Tabletop Simulator

Tabletop Simulator

128 ratings
Final Encounter
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Type: Game
Complexity: Medium Complexity
Number of Players: 1, 2, 3, 4
Language: English
File Size
Posted
Updated
2.538 MB
22 Mar, 2024 @ 10:55pm
22 Mar @ 12:37am
38 Change Notes ( view )

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Final Encounter

Description
Final Encounter is a fast-paced 1-4 player co-operative strategy card game. Each player takes the role of a hero in the party as the group work to take down an epic boss monster. Each hero brings different skills and abilities to the fight; but beware! The bosses that await you aren't going to go down without a fight, and have plenty of tricks of their own!

Features:
22 unique characters - Six Defenders, Six Healers, and Ten Attackers - each with their own unique mechanics and decks.
4 'Familiars' that can easily fill the missing roles for games with less than four players.
7 bosses of varying difficulty, each with unique abilities and hazards.
A simplified version of one of the bosses to learn the basics of the game with.
Simulataneous player turns, allowing players to best optimize their plays.
Adorable hand-drawn characters and assets.

Note: Final Encounter is currently in playtesting; as a result you may encounter ambiguity within the rules, cards or other uncertainties. In these situations, it is best that you play out what you believe if the spirit of the card, rather than the rules as written.

Since we are in playtest, any and all feedback, error, or confusion will be accepted to improve the game.

You can leave feedback at our Discord ( https://discord.gg/eHwYFnCHqV ) or via the steam comments.
63 Comments
Amarethus 3 Apr @ 1:59am 
Will this game be made physically? I would totally buy into it
DohItAgain  [author] 7 Mar @ 1:10am 
The hardest is mainly based on Dev experience, and not around player feedback - our experience doesn't always match the players (being we both made and have played it... A LOT) - you're not the only one who feels that way!
Dolphinous 6 Mar @ 9:39pm 
Dalugog is the hardest boss by far why is he medium difficulty?
Nayo 19 Feb @ 3:50am 
That makes alot of sense but i still feel as if the game is designed have a simlar outcome each time. Its well balanced don't get me wrong, but its almost too well balanced.
DohItAgain  [author] 16 Feb @ 1:06pm 
The other alternative is to just give everyone potentially unbalanced combos; then design the game around that - but that results in HP Sponges for bosses, and a far higher skill floor for entry. We become less beginner friendly.

Hence the balancing act that always has to be done. If you want a fun game-design exercise, analyze some other games you play for such limitations, be it something in your library, Yu-gi-oh, Magic, even Settlers of Catan... then consider what happens if that limitation is removed and how it can warp he game's dynamic as a whole.
DohItAgain  [author] 16 Feb @ 1:05pm 
There's always a degree of balancing that has to be done with limitations. Cards like Blow the Man down are a good example. Without limitation it can potentially just skip an entire phase (it can max at 79 damage this way), and while that does require setup; the ability to just skip the last phase of a boss doesn't lead to interesting game play. This also has a side effect of making any character who -can't- do this, inherently worse and potentially deemed unplayable in the meta.

One alternative is to allow something like Blow the Man down to nuke the entire board but at normal keg damage (max 29 damage), which means you can now do your play, but if you're not nuking large swaths of the board with a ton of prep it just feels worse to play the card. Another is to just not design any cards like it, and that neuters the overall fun a bit.
Nayo 16 Feb @ 8:51am 
I love this game but wish the design philosophy would change slightly. Everytime i feel like im about to do something cool the game just cucks me with arbitrary restrictions which feel completely unnatural. For example I was playing flint and casted a blow the man down, only to be stuned by the fact that i can only do a maximum of ten damage, a lot of damage sure and realitivly balanced, but also really unfun. I wish they would find better soultions to solve broken stuff instead of just putting limits on the card.
DohItAgain  [author] 25 Jan @ 5:38pm 
Card text is sized at Magic The Gathering pt font size - Alt is required, that's just due to the amount of text and Tabletop Sim. We have a single artist, we don't have the size nor funds to do full individual card art.
RedSnake 25 Jan @ 2:13pm 
Text on a card looks way too small. I don't want to seat with a microscope(ALT), trying to read. Change it to bold/different font and it will be easier to read.
Card images are all the same. Why are they even here if it doesn't matter? You have small text, combined with no visual representation.
Visual style is nice, but there is A LOT of noise textures.
RandomGuy 29 Nov, 2024 @ 7:10pm 
i was lucky to find this game when kind person created room to teach people to play. my first character was Emly and she is counter to crystal monster thanks to passive card that grand you loot when you dmged!