6 people found this review helpful
Recommended
0.0 hrs last two weeks / 7.8 hrs on record (5.0 hrs at review time)
Posted: 5 Jul, 2016 @ 6:59am

Card based RPG. Really simple design that takes from multiple genres and systems and really ties it in together.

The core gameplay in combat revolves around picking out cards, however the deck is predefined by your character class, and what items they have equipped. For example, a magic class with have magic attacks, and by equipping physical based attack items you can hybrid types of attacks. There is two types of attacks, magic and physical. There's also blocking, and other effects (quick strike, unblockable, draw a card on hit etc) - but that's all the major combat complexity there is. A very streamlined and understandable system. Enemies will generally show you their next move, so you have to make a decision based on your hand pulled from your deck (enemies get first strike unless you have a card to do so) - a great design choice for empowering the player to make good decisions. A lot of the game revolves around RNG, and there is an element of rougelike (permadeath, randomised dungeons), however the dungeon objectives and some room tiles are the same.

Moving in the dungeon is a great use of the card like mechanic. From a hand of dungeon cards, you can pick up to three, place a room tile, enemy or gold. You do not control the hero, but instead lead it with the placement of gold (they like shiny things), enemies and rooms they can move into. Since your hand is random, each dungeon even in a replay feels very different. A player can optimise and plan a little ahead depending on what tiles they've placed before. This dungeon card system is a great way to put together dungeon crawling with card based mechanics, and really fun when you can plan ahead. The variation of dungeons, with bosses make some dungeons hard in the early game so providing a layout where you can grind low level mobs to get equipment is important - if you have the hand for it. Successful dungeon runs will give a permanent perk to the hero that completed - so keeping your heroes alive for the perks is a good idea.... if you can manage it.

Progression is in the form of building and upgrading your castle, which allows for new classes to choose into dungeons, buffs and droppable/equipable loot. Since the player will unlock all of these anyway, it's just smaller decisions for the player to progress through without penalties - there is an expectation that the graveyard will be full of heroes. Each dungeon the player goes, the character resets in level and items and will have to regear each time. At the end of a run, it is all converted to gold for the upgrades in your castle.

Really elegant in design, the music and bard dialogue frames the atmosphere, the aesthetics aren't too hardcore for a dungeon crawler and the UI and actions could be ported to mobile and gain a wider audience.
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