No one has rated this review as helpful yet
Recommended
0.0 hrs last two weeks / 29.3 hrs on record (9.4 hrs at review time)
Posted: 17 Sep, 2023 @ 3:16am

An enjoyable roguelike deckbuilder that puts you in the shoes of a secret agent doing secret agent things. Usually punching people in the face.

Fights in Tight Spaces is structured similarly to other roguelike games like Slay the Spire in that you have a "map" that is made up of scenarios that are a mix between fights, events, and shops. By navigating this map you eventually come up against a boss, then on to the next map. Unlike Slay the Spire however, the way each fight plays out is vastly different. Rather than just trading blows (or blocks, or skills, or whatever), you're on a grid-based map and movement is an integral part of the fight. Proper positioning will allow you to unleash devastating combos from relative safety, but if you do it wrong you can get boxed into a corner and overpowered. It's a basic flow; you do all your stuff, then all the enemies attack, then all the enemies move.

Manipulating the enemy AI is a fine art, and even if you aren't good at it you can still set up some pretty nice friendly fire scenarios with just a few basic cards. Pushing people out of the map instakills them, and it's very satisfying, but also a hazard to keep an eye out for since some enemies can push you, and the same rules apply.

But by far my favorite thing about this game is how forgiving it is. Not in an "incredibly easy" kind of way either. The game gives you ample access to the ability to "rollback" your turn (three times per fight on the default difficulty) if you make a bad play, and you can even start the fight over again (with the same card RNG). These forgiveness measures make each fight feel like a fun puzzle rather than a stressful scouring of your available options and all their outcomes. I can't tell you how many times I've lost a great Slay the Spire run to a stupid mistake, but if I do that here I can start over. In addition the game guarantees that you'll draw a movement card every turn if you have one available to draw, which means you can't ever get stuck due to bad RNG. I've also lost a ton of Slay the Spire runs to just not drawing enough block on turns when the enemy attacks, and while you still can draw insufficient movement to get out of any jam, you always have some options.

If you're worried that might make the game too easy, you can always just not use those options. You're under no obligation to rollback a turn or restart a failed fight, and if you're really up for it you can play on the higher difficulties where you get no do-overs and no RNG forgiveness.
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