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TrustedArima..
4/5

Very similar to "crop rotation", Or should I say it would be very difficult to innovate an "adjacency bonus" game anyways.

The main problem is that you have three to four very specific cards/strategies for each clan, and it's just a matter of time when you roll those cards. Because those are the cards that can receive permanent buff/growth, by the very late game, you want permanent growth. You want a few very strong cards instead of a bunch of low-tier cards. If a card has grown to the Max, it can either spawn lower-level cards or buff other cards of the same type.

If you roll these "must have" cards early, you get a guaranteed win. If you roll them late, you really push your luck for how far you could go. All you try to do is to make as much money as possible, probably burning some of your HP. You try to reroll these perma-buff cards as early as possible and then try to buff them to the max.

In the end, this game suffers from the same problem as many of its peers: ultimately, this is a game that's very similar to luck be a landlord in the core (or 20 other games I played over the years, which I don't even remember the name because they are so similar) , but it dragged much, much longer due to its "not so unique mechanisms." At least each round in Luck be a landlord is relatively quick. But this game lasted much longer, and it wasn't much more fun than its peers.

The roguelike game I could rate 5/5 is either very unique, one of a kind, or you can win in many unique ways--If you are creative/skillful enough
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DiscerningBeggar
As I get older, the less I enjoy games, because everyone rehashes the same formula, and still don't fix the mechanics/issues that made the original less interesting.

I feel like a lot of games have so many time wasting mechanics or portions.

And what makes games worse than videos, is that I can't just simply skip over the boring parts.
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onlysky
can you update the lasted version ?
thank you !