I have finally started playing Metro Quester, a game I had linked to Dungeon Encounters in mind. Aside from minimalist visuals, this turned out to be an absurd association to have.
Metro Quester has a sort of maximalist combat design with action points, a three command limit per turn per character, action order controlled strictly by the speed score of individual actions, and party-wide shared resources. Most of your party will be doing three things every turn, and hopefully those things will be relying on or triggering their passive abilities, too. Thankfully, your selected actions are saved and you can modify actions on a per-character basis before pressing a single button to execute the turn, so you're not making fifteen selections per turn. Once you have a general-purpose plan of action, many fights are resolved with a single button press. After combat, your HP and resources get refilled at fuel costs that remain low so long as no one hit zero HP. Knowing you get to take every fight in your best possible condition also opens up strategies and party compositions that would be impractical in a different game.
This is a game about relatively normal humans fighting giant bugs and walking bricks with teeth. A guy can only get so strong, after that it comes down to tactics and a slowly-expanding arsenal. The game is about logistics in a more surprisingly grounded way than the typical HP attrition paired with MP or spell slots. You have a base camp that you can move between safe zones at a cost, a fuel canister that limits how far you can go and how much you can do in a single day, there's a food-gathering quota every ten expeditions, and there are many obstacles you will be burning fuel to remove from the map permanently. These logistics concerns dictate the pace of exploration in a big way. The dungeon seems positively tiny compared to most, maybe amounting to a single floor of a Wizardry game, but I'm spending a lot more time with every square inch.









