“Battle in a Small Space” is a turn-based entertainment for those moments in spy movies or action movies of any type, in which the hero is suddenly surrounded in a closed area and there is no way out. Except obviously, through the carefully choreographed battle scenes, we can see how hard our heroes work. They turned around, their arms and elbows were blurred. Suddenly the enemies punched each other and looked confused. The guns went off. Someone was fighting with towels for some reason. Then the scene ended in silence. The hero stood triumphantly on them. Among the corpses scattered around. This is textbook stuff.
In “Battle in the Chamber of Secrets”, you are the hero, a well-dressed agent, working for organizations like James Bond, trying to ban criminal organizations. And you have a series of impressive moves. You can jump off the wall to advance the attack, you can roll the enemy while knocking down the enemy like acrobatics, and you can bump your head into the landscape. You can even jump and kick the enemies on both sides of you. This is something I always want to do, but I always kick TV.
What your agent can do depends on your deck, because this is a deck building game. There are several ways to solve this problem: build your own, or choose a pre-made deck and add to it as you play, upgrade the cards or remove them when you see fit, at stops along the way. You move around the map while stopping to fight, patch cards, heal and risk random events. By the way, these pre-made decks are great, built around themes like aggressive themes that I really like (it has wall hits) or Slasher that uses bleeding debuffs. Crucially, these pre-made decks will not leave you feeling short in areas that are truly important, such as movement and defense, because it’s not just about attacks.
Fighting in a small space can easily get rid of damage and easily damage the enemy. You don’t have much health, it will not respawn between battles, you only have one life (at most difficulty levels-there are some simpler modes and level restart options). A good player will attack seriously while ensuring that they will not be hit.
In many ways, this is all about free creep, because the real problem of the game comes from negotiating security issues while being surrounded by enemies in a very “narrow space”, as the title says. As a claustrophobic idea: the smallest game area I have ever seen is a 3×3 grid, I occupy one and two enemies occupy the other.
Fortunately, you have some creative ways to get yourself out of trouble. Yes, you have standard movement cards to move one or two squares in one way or another, but better cards involve manipulating your enemies simultaneously or oppositely. For example, Shift allows you to pass through enemies to their back and have them face the same way, usually ensuring that you can not only stride forward without danger, but can now blind them for an unresponsive attack. Or better yet, Grapple moves your enemies to an adjacent square around you and then faces that direction, which is really convenient if you just want to pick them up instead of yourself. This is the real technique: bring them trouble while you are struggling freely.
It is also satisfying to bring them out of the boundary, whether through an open door or from the side of a building—there is almost always a level boundary that can be breached. Doing so will result in an immediate kill, which means it is very useful when the enemy becomes stronger and the lieutenant and boss appear. I once killed a boss with two tricks-two forward kicks-and stomped them off the edge of the building. Because it was a boss, the battle ended there, which was a big deal for me. Score rewards (scores are just for bragging as far as I know, but there will be some extra monetary rewards when certain requirements are met, one of which is completion speed).
But some enemies cannot be pushed away, and some enemies will face you when you dance around them, which will ruin your plan to have them all face-and hit-away from you at the end of the round. They will also acquire more and more special abilities of their own. It is very important to read these contents (by browsing them with the cursor), because inattention may cost you the entire running time in a round or two. puff! A stupid mistake sacrificed two hours of game time. I have done it many times and it really stings. Here, focus is everything.
However, you can skip directly to the latter level during the replay (four appropriate levels are reserved for the tutorial and the fancy final stage), but doing so means you will miss all the upgrade process. To get the greatest chance of winning, you need to play from the beginning. However, this becomes tiresome.
“I really find that what I long for is another level of attention, decoration, and prosperity-adding to the fun of playing again and again.”
I think there are few things that can contribute to this feeling. First, running may take a long time, so completing all the work so quickly will naturally lead to a lot of frustration, and this frustration is not easy to shake. It’s especially annoying when you lose the game because of something that can be improved slightly in the game, such as being able to see (when you currently can’t see) the enemy’s turn order. When you deal with the meager profits of Fights in Tight Spaces, every detail is important.
Second, most levels are not so fun to play. They get better, but there are a lot of repetitions, many of them feel very mechanical, as if you trudge between them to go somewhere, rather than enjoying their own rights. When you try again, it will have a laborious feeling.
This is not to say that there is no fun going back, because even at the basic level, “Fighting in a Small Space” is very fascinating, and there is always a pleasure of quickly handling the battle. But I really find that what I desire is another layer of attention, decoration, and prosperity—things that add to the fun of playing again and again. For now, it may be very mechanical.
After all, this is a great subject, spies and hand-to-hand combat. Why is it so quiet when the enemy fights? They didn’t quarrel when fighting, and there was no agent’s singles when they won. Why are there no more props, whether it is an agent gadget or a pickup in the level? The levels are just empty and quiet, and weird (although the final stage is more dazzling and does involve a lot of conversation).
I don’t mind turning up the action a little bit, making you feel stronger, and enhancing the permanent gains you collect. It seems that everything needs to be injected more: faster speed and more charm, more excess. Even the accelerated replay you watch at the end of the battle feels a bit boring, a bit boring.
Because of this, “Fighting in a Small Space” struggled in one of its own battles: persuading you to play again. It is the key battlefield on which the core design of the game is based. It is so close, so close. But for now, it’s a bit like a cake without frosting: completely edible and pleasant, but not all.