241.5 hours played
Written 25 days ago
I love this game. See 193 hours. I'm still working through 100%ing it, and it's finally starting to get stale.
D&DG is best if you love roguelikes with gamebreaks and love deckbuilding. Most winning runs will have far surpassed the benchmark of being functionally unkillable. Reviews that tell you that the game is too hard or too random are having a skill issue. At maximum difficulty, I can win consistently with 14/19 decks, and if you can't, you have more strategizing to do.
If you want a roguelike that rewards careful strategy play with entertaining gamebreaks, play this game. It will not disappoint, and the flavor will keep you entertained until you figure out what good play looks like. If you enjoy finding strange and unexpected synergies that you've never seen before and may never see again, this is the game. They're everywhere, they're hard to realize, but they're rewarding in power and in fun.
Now, those that say the game is unbalanced have more foothold. First, certain encounters are much easier than others, and so a lack of encyclopedic knowledge of what each enemy's deck is can be punishing. But, on the flip side, developing that knowledge is very rewarding, as being able to identify the general strategy and threats of a particular deck means I can prepare for it ahead of time. Second, many cards are flat out bad, while others are flat out incredibly powerful. This swingy balance is part of the identity of the game, though. Even your worst run might be saved by pulling very strong cards back to back, which can make barely hanging on throughout a run a very engaging experience: yes, I [i]look[/i] cooked, but the perfect card for me could be just behind this battle, so, it ain't over 'til it's over.
Unfortunately, I think the most gutting criticism of this game is that there's an overcentralizing strongest strategy, and that once you reach success in this strategy, that the rest of the run becomes low-risk and bland. This is definitely not the only strategy, but it is easily accessible to most runs of most decks, and consistent in its domination. From a design perspective, this is because the groups of cards playing into different synergies have different strengths. You'll see intended strategies and groups of cards when looking through the collection: jack strategies, king strategies, aces & faces, self-damage, low-card, sevens, burnout, self-bust, shoving bad cards into your opponent's deck, disruption, etc., just to name off the top of my head the biggest sets of card types I can think of. The problem is that, well... most of these strategies have 5-10 key cards in them, and encourage you not to take cards outside the strategy. Except [spoiler]low-card[/spoiler], which is helped by nearly half the cards in the game, and which can be combined with several other strategies. The game is still fun, but... it does get a little easy. Hopefully, this strategy will get a little nerfed, and the high cards will be buffed. But, if you want a challenge, half and full deck runs are still available to make this strategy a bit weaker and reintroduce some more actual blackjack into the game.