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Reviews for "UKRAINE CRISIS: THE DONBASS WAR"

Much like [your] previous games, this involves a conflict with CCG turn-by-turn and resource management elements, using a territory hex-map to display a strategic battlefield explained briefly in-game, focused on one primary goal with the only, major reward being 'Major Victory' and a good feeling of having strategically trumped the AI. This could be improved on...as 'strategic win' could equal 'been able to predict and bar the enemy from doing anything', enabling openness to repetition.

The art and background lore is minimal, with general assumption to real-world references, though focused on a brief and concise description of mechanics rather than aesthetics. Akin to the previous ones--there are 3 difficulties; 2 of which are only available on another site [Medium/Hard] with differences lying in mechanics and achieving the objective. There are 6 resources, branched out into 3 military resources--with one of them not being directly attainable and directly depends on the Money resource at 6th level in order to exchange for said resource [Regulars]--Intelligence (primarily used to counter enemy territorial advance, which is crucial to this game's objective win), 'foreign support' which acts as support to resource stability rather than military support, and Money--the lifeblood of fictionalUkraine in this game.

Personally, this was quite easier than the last one submitted (ISIS themed?) due to how the resources complement each other.

Key notes or differences include:
> Readily available objective point potential. The enemy relies on -specific- cards in order to shove control, and if one has resources to deny these cards, an easy win by Objective Capture [as all objective points are in your territory] is open.

> No direct way to achieve one particular and critical resource [requires Money at 6th level; easily attained by strategic Economic Reforms], which is a common element in your games (sans the first being a zombie-themed one).

> 2 'boost' cards--the staple 'military intelligence' card at the cost of one of the 3 army resources, which supports the Intelligence resource and helps act as a counter-'sponge' to enemy attacks in that field with enough patience in investment, and Economic Reforms: a boost to =money= gained, which is pivotal in securing the win by stabilizing resources.

> An indirect enemy attack. Given that this game is only restricted to 'easy' mode--the player is completely safe at the start, having only need to worry about resource sabotage and -two- enemy cards which utilize their agents to create enemy-controlled hexes. The game starts without any enemy controlled hexes in the player territory, merely 'agents' which are akin to seeds to start the enemy advance.

This is more freeform than the other games created by this developer, though the common element of worrying about resources crops up--once mastered, becomes a fairly and relatively easy road to victory.

This style of game-mechanics and how the game is structured has a LOT of potential to expand and build on, of note. Currently, its conciseness and structured pool of play gives few, but branching, options of playing strategy--with a common downfall being open to monotony or the randomness of the enemy AI selecting a card which would destroy your game in one, RNG-blessed blow.

As personal note: I was able to barricade up the Russian border, having already reached the objective potential by turn ~78. Spending the next 100 or so turns ensuring silly objectives [like that border which cuts off ANY chance of the enemy even touching my territory despite propaganda elements]. :P

africacrossgames responds:

Hi Tiruin:

thanks for the really in depth review. You make a lot of great points. We address some of these things in the medium and hard levels on the version available at www.asymgames.com. In this game, we are trying to create a realistic simulation of modern counter insurgency warfare. Unfortunately, counter insurgency warfare can be kind of boring.

If you go to www.asymgames.com, you can also use a very powerful game editor. You can change anything you like about this game, or upload your own map and create an entirely new game. You seem like someone who could come up with some interesting games on your own.

We are trying to create a system that generates a decent approximation of the complexities of modern war, and is still fun to play. This is not easy to do, so feedback like yours is always appreciated.

Thanks again.

I think this is a very interesting idea for a strategy game and I love how relevant it is to current events. That being said, everything aside from the concept lacks a little bit. While the mechanics are simple, they are not explained well, even in the tutorial and it takes a while to get a hang of things. An improvement in graphics and possibly an addition of music or sound effects could really help this game out a lot.

africacrossgames responds:

Hi monkeyfeet2:

Thanks for your feedback. We are trying to build a game engine that is quick to update, so that we can turn out new versions that are relevant to current events. To do this, we have to skimp a bit on things like computer graphics and music to focus on research and scenario testing. Also, we are trying to go for the gaming experience of the old Avalon Hill games.

Also, the version available at www.asymgames.com has a pretty powerful game editor. This allows you to modify everything in the game. You can also upload your own map, and build a completely new game.

Thanks for your feedback.