Deeply flawed, but with potential.
Hero's Hour is a game that very obviously pays tribute to the classic HoMM games (most specifically, HoMM 3), and in many ways tries to have similar gameplay to it - sadly, the underlying mechanics of the game are very much at odds with this.
Let's dive straight into the thick of it: difficulty, balance and meta-strategy. The game's balance is absolutely horrid: each 'town' offers a couple "builds" you can focus on, depending on your heroes' skills & army comp and to a lesser extent your build priorities, gear, spells, etc. Some of these options are insanely strong and synergetic, and others are absolutely abysmal even when there seems to be somewhat clear and strong synergies to build off of - Necromancy for example, is by far the worst "build" you can focus on with the Undead faction! On the other hand, building around the 'Bodyguards' skill/mechanic is easily accessible to any town and ridiculously strong, letting you kamikaze heroes into mobs or enemy heroes ad infinitum as they get a free army every time you recover or rehire them - without ever having to hire any troops or spend any resources!
This is the case for almost any town I've played so far, which all have two 'classes' of heroes with a unique skill.
So skill balance is completely out of whack, what about units? Yeah, it's not much better. While having an amount of variability in unit 'quality' between different factions and different tiers is required for building an interesting roster of units, here the variability is far too high and, due to there being no limit to the different types of units a hero can carry into battle, and no penalty of any sort for mixing and matching, this makes unit balance an utter joke. To top it all off, rushing is the ONLY viable strategy: you cannot enjoy the overworld game if you want to win maps. Forget magic and exploration, just grab what you can, stack ranged troops on a summon build, and rush the next castle - you'll always win once you know how to do it right.
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