Worshippers Reviews
It's hard to be a god! Worshipper is a fast-paced strategy combined with collectible card game. Explore and conquer the land, face dreadful creatures, lead your people to glory! With every victory you will unlock new units, spells and buildings, use them to develop your own unique strategies!
App ID | 734510 |
App Type | GAME |
Developers | Brainwashing Games |
Publishers | Brainwashing Games |
Categories | Single-player |
Genres | Strategy, RPG |
Release Date | 27 Feb, 2018 |
Platforms | Windows |
Supported Languages | English |
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102 Total Reviews
80 Positive Reviews
22 Negative Reviews
Mostly Positive Score
Worshippers has garnered a total of 102 reviews, with 80 positive reviews and 22 negative reviews, resulting in a ‘Mostly Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Worshippers 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:
227 minutes
tl:dr;
Bugged, imbalanced, on the clock and confusing menus, little lore to explore.
Review: 5/10 in current state
Sound & Graphics: average. Nice hand drawn images, but very small and uneventful maps, with little variety.
Every map in campaign feels the same.
Problems:
- Confusing menu: if the game can't explain basic functionality on the first glance, you know there will be issues. For example, you cannot rearrange cards in you hand or in units in your army (Wth?)
- On the clock: missions are very short, growth takes a lot of time, suddenly you loose because you failed some objective in 30 days
- Bugged: some items don't work as expected, army does not gain per battle exp (only unit gains per unit kill) which can lead to some serious issues if you want to level a unit but can't score a kill because it is weak
- Imbalanced: overall game mechanics is just bad. Simple, yet unnecessarily complicated.
Deck building feels very awkward due to very serious card limit (can I increase that or what?) card unlocking feels weird and cards themselves - are extremely unrewarding.
Example - Talisman of life, +1 health per level. Remember my previous remark about difficulty with levelling?
Units are weird - I like the lore, but they are limited to 3 lvls (why not have 9 and change graphics every 3 levels instead??) which ends up in further levelling problems (usually your strongest units will end up getting the kills, and thus - experience).
Battles feel were awkward as well. Action limit. Somehow I always have fewer than the enemy. Unit shuffling in and out of combat. Trolls for example do not regenerate until levelled up and shuffled out and into combat. Why? Things like that are everywhere.
Strategy is problematic as it seems like 2 or 3 valid combinations otherwise you enemies will reap you like a harvest (they seem to have more actions, remember?)
No in battle magic, no in battle consumables, no activated items (some are auto-activating, but fail on the occasion). Very little room to navigate.
Add to that - low spawn of low level enemies to level up units, weird cost increase for cards, building limits, resources not carrying to the next day (I can understand food, but tools and gold? What happens to my gold overnight?)
List is long and I won't bother you - game is simply badly designed and underlying mechanics is very simple, but gets overcomplicated conditions just to hide its simplicity.
Greatest offence of this game is no lore to explore. Monster have no Monsteropedia entry (there isn't one). Completing the mission does not unlock any new lore or information from your god or whatever. Not even a clearly visible shine on the star (weird menu - campaign is starry sky and every star is a map you can replay few times?!).
Also, I was not able to start a new campaign with a different god after resigning from previous one without game restart.
👍 : 1 |
😃 : 0
Negative
Playtime:
563 minutes
This is a great game for TBS fans who prefer tough, short scenarios. It has a steep learning curve, but once you get the hang of it, you will succeed.
Some reviewers criticize you cannot undo actions, but due to the exploratory nature of the game undoing acions would be cheating. It can be frustrating when you enter a battle wihout any tools, and therefore cannot use your ranged attacks. But on the other hand, such unforgivableness makes a game also challenging. Resources and actions are always scarce, and you should check twice before doing an action.
The world is rich with slavik folklore and deadly creaturen. Only a few of your warriors will survive to level up, and even the most experienced units can perish in an instant. Battles feel a bit like Darkest Dungeon in this regard. It also reminds me of the old indie game Armageddon Empires, though with a totally different setting ofcourse.
TLDR; Worshippers offers tough gameplay, UI is rough around the edges, but overall is a real indie strategy pearl.
👍 : 3 |
😃 : 0
Positive
Playtime:
15838 minutes
A pleasant and fairly original deck building 4x game. You unlock cards during play and between games of a modest campaign structure, The combat, economy, and deckbuilding is all interesting and has pleasant tactics and strategy.
This game needs a better tutorial or guide, but it isn't so complex I couldn't figure it out. It has some annoying interface issues - the worst for me being that you can easily accidentally generate resources you can't spend because you run out of actions, and you can't unwind your turn except but using one of your precious unwinds - which are more powerful than I want in general, since they unwind bad combats and such - but all I want is to be able to undo stupid counting errors,
But still - if you have patience it is well worth it.
----------------
The amount I have played it warrants an update in review - it really is a lot of fun, with a nice learning curve. The number of crazy combos on the game is exhilerating. The variety in which an island plays out depending on its layout and what weird items or creatures you find is constantly engaging. You can win in many different ways and even significantly faster than the 10 games alotted to you for each campaign.
I would be interested in any additional content the designer makes for this game - or any other products they work on.
👍 : 5 |
😃 : 1
Positive
Playtime:
5571 minutes
This game is a medieval fantasy strategy game, but playing it often feels like playing some sort of puzzle game. That's because this is a game of scarcity.
Every turn, there is so much you would like to do, but so few resources that you really have to think about what you want to prioritze and what will have to wait.
You are mostly limited through the number of "actions" that you are allowed to do in a single turn, both on the world map and during tactical combat. This means that every action you take should be thorougly thought about beforehand.
This is mixed with a small amount of randomness, but usually you can choose to have a fixed, less valuable outcome instead of the risky situation. For example, you have the chance to get 0-3units of a single resource from each city per turn if you activate it, but you could also go for a save 1unit of the resource you need by activating a building instead.
Or you can move your unit right next to the fog of war to explore faster, but risk getting attacked from a monster lurking in said fog or war, or you could move your unit just 1 tile away from the fog, revealing less new terrain but being sure about not getting attacked that turn.
And of course, the fact that your units and buildings are cards that have to be drawn in order to be played also adds some randomness, though when drawing cards, you are usually presented with 3 choices, and you can include the same card up to 6 times in your deck of roughly 25 cards, so there is a good amount of reliability in there.
There is a decent amount of content that, depending on your playing speed, will probably take 5-20hours to explore. But the replayabilty is there, especially if you like min-maxing and trying out new strategies and synergies, which are also unlocked through a card reward system after each scenario, making every campaign potentially totally different.
I was also surprised to see the developer so active and responsive. I complained about there being only 1 save slot in the steam forum. He replied almost immediately, and two days later, he added additional save slots into the game.
Overall, I can only recommend this game to fans of turn-based strategy. It can provide a real challenge and at times will feel unfair, but at least to me, this also made the game so attractive.
👍 : 6 |
😃 : 0
Positive
Playtime:
1158 minutes
Fun idea but I feel it’s executed pretty poorly. For one there is numerous bugs with the UI failing to update and showing red numbers when in fact you have enough of the resource. Failed tooltips, apparently they’re programmer thought very high of himself so error handling displays like leet speak from a teenager. Many things feel very clunky like do I left click or right click sometimes maybe but oh no it was over a building so poof goes that action point. Everything broken up into regions so can’t really decide where to build settlements because everything was thought of for you, isn’t that nice? It’s not. Feel like I’m held hostage by the RNG. Decent game but not up to par in my opinion.
👍 : 19 |
😃 : 0
Negative
Playtime:
11115 minutes
TL;DR: Old school machoistic turn-based TCG, a game that is as fun as it is frustrating, and occasionally more of the latter than the former.
The best game I have deleted from my hard drive out of frustration in recent memory. It has a great variety of options and obstacles to contend with that will suit the most fastidious micromanaging card collector enthusiast.
I recommend this game but worry about how well it will fare in overall ratings and sales due to its high frustration factor. I love the high difficulty games where you go into a play session expecting to die at some point, but this one has gotten too much even for my own tastes due to the blatantly unfair (verging on AI cheating) stacked hands of the AI.
A game that poses high difficulty levels is exactly what I want, but one wants to be able to feel they can overcome the unfavorable odds by putting together a clever machine (by "machine" I mean card cycling synergy) and executing your strategy flawlessly, but unfortunately eventually one is going to run into a boss fight where the AI machine has an overwhelming advantage and the entire play session feels wasted.
Part of the problem in my experience is while the victory point threshold for winning a given scenario decreases with decreasing difficulty level, I do not believe the difficulty of the final boss fight does, and while one can argue that a victory may be achieved without ever having to face the final boss fight, those fights represent the climax and so I know I want to beat it as opposed to avoid it.
The problem is with the creation of challenging AI, which like some of my favorite indie TCG's in the past (Astral Masters for instance) is heavy-handedly created by giving the AI a near-perfect hand and scripted play order, but believe me, it is no fun to go 1st, place a single unit out, and then have the AI's machine cycle through cards and eliminate your units without a chance to recover.
People mistakenly refer to the frustration arising from RNG, but it is more of the opposite in this case where the AI RNG is reduced to a near-perfect hand with little leeway to exploit potential unfortunate RNG on their part.
There are other problems such as having an unexpected unit shoot out from the fog of war early on and destroy a settlement, because the cost of rebuilding it (6 tools) can be prohibitive prior to having built up your economy; a reasonable fix could be having a lower cost to rebuild that increases each time, and that way an unlucky random death spiral can be avoided for early losses (as opposed to just setting a fixed lower value that might foster players not prioritizing defense), so maybe 3>5>7>9 for instance?
I was curious why an update for an "undo" function was important but believe me it is critical for this game due to the multiple layers of possible interactions between unit rank order, abilities, level, and items, which if it wasn't in place the frustration level would rapidly skyrocket to unenjoyable levels.
So, I do worry about the success of this game, as if someone like myself who actively seeks out the hardest of TCG games (a niche demographic to start) finally calls it quits due to repeated feelings of unfairness, then I wonder where it's audience lies, and whether they will be sufficient to support the developer's efforts?
I will follow this game because I loved playing it, but for the moment I end up playing for hours into the night with a sense of accomplishment, and then fall into a prescripted death trap which feels like there was little I could have done to prevent, which is the antithesis of fun and a sense of accomplishment.
👍 : 9 |
😃 : 0
Positive
Playtime:
638 minutes
This game reminds me a bit of Thea, though there are quite a few differences. There is no save feature, which I am not a fan of, but I understand why they don't have it in this game. Expect to start over a lot as you learn the ins and outs. There are six levels of difficulty that you choose and progress through. You choose a star (difficulty 1 through 5) and that pulls up a world for you to conqueor. You gain some random cards at the end and points to purchase additional cards to add to your hand. I haven't tried past difficulty 3 stars yet, but I am still learning a lot of the combinations that give you an edge in combat. I've enjoyed learning some of the combinations that the enemy uses on me and then either employing them or a counter tactic.
I haven't experienced any crashing or bugs yet. In my opinion, for under $10, this game is great. I can't wait to see how this game continues to develop, though it is fully playable as is. I wouldn't mind seeing either another game mode or a mod that would make this play more like a strategy at your own pace, rather than the limited time you have per world. Though I do enjoy the current model, as I can sit down and play a world and not waste away too much time (as long as I don't keep saying, "Just one more game..."
👍 : 12 |
😃 : 0
Positive
Playtime:
71 minutes
TLDR: It is an okay game, just a few jumps shy of being good.
Everything in the game just feels slightly off. It all feels executed by someone who had a good idea what they wanted the game to contain and do but not really the best idea of how to go about implementing it.
My biggest complaint is not the RNG or difficulty or controls or UI which in all fairness do just feel off. It is the lack of forgiveness and I understand it is my fault but it is an unneccasary inclusion in a game that is already this difficult.
If you click on a settlement to repair it, but you do not have 6 tools because of one reason or another but you are perfectly capable of getting 6 tools that turn. You can't. You wasted your move. There is no undo, there is no minimize to say "oops one sec let me get thouse tools". It is like this for shops as well, forgot to convert a card to gold before moving your dudes to town? Well too bad you wasted that move.
Thats not to say I did not like the game for the short time I spent playing it, I just did not want to play it anymore.
👍 : 32 |
😃 : 0
Negative
Playtime:
2979 minutes
This is a great game. I'm about 15 hours in and I am finding it rich, fun, and challenging.
* Each faction has a very different flavor, and you have to be thoughtful about your "research" choices (card tree).
* Resources are tight and you will be constantly deciding between exploration, economic development, and military buildup.
* There is a smart blend of an ongoing campaign feel and a quick-scenario (15-45 minutes) feel.
* Graphics are good.
* You will find yourself really caring about each of your units/cards.
* The game is mature, well coded and bug-free.
This game combines many of the best features of deckbuilding games such as Lucadian Chronicles and Thea the Awakening with classic games like Civ, Age of Wonders, and an RPG.
It's posslbe that the game is a little too hard at the start. It's also got a few grammatical and spelling mistakes. It's not beautiful by big-budget standards. But it's hella fun if you like smart, crafted, balanced, satisfying strategy games.
👍 : 17 |
😃 : 0
Positive
Playtime:
238 minutes
Nice game. From the description seems similar to our game Thea:The Awakening, but game format soon after one start first playthrough is very different. It does reffer to slavic mithology though, so if this is what you are looking for then its interesting game.
Game is divided into scenarios, you can do 9 scenarios before you have to do final scenario which results eiether in win or loose.
Maps are very small (whole map almost fits on single screen) and single scenario is designed to roughly last 10-15 turns
Things I like:
- Slavic mithology, which is enforced by the rough painted artstyle and consistent across the game
- ability to use synergy(combo) betwen characters and items
- fair amount of the mechanics to master in game which seems a bit on the casual side
Things I did not like:
- There is to little time to have fun with the army you build when you finally have it as this is usally end of the scenario, and you lose all you had in previous scenario going to the new.
- Some mechanics are far from obvious, and even when one understands them some important aspects are not described well enough.
- Often feels very unbalanced
Overall if you look for some interesting small game with slavic mithology and unconventional mechanics this is game worth few $.
👍 : 74 |
😃 : 1
Positive