

Swag and Sorcery
Lazy Bear Games · 2019 · Pixel Graphics, RPG, Management, Singleplayer, Incremental
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About Swag and Sorcery
Build your fantasy village, equip and train heroes, then send them into strategic battles to loot swag while carefully managing when to pull them back before they perish. It's a streamlined RPG that blends tactical combat oversight with idle game progression, all wrapped in irreverent humor as you embark on an absurd quest to retrieve a king's beloved suit.

Welcome to Swag and Sorcery, a new streamlined RPG from the creators of Punch Club and Graveyard Keeper! Build your own fantasy village, train and equip your heroes and send them out to collect Swag!
Gameplay
- Equip your heroes
- Send them out to fights (up to 3 parties at a time), and closely monitor the swag they get by progressing through levels
- Pull them out of combat if they're about to die (otherwise they lose their loot)
- Upgrade the heroes in your village and Repeat

Story
Embark on an epic quest to retrieve the king's missing... suit. He really loves it. Wants it back. Let's put all the heroes into mortal danger for this important mission!

At its core Swag and Sorcery is an epic, ruthless adventure that both RPG and idle game fans will appreciate. There's also a sarcastic cat.
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What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Actual playtime is 17 hours, for some reason it took a long time to idle the Steam cards. Anyway, I have a love/hate relationship with this game. I love, love, love the concept. The pixel art is amazing. The humor is very witty. There's a lot to like here. But... there's a lot to dislike, too. This game can't decide if it wants to be an idle game or one that requires active engagement. It just needs small pushes to go either way but it's refusal to commit is what hurts it most. If it had automation for crafting it would be an excellent idle game, but it doesn't. You have to interrupt what you're doing to craft the gear to use or sell because your heroes are the ones who do the crafting. If the game wanted to be an active incremental game, then they should shorten the questing cycles by about half the time it takes because as it stands the cycle is too long to hold your attention, even with three parties. So as it stands the gameplay loop is too short to allow you to do other things while doing it but too long to hold your attention while you're not doing anything. That's where it stands. The game can be fixed, it just needs to commit in a direction. If I'd paid $13 USD for it …2 found this helpful
rigcz
It's kinda dull, the gains are slow. I feel like sending my heroes out is barely worth, need to send them out so many times to get any kind of progress in gear or money, drops are just that bad. And if I want to speed up heals then that eats up the profit anyway. Im sure there is a lot to do in this game but at 2hrs in it's still just a slog of active clicking.
This is a very grindy game. It was fun and cool with the different outfits and combos of equipment and variety of enemies. My advice to not spoil any more would be to get resources and craft items to sell to level up your guys faster. You can gain all the achievements for this game by playing normally. This game is very easy to learn and teaches you as you go. Little bits of quest and fun little story. The only unfortunate part is the fact you can't auto run and have to click replay to attack same area or go to village and click on team.
Fun
Basically just a glorified idle game, very doodoo.
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