143.6 hours played
Written 26 days ago
After being addicted to the game for a few days I finally decided to give up. Was 1 win away from being ranked as a Master.
Here's my two cents:
This is an awesome game, simple yet enjoyable art style, vivid animations, fun mechanism - it feels good to play for the first ~30 hours or so, experience some combinations, get amazed by how certain items can bring synergy, However, playing further than that makes no sense. It's a combination of rock-paper-scissors and lottery:
- if you don't get items for the optimal build, you die.
- if you get items for the optimal build, if your build counters your opponent, you win.
- if you get items for the optimal build, but you are countered by your opponent's build, you lose.
The conditions above dictates your win/loss. The whole idea of backpack is redundant. With winning conditions above, you don't need any careful design of your space. Just put together a few key items, all else is optional. With losing conditions, even if you spend half an hour optimizing your backpack, you still lose hard. Most games I spend 90%+ of my time arranging my backpack in between fights, yet it is the least rewarding part of the game - it simply does not matter. To me it feels more like a burden rather than a playable part of the game. I don't understand the design rational behind it. I can see that arranging backpack provides some fulfillment for someone who's new to the category, but like I said in the beginning, that is only valid for the first ~30 hours or so.
The other issue is about balance. The game provides an illusion of diversity, yet you are limited to only a few optimal builds. Also,
You will have to aim for one of them, and pray that you don't run into too many opponents with builds that hard counter you. Any deviation results in hard punishment - you lose right away. I played a ton of rogue-lite games, this is one of the most restrictive and exploration-averse ones.
Also, the idea of PvP is an illusion, there is not inter-player interaction involved at all. You don't know what builds you play against, you cannot strategically build to counter them, and you always play against yourself. If I were the designer, I would just make many levels for the players to clear, instead of making it a PvP-based game. It would be so much more engaging both for the first 30 hours, and probably beyond as well.