When I review games, I try to keep a game’s background in-mind. In this case, there are two important factors: [*] This was made by two people in China. [*] The base price is $13 USD. My point in mentioning this is to give the proper lens to my review, as I will “cut it a lot of slack” because of the above two points. I’ll have different kinds of expectations on a $13 dollar game compared to a $30 game. What is Warriors of the Nile? It’s a turn-based tactical roguelite game. The basic format of the game is that it consists of 3 zones with 9 encounters each. The first 8 of those encounters are normal challenges, while the 9th is a boss encounter. The battlefield consists of a 9x9 square grid with various obstacles scattered throughout. On your team you have 3 heroes: a warrior, a hunter, and a mage. The enemies will be a variety of units which mirror those 3 categories. As you win each encounter, you’ll be taken to an upgrades area where you can improve your heroes. The various ways you improve during a run include: [*] “Tablets”, which are basically passive powers for your heroes which can enhance them in a variety of cool ways. The game will always give you 3 to pick a single 1 from (1 tablet for each hero), so you get to choose “do I want to upgrade my warrior or hunter or mage this time?”. [*] Each hero also has a base of 2 equipment slots, 1 for a weapon, 1 for an accessory. The weapons are hero specific, but the accessories are flexible for who you put them onto. These items can give various improvements, such as health / armor / special-trigger abilities, etc. Note that Tablets and Equipment have a rarity system of Green / Blue / Purple / Yellow, so, RNG is of course involved in “how good of stuff you get”. [*] “Carvings”, which are more global bonuses in nature during your run. In this interface, it shows you a small pyramid with three tiers and a varying number of slots per tier: 3 on the bottom tier, 2 on the middle tier, and 1 on the top. These bonuses cost gold to obtain (gold you obtain from doing encounters) and can be all sorts of things, ranging from power-ups for the rest of the run to more-temporary bonuses. Note that you must have a tier filled up with Carvings before being able to construct the next tier’s Carvings. When deciding to make Carvings, you have to be careful, as every now and then an item merchant will come by during your run and offer to sell you equipment. Depending on how you like to play, you may focus more on Carvings for your gold instead of equipment because you can get equipment drops from the encounters. While going through a run, your heroes’ health will persist and only get auto-healed / auto-resurrected after each boss encounter. This therefore puts a heavy emphasis on fighting against attrition and playing carefully to avoid dying due to smaller bits of chip damage. Thankfully, the armor in this game is on a per-turn-basis, so if you use your various equipment and tablet passives well, coupled with smart tactical placement etc, you can avoid taking any actual hitpoint damage on most encounters. To further manage health, when your heroes are wounded, sometimes the game will give you a one-time-heal tablet as a possible reward, or if you have any dead heroes, a one-time resurrection tablet. Obviously taking these quite-temporary bonuses are not ideal, but sometimes they can be necessary to “keep a run going” instead of just “you’re out of luck -- you lose”. In terms of the enemies, most of them are “generic” in nature, as in just having various stats for attack / health / armor / range / movement, and whether they’re a “warrior / hunter / mage”. The reason their class is important is because warriors and hunters can move and attack on the same turn, but mages cannot (these rules are the same for the player with their 3 heroes). As you progress in the game, however, fancier enemies can start showing up with different powers, things like: gaining attack every turn / healing allies / giving armor to allies / rooting your units / other nasty things, especially on boss encounters. For the battles themselves, how many turns you take is generally irrelevant. This is important because it allows you to play defensively most of the time -- focus on winning without taking hitpoint damage. However, a little bit into the game, you’ll unlock the ability for a few kinds of treasure monsters to start spawning in encounters. These treasure monsters will drop gear or gold depending on their type and are labeled as “will run away at the end of turn 4”. It’s the usual conundrum -- do I want to rush to get those bonuses, or do I play more defensively? Depending on the encounter and your team’s setup, sometimes it works, sometimes you’ll take too much damage chasing after bonuses -- it’s all a choice. I’ve also seen bomb types of “will trigger after X turns”, so, they have both positive and negative “hurry up” enemies which can spawn on some encounters. What about meta-progress, what does this roguelite have to offer? Warriors of the Nile isn’t as robust of a meta-system compared to something like Heroes of Hammerwatch, but still has a few nice things to boost your power. When completing a run (successful or not) you’ll get some experience to level up your account which grants blue orbs that serve as currency to construct buildings. These buildings give bonuses in three ways: [*] Direct upgrades to health / armor / attack to your heroes. [*] Unlock more Tablets which you can find on your runs. [*] Unlock more Carvings which are possible to show up on runs. Similar to the trend which Slay the Spire popularized, this game has a “Hard Mode” which is unlocked after beating the game the first time. From what I’ve unlocked, I’ve seen a list with 10 levels of Hard, the first of which says “Enemies on normal stages have 10% increased health”, and I presume it only gets more intense from there. The reward from doing these increased difficulties is unlocking a legendary-quality tablet for one of the heroes. While Warriors of the Nile may only have 3 heroes, each hero has 3 variants to utilize (and a 4th listed as “Please Stay Tuned”, so it sounds like they intend to implement more). At first, you only have access to the base version of the heroes, but can unlock the other variants by achieving certain things in-game (such as the 3rd variant for all three heroes says “Clear Hard Mode Lv. 5 to unlock”. ) These variants slightly alter the heroes’ base stats / bonuses / appearance and are pretty neat in my opinion. My Estimation of the Game Overall, I’d say this game accomplishes what it sets out to do -- it’s a fun / smaller / cheaper roguelite tactical game which is pretty enjoyable to play in smaller spurts. Eventually, you will of course unlock everything, start climbing the Hard Levels, and try different combos of hero variants / tablets / carvings / equipment / see the bosses / etc; so it’s not a game that you’re going to be playing “over and over” (unless it really speaks to you or something). For $13 USD though? This 2-person project does a good job. Small localization notes: Remember that the developers are Chinese, so the English translation isn’t “perfect”. That being said, the amount of issues I’ve seen on that are quite small and aren’t “obtrusive or gamebreaking”. Sometimes a word in some interfaces will be in Chinese, but it’s a really obvious thing like “this thing is already constructed” or “you don’t have enough currency to get this”. The only other thing I’ve noticed is that the English typesetting isn’t “perfect” at times, with some awkward spacing on some text, but not really the end of the world as it hasn’t stopped me from reading and understanding what any given ability / item / whatever text says. I’ve seen some fixes (bugs / localization) shortly after the game’s launch, so I presume that the devs have a level of caring about it.
Expand the review