Once you’ve selected the island to defend, and the forces that you’ll use, Bad North shifts to a real-time tactics game. As with any “roguelike” the layout of maps is randomised, and sometimes you just won’t get lucky enough to have any hope of getting through the rapidly escalating difficulty, but overall the game is balanced just right such that if you’re clever about what you’re doing, you should be able to push deep into the campaign at each attempt. Others have buildings that, if saved from the vikings, yield cash that can be used to increase the power of your units. Some might give you additional units to add to your forces. If you’ve played something like FTL, then you’ll be familiar with this system effectively it means you can’t backtrack, and won’t be able to visit every island, so you’ll need to be strategic about how you chart your course through the levels.Įach island offers something a little different. These islands are arrayed on a map screen with a dotted line on the back constantly “absorbing” islands, forcing you to constantly push on and fight on more difficult islands. Your goal in Bad North is to protect a series of islands from increasingly aggressive attacks from vikings. Related reading: Structurally, this Bad North shares a bit in common with FTL.
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