The drawn out clumsy punchdance of Hero Academy

A good turn-based tactical game has the feel of two armies squaring off, watching each other as units move into position, arrange themselves, entrench, feint, engage. There are fronts, flanks, reserves. With a good AI or a human opponent, it’s a series of urgent questions. Where he gonna go? What’s he gonna do? What am I gonna do? What is going to happen? When is it going to happen? It’s a dance.

Then there’s Hero Academy, where two players take turns hitting each other really hard.

After the jump, the slugfest

In Hero Academy, which plays on a simple playing field with mostly simple units, each player gets to do five things in a row. Summon dudes, move dudes, attack dudes, use power-ups on dudes, heal dudes, or whatever. Just run amok for whatever five things in a row you want to do. The other player won’t get in your way. Whereas most turn-based games just let you move each unit once, this is certainly an, uh, interesting way to keep thing snappy.

But I’m not convinced it’s an effective way to design a game. Too much can happen on any given turn, and the other player is removed from the game for too long. Imagine chess where you get to move five times. Not five pieces. Five times. Naturally, you’d probably run in with your queen, clean up as best you can, and then run back. That’s Hero Academy in a nutshell.

You might not grok this when you first jump into the game, which can only be played against another player who probably already knows what he’s doing. You might gradually move your units in a group, relying on combined arms and overlapping fields of fire. You might use your power-ups to add 20% resistance here and 10% extra health there. You might carefully stake out the tiles that make a unit more effective. You might manage your healer to top off any units wounded by an area-of-effect attack. You might even meticulously snipe at an enemy unit so that it falls, only to get resurrected unless you walk up to stomp the fallen enemy to death. Yes, stomp. You know, like in Gears of War. Nothing like a brutal coup de grace mechanic to lend your cute cartoon world a hint of the grim!

The stomp is another odd design decision to presumably tempers the power of ranged units, but instead drives Hero Academy down a tactical groove. Because these five-action uninterrupted beats are so long, they rob the game of a lot of the strategy it would have had if the game unfurled more gradually. It leaves you with a series of relatively lengthy hit-and-run attacks. Boom and zoom. Strike and fade. Get in, hit hard, get out. Consider the tactical variety in Uniwar, the current gold standard for turn-based strategy games on the iPhone. Hero Academy has the pieces in place for that sort of variety, but it’s entirely subverted by the gameplay.

To Hero Academy’s credit, each turn is like a puzzle that you can freely tinker with until you’ve settled on the solution you want to submit. There are no die rolls and no hidden units. Try whatever moves you like as many times as you like. Test freely. Rewind, try again. See how much damage these attacks do. Now see how much damage these attacks do if you use a damage power-up. Now see how much damage you can do with another unit. Keeping trying until you get the best result you can get. Then submit your turn.

Another odd design decision is the actual victory, which you earn by taking time out to smack the other player’s crystal. You have to use the attacks you would normally use on the other guy’s units. Which there’s not much point in doing until you’ve cleared the field of the other guy’s units. This is just a matter of time, given there’s no resource model in the game beyond each player eventually running out of stuff. Every turn, a player fills his “hand” with units, power-ups, and abilities from his pre-set “deck”. This goes on until the decks are empty. Who will lose the long slog of attrition first?

Like Uniwar, Hero Academy wants to base its gameplay on asymmetrical sides. But there are currently only two sides, and the differences between them don’t have much opportunity to emerge, given the extended beats of alternating five-turn hit-and-runs, usually by ninjas for the good faction and wraiths for the evil faction. Furthermore, the multiplayer is a crapshoot with no provision for timing the turns. You’re like as not going to get into a game that the other player never finishes. This wouldn’t be so bad if there were some other way to play Hero Academy. There isn’t. It’s a multiplayer only affair, with poor documentation and an unfortunately fiddly interface. Hero Academy is simple, simplistic, and ultimately unsatisfying. You might as well find a friend and take turns punching each other in the arm to see who gives up first.

2 stars
iOS

  • Anonymous

    Wow I had installed it but never played and now I am uninstalling it after reading this, still not having played it.

  • David Emmanuel Deleule

    I had downloaded it, launched it.
    First annoyance : it requires me to create some account.
    Second annoyance, I submit a randomly played turn because of the lack of any kind of documentation, a timed advertising showed up, I leave my opponent standing there while I proceed to delete the app.
    Now I feel even better about it. Thank you.

  • The Quietly Confident

    Sorry for the offtopic, but people who use “grok” as a synonym for “understand” annoy the Hell out of me.  Just stop it, please.

  • http://twitter.com/kenwootton kenwootton

    You definitely captured the flavor of the combat here.  It doesn’t feel like you can hurt your opponent, turning things into a bit of a slap fight.  There are some interesting ideas here (the card hand idea, for example) but there’s too much of everything (too many units, too much freedom with individual units).

  • Taveri

    Did it ever occur to you that the “simple” element of the gameplay and its strong attacks were intentional design choices; features employed to convince less-than-versed strategy game players they have a fighting chance to participate? For a player who doesn’t spend hours playing strategy games, feeling powerful while playing one is an experience difficult to come by. Powerful moves, stomping included, give a sense of power and a feeling of triumph knowing that you’ve eliminated one of their units permanently while simultaneously leaving their “bag of tricks” a little less equipped. In my opinion, your assessment shows your complete misunderstanding of the game’s intention. Hero Academy is a great game I look forward to participating in for many days to come.

  • Taveri

    Are you a complete fool? That is one of the most ridiculous things I’ve ever heard! The equivalent of what you did is you going to a reputable bakery, getting their very well reviewed chocolate cake for free, and then proceeding to throw it in the trashcan after some stranger on the street mentions that chocolate cake isn’t his thing, never having tasted the cake yourself. How does it feel letting other people decide your opinions for you? Spineless?

  • Krol

    How much does VMing pay Taveri?

  • Anonymous

    You seem very invested in the game.  I am sorry for your loss.

  • Anonymous

    Taveri, questionable design decisions aren’t any less questionable when they’re intentional.

    And while I get that each move is supposed to make you powerful, let me know how that works out for you when it’s the other guy’s turn and you’re on the receiving end of that equation. :)  I’m not going to feel very powerful when I spend half my time stomping your units, only to spend the other half of my time watching you stomp my units.

    To respond to your point, I’m pretty confident I know what the designers’ intentions were.  I just don’t think they were very well realized for the reasons I’ve explained.

  • Anonymous

    I totally know how you feel, because people who capitalize “hell” annoy the Dickens out of me!

  • Anonymous

    I do like that card-based aspect of the game.  Well, in theory.  It reminds me of Summoner Wars.  Which I also don’t like, so maybe I don’t like that card-based aspect of the game after all…

  • Your name

    Your moronic post needed to be slapped, friendo.

  • The Quietly Confident

    Heh, I only now realized you answered.

    Can I fall back on the excuse that English is not my first language? I picked that up from somewhere and I guess I never questioned if it’s correct or not.

    Aaaanyway…. “Grok”. I hate this word.

  • Anonymous

    In the idiom like “annoyed the hell out me”, you aren’t referring to any sort of actual place that would be capitalized, any more than “annoys the dickens out of me” refers to Charles Dickens. Which I wouldn’t normally point out, but if we’re going to play word pedant, I’m happy to keep pace with you. :)

    “Grok” is a relevant word for a lot of folks of a certain age and especially sci-fi background. But it’s also useful in that it occupies its own niche. It’s not quite as informal or awkward as “wrap my head around”. It’s not quite as pedestrian as “understand”. It goes a bit deeper than something “clicking”. It’s not quite as cerebral as “comprehend”. It implies more of a process than “intuit”. I quite like the word, but I’m certainly open to suggestions if you have a better synonym!

  • krayzkrok

    This review reminds me of my opinion two days ago. And then something just clicked with the game. I discovered, for example, that getting an archer correctly powered up with one or two units standing on the gem damage buff squares can destroy enemy crystals in two or three turns. That’s not a war of attrition, that’s a massacre. Of course, getting to that stage is not a certainty, it depends on your “cards” and the order they appear, although swapping cards out is a greatly undervalued strategy. And smacking enemy units then retreating is one way of doing it, but certainly not the best strategy. Like all good strategies, it depends on the situation. Ultimately I’ve found a lot to like about this game once I threw my Uniwar sensibilities away and tried to zoom my focus out a little.

  • Tei

    I am getting bored of the game, but I have enjoyed my time with it.  I don’t know what is the reluctance to enjoy this game,  sever in the case of veteran strategy players. I think is that “looks” like one type of game, but really is another, and at the same time this another is a type that is designed to make strategy people angry: You don’t control and can’t control the battlefield.  Whatever you plan, is broken already before you start. So you have to mange the fragments of your original plan. In that, is exactly like how real life work (as oposed how artificial rule based tabletop games work).

  • Anonymous

    Oh, there are definitely options for focused attacks against someone’s crystal. But that takes so much set-up to make it worthwhile that I feel a better use of your resources would be depleting the other guy’s resources. Crystals are so tough that you’re never going to take it out in fewer that three (?) turns of dedicated crystal whacking. Meanwhile, the other guy will be using those three turns to deplete your units and force you to waste your resources recovering from his attacks.

    I don’t doubt there are different strategies, and I agree that you can’t bring Uniwar sensibilities to Hero Academy. But I still think the basic design has serious problems that seem to exist only because Hero Academy wants to do something different, regardless of whether it works well. Sometimes games do things the same old way (i.e. unit movement) because that way works so well. :)

  • Anonymous

    “Grok” is stupid. This review is dumb. You’re just not smart enough to understand the game.

  • Jimbo_s

    What a misguided review! This is a great game which just improved with an update that introduces a 3rd faction.

  • Jimmy

    I feel like you’ve really missed something here. Referring to hero academy as a slugfest screams of “you’re doing it wrong”. Of course there are turns where beating down fools is the order of the day… But just like any strategy game worth its D20 it must be balanced by defending crystals, strong resource management, memory of what has come and the endless calculation of the possibilities that could come next turn.
    For a zero cost game, the polish here is impressive. The seamless integration with FB, finding randoms via search and simple but brilliant graphical design has made this my favorite iOS app.
    I’m really not sure if you are much of a turn based gamer but HA distills most of my favorites down into a cute package with quite well balanced armies. I love asymmetrical battles and HA does it very well.

    TLDR excellent game design and very clever business design. I hope they do well from it.

  • MarcVaughan

    I totally disagree with this review – I found Hero Academy to be a very well balanced and challenging strategy game.

    Far from being an ‘unusual’ mechanic moving multiple units is incredibly common in strategy war games and many tactical board games play in a similar manner.

    The most unique aspect of Hero Academy from such games is that its a pure strategy game with no element of chance present; something I find incredibly appealing as you win or lose according to your strategic ability and that alone.

    Yes its challenging and can be incredibly unforgiving of a newcomer (if matched with an experienced player) – I think a solo-campaign would be nice and some more varied battlefields would make things less predictable generally, but its a very addictive game and I’ve put in an unwholesome amount of hours playing it myself.

  • Ted

    What game are you playing? You use the crystals to draw out the enemy. The more you play, the deeper gameplay becomes. Spend more time with it. You will enjoy it.