13.9 hours played
Written 3 days ago
A very good game, well worth the price. The concept was already there, but it's exceptionally well put into play, in a balanced mix that recalls both classic board card games in the use of energies (à la magic, pokemon...), the rogue-like aspect of choosing the route, options and items of a slay the spire, the fusion aspect reminded me of yu-gi-oh... And the soundtrack is excellent: you can't get enough of it.
I do, however, have a few points for improvement to suggest to the developers to make the experience more enduringly addictive:
- increase the number of cards for each type: you quickly run out of possible builds, despite the synergies between cards. I think incorporating a system that would modulate card stats within a certain reasonable range could be a good idea to trigger a reward addiction in the player (for example, you could have the same card with an attack that might be one point higher, or a cooldown one point lower. ... or add variability to the energy compatibility of the same card with others: the same card with the same stats could have different energy demands) it's a way of expanding the card bestiary and combinatorial possibilities in decks quite easily.
- The first dungeon is too easy: it's too easy to speed up x4 and to skip animations because the enemies at the start follow on from each other without a second thought (I myself only start to lower the speed from dungeon 2 or 3 onwards). It would be a good idea to incorporate a pokemon-style “it's not very effective” or “it's super effective” system, depending on the type of enemy you're facing. This would force the player to switch decks, to have a spare deck from time to time against certain types of enemy against which he'd be weak.
- Incorporate space for an extra card (I haven't finished the game yet, so I don't know if it's possible, but it's an idea I hope to see), and in the same vein, be able to go beyond 5 stars with other higher-level cards.
-Add an “infinite” mode where the only limit would be the player's first death in the face of increasingly powerful enemies with decks that are both random and increasingly optimized.
-Another idea that's been on my mind: a system where, when facing an enemy, each party plays a card from its hand per turn before the start of the autobattle phase. For example, J1 puts down his monster, J2 puts down his monster in return and puts down his next two support cards, J1 puts down his next 3 support cards in response, J2 puts down his support cards 3 and 4 and J1 puts down his support card 4 (a bit like league of legends champion select in a way). this could even give rise to a multi mode...