5.2 hours played
Written 6 days ago
[h3] Necroking is a short and charming puzzle game with a lot of love put into it, that nonetheless lacks [i] a number of things [/i]. 2.5/5 [/h3]
[i] On my scale, a 2.5 game deserves a mixed rating. If it is graded 2.5 and recommended, it leans more towards being good, satisfying, and fun, but with severe limitations that you should consider before committing to a purchase. The recommendation is, therefore, heavily conditional on your preferences as a player. [/i]
Necroking is short and sweet, ranging between 4-8 hours from start to finish depending on how intensively (unnecessarily) you explore. Overall, it is a cool little puzzle game that has a satisfying core gameplay loop with some details that are nice touches.
The gameplay itself has the overworld and battle encounters. In the overworld you explore and walk on different tiles to collect resources and build your deck, and you get to choose when and where to enter combat. When you enter combat, you draw cards, and you have to play them balancing souls (number of units on the board) and mana (cost of the cards you want to play).
The combat arena is divided into 4 quadrants, and certain cards can only be played in certain zones. It’s quite satisfying to use units and watch them do their thing. You can change your deck at will and constantly experiment with different units and combinations to see what type of playstyle you like the best.
Personally, my favorite elements of the game are the small details that went into the game from a design perspective. The sprite work is charming, each biome has its own theme, the bosses are cool and some can be challenging if you wander into them without optimizing your deck, and some of the cards really fun to use (I loved Calvary spam).
Overall, the game is $5 and you get a few hours of enjoyment out of it. Is it worth it? Ehh… it’s kind of a hard sell. The game design is very good, but the [i] gameplay [/i] does not have the same level of thought put into it.
Firstly, there is no tutorial. It wasn’t immediately clear to me what the point of most of the overworld things were, and frankly the overworld map is too cluttered and generous with resources. It takes a while to understand what the point of certain things are and even that certain things exist. It would’ve been very helpful to even have a screen that just says “here are the basic mechanics and overall objective of the game” that would have been very helpful for structuring the way I played the game. For example, I was initially really confused that we kept returning to the start of the map with my progress reset each time I beat the king because it just wasn’t properly telegraphed.
Secondly, the game wants to have roguelike and exploration elements, but they clash. I played the game on a higher difficulty and it never felt like I was ever at risk of losing. The game gives you so many opportunities to find resources in the overworld that you could just hop from resource to resource and only fight bosses and win. So if you explore too much the game loses any challenge it could have, and if you don’t explore enough then it’s just not really fun. This wouldn’t be as big a problem if you were actually punished for running away. If you flee an encounter, you just lose part of your deck, which functionally doesn’t matter at all unless you’re using rare units (and those aren’t even necessary or important to use). You should take damage or something to discourage fleeing, but because you can just flee and patch up the holes in your deck from the hundreds of cards you would collect in the overworld, there are no stakes to make battle feel dangerous. You can even flee from the boses with no consequences and just reset the fight, which is somewhat nonsensical for any game with “roguelike/roguelite” elements. One you beat the game you unlock a mode where you lose your entire deck after each battle, but that just exacerbates the abundance of resources in the overworld problem since you just… almost never actually [i] have [/i] to fight.
Thirdly, the vast majority of cards serve as deck bloat and have no obvious use case. The more effective strategy is to just spam something that works over and over again. A sweet spot for the number of cards in the deck seems to be around 10-15, more than that and you’re just trolling yourself.
I am cautiously giving this a recommended rating, mainly because I really like the visual and audio design and the core gameplay loop does end up being fun if you just take it for what it is. Buy on sale, $2.50 or below is worth it.