You've already got the RNG of the draw, of card drafts, of upgrades. Instead of knowing your next attack will do 2 damage, all you know is that it will do 1-3 damage. Three final notes: the addition of the RNG on damage doesn't feel like a good design choice. Enemy variety just feels a lot worse than in Slay the Spire or Monster Train. You go through mostly the same missions and fight mostly the same bosses. You get the same character (until you finish the story) who has the same starting deck. The runs themselves don't have nearly enough variety. It sucks getting to the end of 2.5 hour run and then dying in the final battle. I'm firmly in the camp that roguelike runs should be 60 minutes or so. Each run is quite long - two- or three-hours. The deckbuilding/roguelike side are also very average. And the skipping is annoying, you'll find yourself pressing tab two or three times and thinking "surely one TAB should mean please skip all this crap and take me straight to the next mission". The writing for the characters is.okay? But, again, after your first or maybe second run you're skipping all of that. Every single run you get to decide whether you work with Nadan or Oolo. On the RPG front: the story is so barebones and by the numbers, I'm not sure it adds anything. This reminds me a bit of Sunless Sea, which also tried to combine RPG and roguelike to poor effect because nobody wants to read your dialogue 20+ times. A combo RPG/deckbuilder-roguelike that underwhelms on both aspects.
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