Tenshu General, is a simple, elegant, Real Time Strategy (RTS) game for those who favor short play sessions over long sessions. Quick casual game play combined with the challenge of continuously adapting enemies allow for a surprisingly challenging exercise in strategy. It is a cross breed between a board game and a classic RTS. If you like Risk or 8 Minute Empire, Tenshu General is your game.
Set in medieval Japan, you will take on the role of a Tenshu General tasked with defending your Tenshu castle against invaders while expanding your own territory. Can you beat the general of the enemy Tenshu at his game?
Easy to play, hard to master concept
Campaign mode, to help you teach the fundamentals
10 different maps to allow you a wide variety of battlefields
Smart enemies make different choices in each new game
Terrain influences your movement and battle outcome
Map Editor (for advanced users): Create your own maps
Full screen and windowed mode
Steam achievements and Steam trading cards
Available for Windows, Mac and Linux
On first look, Tenshu General may look very promising, however balancing issues, missing information about important game elements and a bad UI keep it from being good. There is no information about the stats of any unit whatsoever, all you can see is a picture of it. There is no information about the bonus of the terrain type, so it is impossible to judge whether one type of army would win against another. All of it you will have to guess and then memorize a lot of data, while you should be able to gather all this information with a single mouse click. Fights are resolved automatically, with no information about the mechanics. While two full armies seem to always completely destroy each other, there also seems to be some kind of randomness involved in battles, so for smaller fights you can never be sure what the outcome will be. And even worse you can never know what you've done wrong, as the game doesn't give you enough data! There also appears to be a maximum amount of rice which can be stored, and which depends on the gameplay state, but again there is no information whatsoever that this maximum exists, let alone how high it is and what it is influenced by. Half of your gameplay seems to be just trial and error trying to guess what the actual mechanics are! As for balancing issues - the home province can be protected by powerful walls. A full army attacking a full 4-section wall will always destroy 2 sections. So it is possible to kill the computer player with 2 full armies. However, the player is unbeatable, because the destroyed wall sections can be bought back instantly.But it's UI that is easily the biggest problem of the game. When a battle occurs, a window pops up, but does not pause the game! So you have a real time strategy game, which throws popup windows at you, which do not pause the game! I just can't stress enough how horrible this design decision is. Also, the UI swallows many mouse clicks (at least 30%), which makes a RTS quite frustrating to play.
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