm with pitchforks and torches . A free demonstration called Few Nights More : generation , feature the game ’s first act , is usable if you want to strain the game .

aboveboard , trying Few Nights More : generation before playing the base game might be the idealistic mode to go . The demo feature one playable eccentric , one power tree diagram , and the story ’s first act . take in the game so sternly dumbed down helps to wrap your head around the plot ’s hidden complexness .

See , Few Nights More can be intimidatingly complex at first coup d’oeil . That is because the secret plan seamlessly combines home edifice , turn - based scrap , and roguelike elements into one beast of a title . The plot ’s mechanically skillful depth means there can be a lot on - silver screen simultaneously .

Few Nights More Battle

The UI can find cluttered , with long ton of icons and short to no explanation as to what they imply , even in the game ’s paragraphs of tutorial messages . Jumping into a new plot without the restriction present in Genesis sense like stumbling around in the dark . Still , the gameplay loop becomes somewhat simple once you get past the clunky tutorial and busy UI .

Few Nights More is a roguelike where you pilot and defend your castle from waves of attacking parties . Your castling is the map , which you’re able to customise by placing rooms into uncommitted slots for dissimilar effects and bonuses . You and the opposition company navigate the castle one way at a time , with the enemies trying to gain and ruin your casket at the center of the coordination compound . It looks like a game of Clue from this screen .

The rooms you place can be anything from inactive incentive supplier , like more XP at the end of a dark , to trap that fear or scathe foe parties before the armed combat stages .

Few Nights More Map

Navigating into the same elbow room as an foeman ’s token begins the go - based combat segment of Few Nights More . The game features a net ton of skill , damage types , effects , and modifier gene , so combat can find littered and intimidate if you attempt to navigate the UI . I ’m still slightly confused about what limits the number of accomplishment you’re able to use in a bit , but I stray .

The tour - ground combat is otherwise straightforward , playing out with you and the enemy using unlike combination of acquisition and buffs / debuffs to lower each other to 0 horsepower and win . These section are both my favorite in the game and the ones I was the most disappointed by . I ’ll excuse .

The variety of skills usable to your vampire submarine sandwich , learn by the trinkets you outwear and the skill tree you chose at the start of the plot , is shockingly diverse . The skills are interesting , with unique , creative effects that are efficient and fun to use .

Few Nights More Victory

Turn - based game lean to suffer from one of two problems in this section : Either recycling ability made far-famed by past games in the musical style or essay new and exciting accomplishment ideas that precipitate flat when it comes to dealing damage or just are n’t as reliable as more tested and true ideas . Few Nights More does n’t suffer from either of these problems .

If you ’re play Genesis , you ’ll be restricted to the blood tree , which means your Blood Lance ability will be your bread and butter . The fizgig is so fun to employ to spit multiple enemies at once . power like this demonstrate how creative the developers were with the secret plan .

When I say combat also left me discomfited , it ’s not because of anything related to the factual mechanics or menstruation of combat . It ’s just lacking in vitality . presently , power feature some neat effect presented in two - anatomy animations , giving the entire game a sort of theme doll vibration . good visual execution of these brilliant ability would bring to that touch of expiation they already give when using them and would make this secret plan phenomenal .

Few Nights More Skills

The game also desperately necessitate tooltip clarity on the ability and some indicator to show you the damage computation of ability .

I have said the biz see okay , but that ’s principally because it ’s hired man - drawn , and I know how much effort that takes . Even still , the art may be the most significant component support the game back . I detest to say it , but the game looks cheap and gauche , and the deficiency of animation does n’t help .

The game ’s backgrounds and characters ’ design share the sort of optic hum that the UI does . There is always too much going on , with the castle itself being a sort of Where ’s Waldo incubus of clutter where rooms and path bleed into the drab decor unless you pay care .

Enemies navigate the map with tokens that look like they were created in five seconds on Photoshop , making the game reckon like an online game of Dungeons and Dragons play over Roll20 . type have unenviable dimension , some have overly fussy designs , and some feel sloshed . It gives the game a expression that otherwise betrays how competent it is .

Overall , Few Nights More is in a good place , with much room to improve . The UI and tooltips are the most prominent expanse the biz needs to ameliorate on . I feel like the art could be touched up a bit , too . I do n’t think the secret plan necessitate a newfangled artist or a full optic rework , but maybe touching up on the backgrounds and make up an cause to make lineament feel more animated would go a longsighted elbow room to make this game abide out as the promising title it is . retouch a few of the meddlesome fiber designs could n’t bruise , either .