114.7 hours played
Written 16 days ago
A crunchy deckbuilder with great art and worldbuilding and a uniquely fluid feel to the combat.
A lot of players seem to be put off by the difficulty curve. My suspicion is that it's not much more difficult than classic deckbuilders like Slay the Spire, but that there's a tension between the game trying to promote a combat experience which is fluid and cinematic and a mechanical system which demands close attention to small details. It feels great to fire off cards quickly and watch your character chain through combos. But if you get too attached to that feeling you'll soon run into enemies with abilities which punish your carelessness. This promotes a lot of early 'feelbads' - where you feel like you're mastering the game only to lose (seemingly) out of nowhere.
(It would be particularly cool to double down on the design focus of the game as a way of addressing this. Perhaps a cut-scene, or a little bit of voiced exposition about the enemies you're about to face - especially with the biggest/most impactful ones - would be enough to give players a heads-up without being too intrusive. Think Darkest Dungeon's little descriptive voiceovers.)
However, if you stick with it, it's definitely rewarding. And while I can't vouch for every combo of characters being equally viable for wins, the variety of choices you get to make and playstyles you get to experience helps to make up for that.
If you're looking for a good starter combination, then any of the big sword guys paired with any of the other big sword guys feels easiest to me. Because their parry ability can counter a huge attack and turn it around as damage, they naturally compensate for the aggressive damage scaling from your enemies.
Overall, well worth a bit of playing around with. Might be frustrating if I were a completionist, but I feel like I win runs of this about as often as I win high ascension runs of Slay the Spire (which is to say, seldom!) and that I generally have as much fun here.