Warpips is what would happen if Command and Conquer and Nexus Wars had a baby made out of tanks and napalm! Set loose the engine of war and watch the chaos of physics-based combat explode onto the battlefield! Assemble your army from a diverse roster of infantry, vehicles and airplanes. Deploy troop...
Warpips is what would happen if Command and Conquer and Nexus Wars had a baby made out of tanks and napalm! Set loose the engine of war and watch the chaos of physics-based combat explode onto the battlefield! Assemble your army from a diverse roster of infantry, vehicles and airplanes. Deploy troops, call down airstrikes, and launch missiles - all without that pesky micromanagement.
Focus on the big picture; no complex micro
Each round lasts between 10-20 minutes
Easy to learn, hard to master
Buy the game - you get the game
No microtransactions
No pay to win
Randomly generated battles
Different each time you play
Lots of replayability
Choose complementary unit synergies
Infinite strategic combinations
Fully unlockable upgrade tree
Spawn infantry, vehicles, airplanes and helicopters
Call down air strikes, missile attacks and artillery
Units take cover and respond intelligently to their situation
No micro-management, no direct control over units, no base-building. Very fast-paced combat, great balance between need for tactics and arcade skills, small amount of upgrades while each of them matters. Not a game that requires diving deep into its perils, but a very enjoyable way to waste 30-40 mins after lunch.
Warpips reminds me a bit of Tooth and Tail - tehcnically they are both strategy games but extremely streamlined - no resource gathering and no production chains - you just need to summon the units which are best for the mission depending on the enemy types. In Warpips it is also important to select the right time to summon the units. The whole battle has a "timeline" where periods when the enemy is spawning a lot of units are follwed by periods of less enemy resistance and the basic strategy is to "hold the line" during enemy onslaught with cheap units and stationary turrets and save money and then a bit before the enemy eases off their attack to spawn the more expensive and effective units and push to the enemy base and destroy it before the next enemy onslaught beings. This not always works and it is possible to advance to the enemy base even while they are attacking with full force but that's what makes the game exciting. You cannot use one strategy all the time.
The game also reminds me of Into the Breach because you can conquer as much sectors on the campaign map as you like and collect the rewards but after a certain number of conquered sectors the enemy becomes stronger, which is similar to the islands in Into the Breach.
At first the battles look chaotic and random in part because you cannot directly control your units, but after a short while it starts to make some sense and you can strategize which for me is the fun part. I've probably spent more time in the loadout selection screen and on the campaign map choosing my pathing than actually battling.
A great example of contemporary game development.
Met this game at my friends home pc, and decided to buy it for my self after a few rounds.
Fancy graphics, easy to play, fast to learn, no need long sessions a lot of replayability.
This would be awesome if multiplayer could be added for at least two people.
If you like fast-paced battles with a bit of tactics, great music and humor, you'll be right at home here.
You send units from left to right, but you cannot directly control them (soldiers, tanks, helicopters), you gain levels during the battle for destroyed enemies, and you exchange them for experience for units, money or army size.
Great concept and execution, even on easy difficulty sometimes hard.
A nice respite and a reference to some older games like "Tanya".
I applaud.
Gotta say, when I saw the trailer at first I thought *well this look like a mobile game * but the game looked great and had some fine music so it slept in the whislist for awhile.
Now that I put around 15hours into the game, Id say I was half right.
The gameplay is indeed simple to the point Im a bit surprised it doesnt seem available on any mobile device. Not that its not fun or boring.
You start on the left , the enemy base on the right, send troops with passive money you get every few seconds ( along with special abilities or *buildings* ) and wait til your army break the base. Thats it.
The special abilities like missile strikes ,drone strikes , sandbags or deploy transport units help give you more agency on the field. You can also use buildings to generate more passive money ( they can be destroyed by the enemy ) or use oil barrel for instant cash.
The main mode of the game is called Conquest. This is probably where you will spend most of your time playing. You start with basic units on a map with territories to conquer. Each territory is a mission, you can choose what you want to bring with you every single time and you lose every units/abilities/building you use on that mission. This is where another big part of strategy comes in.
Every mission you win, the others get harder. Every mission can give you *cards* to renew your deck. So lets say you wanna use 1 Soldier , 1 Sniper and 1 Tank , you will lose them but maybe the mission will give you 2 Solider and 1 Helicopter when you beat it. Its not just about winning a single mission but finishing the map and keeping an eye on your ressources.
There is also a small shop to buy troop and a very small talent tree to upgrade your army as you go. If you lose ( or win ) , everything restart like a roguelike.
The Endless mode is what you expect and is fun after you finished the main mode.
Overall great game, Music is top notch. All this need is more units and terrains ( desert get old ) ...and music ;) !!
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