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Bad North

Stratégie et tactique

Texte original · AnglaisBad North is a charming but brutal real-time tactics roguelite. Defend your idyllic island kingdom against a horde of Viking invaders, as you lead the desperate exodus of your people. Command your loyal subjects to take full tactical advantage of the unique shape of each island.

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Classé après évaluation des cinq critères

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Ce jeu n’a pas encore été évalué selon nos cinq critères. Consultez ses informations et les documents externes en attendant.

Mécaniques de jeu essentielles25 %—
Combinaisons et stratégie25 %—
Rejouabilité20 %—
Hasard et équité20 %—
Finition et ergonomie10 %—
Méthode d’évaluation ↗
YOUTUBE + BILIBILI / VIDEO

Critiques vidéo

2 vidéos

Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.

Sources de l’évaluation

D’autres voix, à titre indicatif.

Sans effet sur notre note

Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.

Synthèse des discussions

Texte original · AnglaisA minimalist real-time tactics roguelite by Plausible Concept (published by Raw Fury) where you command up to four squads to defend procedurally generated diorama islands from Viking raiders, with permadeath for your commanders.

Texte original · AnglaisBad North is widely liked by players (Steam 'Very Positive', about 93% of roughly 14.4k reviews) mainly for its striking minimalist art, readable terrain-based tactics and quick, low-stress sessions. Professional critics were more lukewarm: Metacritic sits at 72 (Switch page; PC 74, Xbox 65) and OpenCritic at 71 with only 46% of critics recommending, spanning Nintendo Life 9/10 down to Destructoid 5.5/10 and TheSixthAxis 5/10. The recurring verdict from both camps is 'brilliant core, thin content': it is short (roughly 4 to 12 hours), has few unit classes and enemy types, and little reason to replay. The free Jotunn Edition update (July 2019) added commanders, traits, items and skills and improved replayability, but the game is essentially finished and has had no major content since; newer Steam reviews still ask for more classes, a harder difficulty and a level creator.

Ce que les joueurs apprécient

  • Texte original · AnglaisMinimalist low-poly diorama art and sound: islands stained with blood as battles go on, small details like shields turning toward incoming arrows
  • Texte original · AnglaisBroad-stroke control scheme: you position squads, not individual soldiers, so it is easy to learn in minutes yet still tactical
  • Texte original · AnglaisTerrain matters: cliffs, ramps, chokepoints and beaches on each procedural island shape where you defend
  • Texte original · AnglaisRock-paper-scissors between infantry (shield), pikes (anti-brute) and archers, with special skills, produce tense and satisfying last-second saves
  • Texte original · AnglaisSlow-motion / pause-friendly flow feels more relaxed than typical RTS games
  • Texte original · AnglaisShort, jump-in-jump-out sessions; a campaign does not overstay its welcome and suits Steam Deck / Game Pass play
  • Texte original · AnglaisEmotional attachment to named commanders whose permadeath carries weight
  • Texte original · AnglaisJotunn Edition's extra commanders, traits and items added welcome variety for free

Ce que les joueurs critiquent

  • Texte original · AnglaisVery little content: only three troop classes with a single skill each and a limited enemy roster; many players say they saw everything in a few hours
  • Texte original · AnglaisLow replay value for a roguelite; one campaign clears most of the content and there is no other game mode
  • Texte original · AnglaisLate-game giant archers / ballista-like units are a common complaint because they out-range and crush most units with no clear counter
  • Texte original · AnglaisDifficulty curve is lopsided: the early campaign is trivially easy and the late game spikes sharply
  • Texte original · AnglaisPerceived randomness (enemy landing spots, item and commander luck) can make late losses feel unfair
  • Texte original · AnglaisMinimal unit control leaves you unable to fix AI behaviour, such as odd target choices and chasing fleeing enemies; hard to notice squads dying
  • Texte original · AnglaisFull price ($14.99) is often judged too high for the length; widely recommended on sale or via Game Pass
  • Texte original · AnglaisShallow upgrade and preparation options: several reviewers say there are too few meaningful ways to spend coins, so it feels like a 'mini game' for the price

Caractéristiques distinctives

  • Texte original · AnglaisA real-time tactics game stripped to its bones: four squads, no base building, no resource micromanagement
  • Texte original · AnglaisProcedurally generated tile-like islands where geography is the main tactical resource
  • Texte original · AnglaisPermadeath campaign of commanders across an archipelago with a pursuing fleet, a roguelite structure applied to RTS
  • Texte original · AnglaisHouses you can lose or save: coins come from protecting villages, tying score and economy to defense
  • Texte original · AnglaisSerene, meditative tone contrasted with brutal, blood-stained outcomes

Points qui divisent

  • Texte original · AnglaisSimplicity: praised as accessible and elegant by some, called shallow and 'mini game'-like by others; one critic said it streamlines strategy into something that does not wholly satisfy either casual or veteran fans
  • Texte original · AnglaisRandomness versus skill: some feel mastery is rewarded, others feel RNG decides late runs
  • Texte original · AnglaisLength and value: a tight 5-10 hour campaign is a virtue to some, a dealbreaker at $14.99 to others
  • Texte original · AnglaisJotunn Edition balance: some felt buffed archers made pikemen less needed and skewed balance

Répétition et contraintes

  • Texte original · AnglaisThe first quarter of a run is easy and slow, with little challenge and upgrades only after several coins are earned; restarting after a loss means replaying that stretch
  • Texte original · AnglaisRepetition sets in after a few hours because of limited enemies and units
  • Texte original · AnglaisAbilities must be placed the instant enemies land, which some find restrictive rather than strategic
  • Texte original · AnglaisFeels 'like a mobile game' to several reviewers (it has iOS/Android ports), with lots of unused screen space and vague mechanics
  • Texte original · AnglaisLosing to late-game archers after a long run, where skill cannot fully compensate

Améliorations espérées

  • Texte original · AnglaisMore unit classes, skills per class and enemy types, especially on higher difficulties
  • Texte original · AnglaisA difficulty beyond Very Hard and/or a hold-out / endless style mode
  • Texte original · AnglaisLarger unit caps (players suggest 6-8 squads instead of 4) and bigger maps
  • Texte original · AnglaisMore meaningful upgrade and preparation options so coins buy real choices
  • Texte original · AnglaisA counter or rebalance for the late-game heavy archer, plus more island variety
  • Texte original · AnglaisA level creator / mod-style tooling and DLC-style content expansions

Texte original · AnglaisLaunched August 2018 on Switch, PS4, Xbox One and PC (Xbox Game Pass at launch; Steam store lists release as Nov 16, 2018), with iOS and Android ports about a year later. Launch critic reception was mixed (Metacritic 65-74 by platform; scores ranged widely), and the launch build was called 'bare' in retrospect. The free Jotunn Edition (July 2019) added hero traits, extra commanders, items, skills and harder content, and Steam players rate the game much higher than critics. Nominated for Strategy/Simulation Game of the Year at the 22nd D.I.C.E. Awards. Steam revenue estimate (third party, Boxleiter method) is about $8.1M gross and $2.4M net, owners roughly 500k-1M; treat as order of magnitude. Still getting positive Steam reviews in 2026 (recent ones cite 4-190 hour playtimes) though players say it deserved more content. Mac supported, no Linux build.

Commentaires archivés du créateur 1

Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.

Texte original · AnglaisTier list Part 4 (2025)

Texte original · AnglaisBad North is a real-time tactical roguelike where you command small armies to defend islands from Viking raids. He is drawn in by its cute visuals and vibe, and finds it visually and mechanically unique. However, he feels the core strategy is shallow and repetitive, and that it would have worked better as a non-roguelike. The roguelike layer is minimal, runs are long, and it is slow to get interesting. He still recommends it to fans of simple tactical games, but places it in C tier.

Ce que le créateur apprécie

  • Texte original · AnglaisCute, slightly disturbing visuals and strong overall vibe
  • Texte original · AnglaisSound design is incredible, including the little splash of enemies dropping into the water
  • Texte original · AnglaisReal-time tactical roguelikes are rare, so it feels unique
  • Texte original · AnglaisPermadeath of units makes close fights very tense
  • Texte original · AnglaisAppealing for players who like simpler tactical games

Problèmes relevés par le créateur

  • Texte original · AnglaisCore gameplay and strategy are shallow and repetitive (archers beat shields, lancers beat archers)
  • Texte original · AnglaisRoguelike elements are too small: random islands and items barely change strategy
  • Texte original · AnglaisVery little pre-run customization and the first islands are always the same
  • Texte original · AnglaisTakes too long for things to get interesting, and runs are very long
  • Texte original · AnglaisUnit level-ups are identical every run, so a fixed mission structure would have suited it better
  • Texte original · AnglaisLosing a favorite army permanently 40 minutes in feels bad

Observations sur la conception

  • Texte original · AnglaisRare real-time tactical/RTS-style take on the roguelike genre
  • Texte original · AnglaisPermadeath of army units adds tension, a double-edged pro and con given the long runs
  • Texte original · AnglaisEach island is a self-contained small level with house-protection objectives that feed currency and upgrades
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