![]() ![]() was thinking similarly about how the game might've been better off having two decks that you have to draft into, because the card distribution per run really feels like it also tends to make a main hero and side hero, and that goes a little weird with the way you resurrect characters too. Not only is it worse to hide them, but it makes an inherent declaration that all talents are effectively equal and that's very far from true. I think the talent tiers are randomized per run actually? I'mma have some food and stuff and i'll probably stream another run Soon TM, and add more thoguhts. (.i should really get back to working on the table top card game design i have where there's 4 decks that everyone collectively shares.) Then when you draw in battle you draw say six, with 3 drawn from each deck. Random musing: These games that keep doing "You have 2 card pools you draft from" - i really want to see one that goes hard on this, to the point of you draft for each pool separately and you have 2 decks, not one combined deck. Seems like it'd have an outsized effect on card draw which is often already at a premium in these games. Wounds going into your deck for a character going down is pretty punitive, and i'm not sure how i feel about it. i'm gonna reserve judgement until i've got all the heros and multiple games under my belt, but 2 heros is obviously the coolest thing, why is a game state where you're just ignoring one hero a thing that happens? This run i really felt like i was mostly playing Ratlad and Stabbygirl was sort of along for the ride/sometimes i let her get punched in the face by mistake. Hiding talents until you can pick them is just bad, it makes it a memorization issue - experience players will be fine, new players are punished, it's just not good. Talent system incentivizing deck size is cool. Honestly, for this sort of game i'm increasingly thinking that having generic strikes and defends is a mistake - it's a good thing for simpliclty, but i think you could do more if you emphasized characters having unique starter decks rather than "A couple of unique cards and a bunch of generics" (and yes, i even include StS in that!) I do at least like that some of them replace your generic strikes and defends. I really, really dont like the long term progression mechanics - but i think anyone who knows my rougelike opinions knows i *haaate* long term progression mechanics (Outside of like, complexity gating some unlocks). Inital impression is that a lot of the issues are UX issues. Help! People are expecting things of me! HELP! ![]() It's a public service for them to have the game to play. Zombie Penguin is like THE card game person. I believe that's partly because some of the animations being buggy exacerbates how slow things can feel at times, mind you, but still. Let me tell you, this being absent sticks out like a massive sore thumb the longer you play the game. That's not cool game! Don't be taking control from a player like that. Not sure about drafting cards being hard locked to gold, but w/e.Įdit: Okay, wow, i do not like the "Thief randomly yanks an artifact" event. UX is not very clear on what's stuff you shove into cards vs what's artifacts. Accessibility people! There's a few werid instances of needing to double click - like going to a shop, then having to click the npc to open the shop. So far, the thing that's sticking out to me is where's fast mode? No subtitles on the opening is also a bit daft. I dont think it was flawed at a deep mechanical level in the way Monster Train was (I still like that game, but it's draw mechanics are fundamentally broken, ontop of being opaque.) To that i'd point out that StS was in a very good state when it hit 1.0, and a lot of what's changed since then has been tuning. Of course, we have no idea if Roguebook will get additional support to become something special. We all forget that StS wasn't perfect when it first launched. ![]() So there's going to be some takes appearing in this thread.Īs long as your takes aren't too cynical, then I'm ok with it.
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