Dissecting Design -- Overlord's Strategy-less Squad Management
For this Dissecting Design, I'm taking a look at Overlord, and how it managed to streamlined the act of commanding units without the need of an isometric perspective or RTS-styled UI.
0:00 -- Intro and opening story
3:58 -- Basic gameplay
6:31 -- The Trophy Room of the Tower
7:17 -- The story of the game
10:08 -- More about the gameplay and general complaints of the design
18:37 -- First Boss fight and introducing the different kinds of minions
25:58 -- Advanced Minion Control
27:23 -- Final Thoughts
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SCHEDULE:
At Noon est on most days, there will be a vlog video. Either a Critical Thought, Industry Insight or update to the channel. Around 6:00 PM est, a video looking at a video game. Either part of a let's play, or a spotlight on a game.
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Mondays: A Dissecting Game Design will be posted. My video series examining a game's design.
ABOUT ME:
I'm Josh Bycer and I run the site Game-Wisdom, where I examine the art and science of games. Here on Youtube, I put out a variety of videos that consists of let's plays, examinations and more.