Main game
3.20 average rating based on 5 ratings
Not letting characters cast their ultimates twice in a single turn makes a certain sense, from a balance perspective. But also, it's boring and I feel like they could've let it slide. Would've preferred a higher cost or a health penalty for the second cast, instead of it being outright impossible.
Settled on my final party: gay assassin, lightning himbo, punch lady, and nonbinary punk. Really wanted to use the youtuber wizard, since her kit is super unique/esoteric, but she's totally outclassed by lightning himbo unfortunately.
Still exceedingly early days on this, but already there's a couple novel ideas that help Capes stick out amidst the sea of indie XCOM-likes.
Having all the characters be superheroes with wildly asymmetric abilities and goals is obviously a huge plus when it comes to making units feel unique. But there's also a suite of nifty team-up abilities (where each distinct pair of characters gets access to new special moves when they're within 3 tiles of each other), as well a slick ultimate ability system that sees each unit charge up an extra-potent move by playing to the strengths of their class. The big tanky guy builds up his ultimate by taking damage, the teleporting assassin builds hers by landing backstabs, etc. Absolutely love this kind of design, where making cool and creative plays opens up even cooler possibilities.
Finally a game that dares to ask, what if Chloe from Life is Strange was a superhero with backstabby teleportation powers? Turns out it's pretty cool!