17
Products
reviewed
205
Products
in account

Recent reviews by 『Sora』

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Showing 1-10 of 17 entries
No one has rated this review as helpful yet
1,092.3 hrs on record (1,065.0 hrs at review time)
The base game is incredibly fun and engaging whether you are playing it casually for fun combos or trying to push the difficulties and limits of the game, but personally, my favorite thing to do is play custom multiplayer runs with Spire Together and PVP in the spire, which leads to so much fun schennanigans and hours of laughter with my sister. Thus, would recommend if you're looking for a chill strategy time you can share with friends :)
Posted 13 February.
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No one has rated this review as helpful yet
1.0 hrs on record
Very interesting concept, with a very good feeling ui and cute artstyle. I think the true depth will come with further acts where you have enough units to switch out between different battles much like pokemon. Regardless, looking forward to the full release!
Posted 3 February.
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No one has rated this review as helpful yet
78.9 hrs on record (8.9 hrs at review time)
Early Access Review
One of the best roguelikes in recent memory, and my personal favorite auto battler genre game. Tons of build variety, tons of skill expression and depth, and you get to see big number get bigger.
Posted 17 January.
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No one has rated this review as helpful yet
80.4 hrs on record (26.7 hrs at review time)
Early Access Review
Good racing game with a great map editor and a wonderful community. Skill expression is also on point here, the soapbox version of trackmania. :)
Posted 13 January.
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3 people found this review helpful
60.2 hrs on record (1.5 hrs at review time)
As someone with several hundred hours in the beta, Dota Underlords, and TFT each, I'd argue this is one of the best auto battler games that exists right now.

A lot of the joy of both roguelikes and autobattler games is in finding pieces, and putting them together to create synergies and make unique builds. Everything in this game is set up to do exactly that in a very satisfying way. Items are full of tons of varied and different effects, and combining them together with different relics and origins leads to many unique runs, and a great feeling of finding your build in each run, so much so that even the few runs I did through the prologue, I found new interesting combinations I had never messed with before and used them to win.

Additionally, this game iterates on a lot of the things other autobattlers do in a way that makes it unique and better fitted to a roguelike. For instance, since you can see the enemy arrangements at the start of fights, a huge emphasis is placed on your positioning of heroes and your placements of their items with each fight, and the enemy variety means that what is optimal is going to vary greatly from fight to fight. Where matching your positioning to enemy boards feels more awkward in other autobattlers, it just works here. In the opposite direction, instead of using traits to force specific units for synergies and having a metagame around fighting over that limited pool of units, this game uses Origins and hero level ups in place of that, where leveling up allows you to put abilities from other heroes in the game onto your hero, leading to more natural synergies between heroes instead, where a regular trait system would feel awkward or too rng dependant.

You also have a lot of control over rng, with rerolls for items and passives being available (at a price). Higher difficulties reduce the margin for error and place an even greater emphasis on your positioning and your ability to improvise, but the game rarely ever feels unwinnable or unfair. There's also a ton of challenge modes which all allow for pushing the game's difficulty, or for just playing in unique ways that haven't happened before.

The dev is also super responsive to feedback and fixing any bugs, and has plans to continue making the game better throughout the early access release. So give the prologue a try, and if you like it, be sure to check out the game when it launches on the 19th. :)
Posted 9 January.
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No one has rated this review as helpful yet
424.7 hrs on record (423.5 hrs at review time)
It good. It's very fun the first time through, and I especially love playing it with modded content and creating all sorts of wild builds. Yes please.
Posted 29 September, 2022.
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No one has rated this review as helpful yet
8.3 hrs on record (7.6 hrs at review time)
The actual golfing mechanics feel very solid to play with, and the cards are an interesting spin that actually really fleshes it out and makes it feel well rounded. I look forward to when there's more content in the game, I could see myself playing hundreds of hours of this
Posted 8 May, 2022.
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No one has rated this review as helpful yet
12.5 hrs on record (2.0 hrs at review time)
It's just fun
Posted 16 June, 2021.
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14 people found this review helpful
1 person found this review funny
620.4 hrs on record (211.3 hrs at review time)
This game is something I was looking forward to since I first saw it back during its kickstarter playing the demo, and since then the game has only improved and built upon the idea it introduced. I was excited and backed it originally primarily because it was a roguelike version of a battle system I had loved from the megaman battle network games, however to call it just a ripoff or successor doesn't do justice exactly what makes the game so fun to play.

The combat is similar to the old games, but the expanded grid size and lack of pause to choose spells leaves the game much more fast paced and skill based than I think a lot of the MMBN games were, with the spells still providing a large amount of strategy both in and out of combat. Where the battlenetwork system shines in designing pre-built decks with strategies to defeat specific enemies, this game excells at the feeling of building a deck slowly to take on any situation presented to you and executing on it, which gives it a very different feel that better suits a roguelike game while still feeling similar enough to be familiar and give the same excitement.

The other thing this game does very well is variety. The different characters and their different loadouts, the different relics and spell categories, all of it comes together in a way that means you can set out each run and have a completely different run from any other you have had. The variety in end fights and other elements also spice up the game in a way that makes it feel very fleshed out. The spells as well, though having categories they fit within, mesh well with other spells in a way that lets spells from across the pool mingle and create interesting and powerful interactions.

The dev is also super supportive of modding endeavors, and I don't doubt that there will be a variety of fun spells and characters added by the community, especially since the tools for making custom spells are so easy to understand and use.

The main downside of the game would likely be the difficulty. While the game has many different modifiers which can scale the difficulty up or down, the base difficulty of the game could potentially be seen as too hard for people new to this style of combat system, making it harder to reach the more interesting later stages of a run or unlock new characters and thus new starts. The combat is certainly something that could take some time to get accustomed to and to master, but if you can get past that barrier the game is a blast.
Posted 26 March, 2020.
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1 person found this review helpful
955.5 hrs on record (257.0 hrs at review time)
Early Access Review
Improves at everything the first game does while still keeping the feel the first one had. The switch to 3d initially seemed weird, however it allowed a lot of changes which ultimately improved the game. For instance, teleporters before were something you had to run around the map and kill enemies until all of them were dead. This occasionally wound up with enemies on the other side of the map chilling in a corner until you walked all the way over and killed them. The new system simply makes you stay in an area for a while while the tp charges up, throwing the old enemy thing out the window. This works wonders and feels much better, but in the original game a mechanic like this would have felt like a death sentence unless you were ungodly strong since there is very little room to run and dodge enemies like that.

This is to say, if you enjoyed the first game, everything about this one feels reminiscent of that one but with improvements in all sorts of areas and well thought out changes when making the switch to 3d, and you'll probably love this one. I know I certainly did.
Posted 29 June, 2019.
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Showing 1-10 of 17 entries