Like, some cards make a large deck a good idea. Like, should you chase strike or defend? That depends on the relics and cards you get. There isn't a 'right' answer to a lot of the questions in the OP. Try to upgrade a card at every rest site instead of healing. There are some enemies that you basically have to race by doing a lot of damage quickly, but for the most part you'll be fine with 'wasted' turns. If you get a choice between wasting a turn by using block three times and taking 0 damange or doing a lot of (non-lethal) damage and taking a big hit from an enemy, just use block. The synergy you get from getting a bunch of complimentary relics will usually make you insanely strong if you get enough of them.įinally, a general tip is that you want to just avoid losing HP whenever possible, unless you're in a position to heal because of potions or something. Always go the elite routes, unless you're super low on health and don't think you can survive it. Get used to just not taking cards when none of the choices are good enough.Īlso, go after every elite you can. In the early parts, take the best cards you can get each round and try to find some synergy, but once you have some decent things going, only take cards that will improve that synergy or help you draw to get to your synergy faster.Ī smaller focused deck is always better than a needlessly large deck. I also hope for several more characters with similarly diverse playstyles.Don't take cards that you don't really want. I hope we see more cards playable by all characters that are valuable in different ways. It’s a shame there are only two characters available, especially with minimal overlap in cardpool. Rarity system is interesting, but occasionally frustrating if I’m trying to pursue a specific strategy and can’t find any of the rares that fit. I usually take every opportunity to rid my deck of cards and still end up with several basic cards at the end of each run. The basic cards remain relevant for some strategies, but feel stifling otherwise. There are a bunch already, but it might be interesting to have a side deck or sideboard ability. I would like some more radical deck-shaping abilities. You usually can’t use the same strategy for every enemy and ordering matters. ![]() It allows for some truly ridiculous plays that seem game-breaking, but aren’t reliable enough to break the game or make things boring.Įnemies are varied and have interesting interactions with each other and other game elements. This game is not afraid to be bold, even occasionally at the expense of balance. This completely changed my evaluation of many cards. For instance, one run as the silent, I got an artifact that did 3 random damage whenever I discarded a card. It was a great choice to limit card removal to once per shop visit and increment the price.Īrtifacts can be huge game-changers and define a run. There always seems to be at least one relevant card and the sales are tempting. ![]() They feel unique and relevant through each level of the game. The combat is mostly deterministic.Ĭurses are interesting and varied. The potions work exactly as advertised without guesswork. The event choices tell you the results of each choice, including positive and negative. For example, when playing a card on an enemy, the damage number changes to the exact amount of damage with all modifiers included. The intent system is the largest and most obvious example of this, but the game makes the results of your actions clear before you choose. ![]() The roguelike nature of the game is counteracted by the open information available to the player. ![]() There’s no plodding narrative to bog down the mechanical experimentation. There’s not a lot of tutorialization or explanation, but what exists is very relevant and helpful. I really appreciate how the game doesn’t waste your time. Some additional notes after further play:
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