Might is Right
27 😀     5 😒
72,38%

Rating

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$9.99

Might is Right Reviews

Might is Right is an old-school turn-based strategy game, it has simple controls and deep complex mechanics.
App ID1152160
App TypeGAME
Developers
Publishers Lazy Kitty
Categories Single-player, Steam Achievements, Steam Cloud
Genres Indie, Strategy, RPG
Release Date19 Feb, 2021
Platforms Windows
Supported Languages English, French, German, Spanish - Spain, Simplified Chinese, Japanese, Russian, Korean, Spanish - Latin America, Polish

Might is Right
32 Total Reviews
27 Positive Reviews
5 Negative Reviews
Mostly Positive Score

Might is Right has garnered a total of 32 reviews, with 27 positive reviews and 5 negative reviews, resulting in a ‘Mostly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Might is Right over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 154 minutes
A relaxing strategy game with rpg elements... I really like the skill tree and the character customization system. Graphics btw, too, at a high level!
👍 : 3 | 😃 : 0
Positive
Playtime: 2812 minutes
I like turn-based tactical games. Well, to be honest, I mean Civilization V. I've been playing it for ages, running a marathon in the largest map. It takes quite a while to manage and at a certain point, the opponents take their sweet time to think. In one word, someone has recommended me to try MiR. I let myself get convinced when I learned that I don't have to deal with painstaking management of 70 cities simultaneously. What I liked about MiR - the mix of relaxed play and dynamics. I can directly manage only one squad, and there is only one hero. The world is centered around me. Therefore, events occur rather quickly. Since my poor head is a bit tired atm, I rather like the game not pushing me to spray my strength into several units or to keep in mind 1001 tasks, all the while cursing through my teeth about forgetting to do half of what I had planned. Comparing with the way my attention was captured in Civilization - the same thing happens here. I have already spent quite a few hours playing MiR. I do almost all the fights manually (maniacally), this is not a car race, right? I found that the units in my squad and in the enemy squads are very different. And the parameters, and abilities, and talents. (Mine are all goodies.) Non-classical chess, where there are a bit more figures than the classical ones. In battle, everything is pure math. And tactical commands like "Wait" generally increase the options for the development of the battle to my favour. I even managed to attack a red group (way stronger than me) and win so that no one was killed in my squad. It helps to relax and focus on the battle control in the game and notification of parameters, sequence of moves and predictions about damage and healing. There are hotkeys, but I manage most of the time to do everything with touchpad - and with one click. For about 15 minutes I was getting used to the radial commands, but now my playful fingers do everything by themselves, and I find it convenient. Mainly because I literally only need 1 click to send something in combat. This game is like an interesting tactical puzzle. For complete happiness, I'd like there to be more items and objects on the strategic map that I can find and use. Developers promise to add some later. I would also like to see talents and parameters in one place. But now I am pleased with the impressions I get in the game. It's quite meditative. I spent 9 hours of my weekend without noticing it - this game is just that. Well, the weather was rubbish, to be honest, ^_^
👍 : 8 | 😃 : 0
Positive
Playtime: 907 minutes
This game is extremely addictive! It definitely has that 'one more turn' vibe going on. I played through it over the last three days and had to force myself to turn it off each time. The gameplay itself is very straightforward and easy to understand. There's a LOT of different classes you can play, each with their own skill trees. Definitely worth a look if you like turn based combat games!
👍 : 2 | 😃 : 0
Positive
Playtime: 867 minutes
Pretty short, just one map for about 10-15h of gameplay, disciples-like game, with possibility of unique unit builds. I've enjoyed almost every second of playtime, except of rare crashes, ofc. Probably will replay somewhen.
👍 : 3 | 😃 : 0
Positive
Playtime: 4610 minutes
Fast paced easy to understand battles are addictive, beautiful scenery is calming to view, characters have diverse skill trees so you can custom build to your liking. Variability in character appearance is disappointing as 8 of the 12 classes are recolors of 2 different skins (one male the other female).
👍 : 6 | 😃 : 0
Positive
Playtime: 3328 minutes
So I finished a game a couple times now, and as a long time fan of Disciples 2, I have been waiting for a game like this for a long time, and I must say it didn't dissapoint. The game provides sufficient mercenary/hero diversity for multiple playtroughs and combinations. It is rough arround the edges, with occasional crashes and missing features like quest log(or at least a chat log), but it's still in early access, and I can't wait to play it again once it's finished :)
👍 : 6 | 😃 : 0
Positive
Playtime: 8531 minutes
I've had this game in my library since August of 2020. It has steadily improved and taken as a casual game is quite enjoyable--with one caveat, which I will get to in a bit. You start out with one hero and one squad member. Your choice of hero is very important. Even whether you choose male or female, since the skills are different. For instance, the Countess has a powerful single heal, similar to the game's Herbalist. The male counterpart, the Earl, has a group heal, similar to the game's Grove Keeper. You aren't going to know what's in your hero's skill tree until you're actually in game and can look at the talent tree. Depending on the hero type you choose (healer, mage or tank) you're choices for your first squad member will differ. Once you're familiar with the hero talents and the different starting squad choices, making your choice will be easy, but the first time you see the choice wheel, it may be a little confusing, so it's important to spend a moment to understand the information as it's presented. Once you're on the map, the game takes on a familiar form, a map to discover, towns to conquer, roving heroes to eliminate, bands to kill for loot. As you gain levels, the number of squad members you're allowed to have grows to a total of six, including your single hero. You only ever have one hero. The hero and every squad member has a talent tree. You get one talent point every time you level. Talents allow you to customize your squad quite a bit. Just like any RPG, some skills are more useful than others, but you always have the choice to go defensive or offensive; emphasize buffs or debuffs. This is the real genius of the game and makes for a lot of replayability. There are a great many gear and buff items that drop in the game, some quite powerful. Once you have conquered a town, you can install a defending squad and equip them or not as you like. You'll need these, because heroes from enemy towns will spawn regularly to attack your towns. If they are not properly defended, they will fall into enemy hands. It takes time (and gold) to build up good squads in all your towns. You may have to shuffle troops from one town to another; every town has several troop types it offers, a mage or swordsman for instance, but perhaps no healers. Another might have healers, but no ranged units. If you enjoy balancing your defenders and trying different combinations, it can be quite satisfying when your town successfully defends itself from a marauding hero stronger than your defenders. Battles are straight forward set pieces. Your squad arrayed against the enemy. You can move your troops into any configuration of 3 front, 3 back, that you like while you are on the map or interfacing with a town. But once battle starts, you cannot reconfigure them. The battle is fought in rounds, which each troop taking its turn to either attack, defend or wait. As you can see this is standard stuff. The map is beautifully designed with choke points defended by enemies that you will have to get past as you progress. Once landscape mobs are destroyed, neither they nor the loot chests they guard respawn. The game is altogether enjoyable and easy to play. But what about my caveat? I've played over 100 hours, through many iterations and have yet to kill the final boss. He's designed to be difficult, as is appropriate for the winning fight. The mechanic is explained by one of the popup townspeople when you're close to his castle. If he casts XYZ, attack. If he casts ABC, wait, until this or that, then you have to decide whether to attack or wait. If you understand that this informational dialogue is crucial, you'll be waiting for the cue that the big baddie has cast XYZ, ABC or something else. And that cue never comes. You'll have to go to a troop's drop down arrow that shows all the buffs and debuffs on it. You'll have to cursor over each and every tiny icon to try and figure out which one is the one you should be concerned about. This late in the game, there could be as many as 30 little icons to parse through. I kid you not. Whether you agree or not with the philosophy of how this last fight is set up, with a mechanic not previously used in the game, with a boss and his squad with substantially greater hit points than your guys could conceivable have, the realization of the fight is poor: you cannot easily determine this incredibly key piece of information, so key that the devs carefully set it out for you, and this failure makes the last battle frustrating and ruins an otherwise completely enjoyable game. Ruins it--if you're a finisher. I'm not. I like the beginning, the conquering of towns, defending, trying different builds, switching up my squad, tempting fate against much stronger foes, and all the rest, which is done extremely well. If I have a brainstorm, I'll quickly ditch a game and start a new one to try something else out. With this playstyle, I almost never reach the end of a game and that's never bothered me. I actually got to the end of Might is Right several times, only to be baffled by the boss fight. With this caveat firmly in place, I'm happy to recommend the game.
👍 : 4 | 😃 : 0
Positive
Playtime: 1986 minutes
An OK game, that is rather samey the entire time, until the final fight. For some reason the Devs made the final fight with mobs about 5x more powerful than anything you've fought before. Absolutely stupid. My group that was steam rolling along is wiped out in 2 rounds by King Barbiche. His first salvo knocking out half my squad. lol If you read some of the replies by the devs in the forums, they pretty much seem to think the players are going to play the way they do with their inside knowledge of the game. It's just silly. I'd avoid this title. You'll play hours just to get to the end to a stupid fight that is over the top moronic in design. Note: Looking through all the positive reviews for this game you'll see not many played near long enough to get to the final fight. Like to see their reviews post Barbiche stomping you to the ground in an unfair battle. Got banned from the forum, but will update my review. The dev said "You believe that you are entitled to beat the game, that is not our position.". What a great position to have....onceyou have someone's money. The point of a game is to beat it. When you make the final fight so rediculous that only certain specific tactics will work, that's the sign of a broken encounter. These are the same devs where I had to point out in their tactics thread they had wrong information posted. But sure, they can't be wrong about the final fight. BTW, I know of a handful of other differences between the game and what you've posted. Sloppy quality control. Edit after the devs edit: Funny how in the same thread I posted another customer posted the same exact experience I did....albeit he did it in a much softer manner than I. That you simply refuse to understand/believe your final fight is a broken increase in difficulty, just shows your arrogance...an arrogance many devs have. Your snarky battle royale comment perfectly demonstrates your lack of self awareness. Not sure how you can claim "basic decency" while dropping snarky comments of your own. That's probably lost on you though.....much like the sales you've lost from my buddies that were going to buy the game but won't now.
👍 : 12 | 😃 : 4
Negative
Playtime: 2872 minutes
Personally I am quite liking the game, though its scope is undoubtedly limited and I can see that many would probably tire of it fairly quickly. Currently the game consists mostly of wandering a small map and grinding mobs to level up your party (in order to fight higher level mobs and liberate a few sporadic settlements). Yes, it is fairly repetitive, but I do quite like style of the turn-based combat and class customization. Certainly one of the better Early Access titles I have chanced my money on, and I look forward to seeing how the game develops through Early Access.
👍 : 13 | 😃 : 0
Positive
Playtime: 745 minutes
As a newbie to computer games I am not sure if my opinions really hit the points, but I would like to share my feelings here. Form the beginning it is a bit plain, normal fighting combats. But as time goes by and the difficulty increases, the game very quickly becomes quite attractive to me. I have to think very carefully about what talents to get for my units, what units to buy, how to defend the towns that have been conquered by me, and such stuff, to avoid losing too soon… by the way, these many units are also something to be learned, take me some time to properly make full use of them. As the game has claimed itself, there is state of the art AI. I do think the authors have done a great job, as I feel the enemies are always at a proper difficulty level for me as the player. Maybe I am trying too much to dig it up from the engineering’s perspective (I am an automotive engineer), but this is indeed an interesting point. Overall it should be a good game worth giving it a try.
👍 : 25 | 😃 : 1
Positive
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