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Dark Omen pillars 

  1. Immersive battles
    slow-paced with focus on tactical maneuvering and micro-management of moderate-sized troops rather than grand armies confrontation, button mashing power-ups (e.g. strength boost), "alive" units (talking and yelling portraits)

  2. Tabletop rules adherence (which emphasizes medieval warfare simulation)
    combined arms, formations, flanking, line of sight, terrain advantage, troops morale, etc

  3. High fantasy setting (question)
    mythic races, terrifying monsters, powerful sorcery and artefactsand artifacts

  4. "Alive" units
    Unique units, leaders flesh-out personalities, in-depth background, special abilities, yelling/talking leader portraits. All these emotionally attach player with units and make him care about them.

It is porbably also worth to mention also engaging storyline entertaining narrative in Dark Omen single-player game mode campaign as well as music and sfx which greatly helps to pass tense of battle

features prioritization example by using pillars: