*shrug* I've been having fun with it, but I was never an A20 grinder.
Any roguelike that wants to put Meta-progression in (I despise meta-progression already has a stiff hill to climb to get me to like it. StS's style is about the only style i like where it's a complexity-check to stop a new player from drowning entirely.
Roguebook is just broken on multiple places. It's not like say Vault of the Void where my issues are mostly with that game being hilariously complicated to little payoff (still a good game, just... kinda stupid complex).
Yeah, it's complicated in ways it doesn't need to be. The routing alone is complicated for reasons I can't understand. It didn't seem to have an appreciable difference to something more streamlined.
The routing in Roguebook frustrated me because it was insanely swingy. The basic flow of the the discovery was pretty interesting, though significantly better when you had the mod that flipped inks and paintbrushes or whatever it was (one of the ascension equivs). There's a ton of good ideas in the game, just really shitty execution.
The sheer volatility of power on the map (Why is the energy equilvent hidden on it?) alone.
I'd really like to find something that's as tightly done as Slay the Spire, but nothing i've tired so far has matched up yet.
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
For a slightly less passionate but still negative review: a lot of what ZomP is saying about Roguebook is true - it's a swingy game in terms of what you might find any given run, with a lot less between-character synergy than it claims.
That said, it's way better put together than even the medium-bad entries in the StS genre and you're looking at a 7/10 game most of the time that's really cool when it clicks and pretty straightforwardly just over when it doesn't.
Honestly, the ink concept is the main issue, with the non-synergy being more of an irritation.
For a slightly less passionate but still negative review: a lot of what ZomP is saying about Roguebook is true - it's a swingy game in terms of what you might find any given run, with a lot less between-character synergy than it claims.
That said, it's way better put together than even the medium-bad entries in the StS genre and you're looking at a 7/10 game most of the time that's really cool when it clicks and pretty straightforwardly just over when it doesn't.
Honestly, the ink concept is the main issue, with the non-synergy being more of an irritation.
Yeah the ink thing is an interesting swing but mostly a miss. Still exploring the combinations between the characters (put it down for now to focus on Pokemon DLC).
That said, I've paid a lot more than $7 for games that were worse than 7/10. The deep discount is the main thing I wanted people to notice here.
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+2
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
For a slightly less passionate but still negative review: a lot of what ZomP is saying about Roguebook is true - it's a swingy game in terms of what you might find any given run, with a lot less between-character synergy than it claims.
That said, it's way better put together than even the medium-bad entries in the StS genre and you're looking at a 7/10 game most of the time that's really cool when it clicks and pretty straightforwardly just over when it doesn't.
Honestly, the ink concept is the main issue, with the non-synergy being more of an irritation.
Yeah the ink thing is an interesting swing but mostly a miss. Still exploring the combinations between the characters (put it down for now to focus on Pokemon DLC).
That said, I've paid a lot more than $7 for games that were worse than 7/10. The deep discount is the main thing I wanted people to notice here.
Yeah. A certain amount of criticism of Roguebook comes mostly because it almost gets there on a couple things, the map / ink being the most glaring one.
You sort of want to put the Roguebook folks in a room with the Banners of Ruin folks and leave them there until both deliver, as they're both weak where the other is strong for the most part.
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0
jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
Think this was my first ever ascension 20 heart kill, went into the heart fight with 14 life after a not great shield and spear round, and survived on 1 life several turns in a row before the end. Really scraping by. On the other hand I took 3 damage total from the two act 3 bosses, D&D and the bird.
*shrug* I've been having fun with it, but I was never an A20 grinder.
Any roguelike that wants to put Meta-progression in (I despise meta-progression already has a stiff hill to climb to get me to like it. StS's style is about the only style i like where it's a complexity-check to stop a new player from drowning entirely.
Roguebook is just broken on multiple places. It's not like say Vault of the Void where my issues are mostly with that game being hilariously complicated to little payoff (still a good game, just... kinda stupid complex).
Yeah, it's complicated in ways it doesn't need to be. The routing alone is complicated for reasons I can't understand. It didn't seem to have an appreciable difference to something more streamlined.
The routing in Roguebook frustrated me because it was insanely swingy. The basic flow of the the discovery was pretty interesting, though significantly better when you had the mod that flipped inks and paintbrushes or whatever it was (one of the ascension equivs). There's a ton of good ideas in the game, just really shitty execution.
The sheer volatility of power on the map (Why is the energy equilvent hidden on it?) alone.
I'd really like to find something that's as tightly done as Slay the Spire, but nothing i've tired so far has matched up yet.
Were you a fan of Astraea? I picked it up recently, and I've been enjoying it, though I definitely will not stick to it as much as I've played Spire on and off over the years.
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Interaction I'm surprised I hadn't noticed before: of you use Nightmare on a card that had it's cost fucked with via Sneco , the added cards keep the same cost
Offer does not apply to any other energy cost change
Interaction I'm surprised I hadn't noticed before: of you use Nightmare on a card that had it's cost fucked with via Sneco , the added cards keep the same cost
Offer does not apply to any other energy cost change
You sure? Pretty sure I've duplicated discounted cards with Nightmare before
It depends n the type of discount. Madness, Enlightenment+ etc will keep the discount, as that's a permanent alteration to the card. Mummified hand etc will not, as it's a "For this turn" and Nightmare creats the cards next turn.
This also works the same for any other card cloner, like Dual Wield. Which is how i once won a run off the back of infinite 0 cost Reapers while having 2 str.
*shrug* I've been having fun with it, but I was never an A20 grinder.
Any roguelike that wants to put Meta-progression in (I despise meta-progression already has a stiff hill to climb to get me to like it. StS's style is about the only style i like where it's a complexity-check to stop a new player from drowning entirely.
Roguebook is just broken on multiple places. It's not like say Vault of the Void where my issues are mostly with that game being hilariously complicated to little payoff (still a good game, just... kinda stupid complex).
Yeah, it's complicated in ways it doesn't need to be. The routing alone is complicated for reasons I can't understand. It didn't seem to have an appreciable difference to something more streamlined.
The routing in Roguebook frustrated me because it was insanely swingy. The basic flow of the the discovery was pretty interesting, though significantly better when you had the mod that flipped inks and paintbrushes or whatever it was (one of the ascension equivs). There's a ton of good ideas in the game, just really shitty execution.
The sheer volatility of power on the map (Why is the energy equilvent hidden on it?) alone.
I'd really like to find something that's as tightly done as Slay the Spire, but nothing i've tired so far has matched up yet.
Were you a fan of Astraea? I picked it up recently, and I've been enjoying it, though I definitely will not stick to it as much as I've played Spire on and off over the years.
@Tcheldor I've only tried it a little via the demo. What i played was interesting, and felt better than say, Slice and Dice or Dicey Dungeons, but i played one very limited chunk of things, not really enough to base an opinion on.
For context, i'm as harsh as i am on Roguebook after sinking in 30 hours or so according to steam - I put the time in to understand the systems, climb a chunk of the ascension ranks and get a feel for what I was doing.
ArcticLancerBest served chilled.Registered Userregular
You made me curious so I checked and ... ugh, I also have 30 hours in Roguebook. I remember I wrote a negative steam review for it and a dev asked me to re-evaluate it after one of the content packs. More bad RNG was not the fix for your game, my guys.
I probably enjoyed Monster Train more than Roguebook, but yeah, I strain to think of anything "I'd recommend if you liked Slay the Spire."
You made me curious so I checked and ... ugh, I also have 30 hours in Roguebook. I remember I wrote a negative steam review for it and a dev asked me to re-evaluate it after one of the content packs. More bad RNG was not the fix for your game, my guys.
I probably enjoyed Monster Train more than Roguebook, but yeah, I strain to think of anything "I'd recommend if you liked Slay the Spire."
They also gave me the same reply after the content pack, which I refused to engage with because... Yeah. No.
Monster Train has a lot to like about it. I've got more than my share of frustrations with it, but at its core it works, and the DLC was fun.
In general the issue I've seen with the card game roguelikes is few to none of them recognise that Spire is elegant in its simplicity.
AkimboEGMr. FancypantsWears very fine pants indeedRegistered Userregular
There's a Steam Next Fest right now, with more than a few StS clones.
The ones I've tried were all meh, with the exception of one. Cobalt Core, which only really makes one significant change to the formula: On top of attack and defend, there's also evasion in the form of lateral movement, with the ability to aim at specific (possibly weaker) parts of the enemy ship, and evade specific attacks. Demo is short, and on the easy side. But it's good fun.
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Monster Train is the best StS style game I've played and different enough going in its own direction that clone seems unfair.
Night of the Full Moon I had fun with on mobile. Rather too easy to get very broken combos if you are used to StS but enjoyable enough. I enjoyed the bosses. You did need to pay attention to what they were doing and make logical choices. (On some classes anyway. It's been a while but I remember 1 class could pretty reliably go almost infinite every time and it was a bit of a joke)
I will check out Cobalt.
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+1
ArcticLancerBest served chilled.Registered Userregular
It's hard to say exactly how balanced the full game will be, but that Cobalt Core demo is really good. The lateral movement and how positioning actually matters is a great choice, and overall the game just felt polished and really enjoyable. I did a second loop on hard and actually had to take a bit of damage along the way.
Wishlisted~
My only real complaint with Slay the Spire is that they left it to the community to make more characters. The bones of the game are great, and they could have done even more with it. Some of the community content is really well made but I want more official Mega Crit characters. But I guess “I want more of this” is pretty tame as complaints go.
My only real complaint with Slay the Spire is that they left it to the community to make more characters. The bones of the game are great, and they could have done even more with it. Some of the community content is really well made but I want more official Mega Crit characters. But I guess “I want more of this” is pretty tame as complaints go.
that's fair but I think after Watcher they just wanted to work on something else.
Thinking about it, I think Astraea's main downside right now is the art... Specifically, the pictures on the dice are all just.... abstract symbolic designs, and it doesn't have the same immediate recognition that StS cards do. It's fun otherwise, and not too complicated, feels very "StS but with dice" lol, but I also feel like half the time I'm just doing whatever because the dice all blend together.
Given the sheer level of work a character in Slay the Spire represents, I'm not super fussed. I'd have liked a bit more iteration on the Watcher, as her strong stuff is a little one note right now, but whatever
I've tried a few alternatives like Monster Train and tbh nothing has lasted even remotely close to StS.
Like, I'm still playing it. And I bought it back when it was in Early Access.
Simplicity and Depth goes a long way.
That and really tight data driven balance, to the point it may be impossible to recreate, as people often come in expecting a game in this genre to be as tight as Spire is, but you don't get the without iterative design.
I can remember early versions of Watcher, having a card that let you choose wether you got Smites or Safetys, etc. Early versions of Fasting, which is still a slept on card in its current state. Etc
Not a card game, really, but Shogun Showdown really scratches the itch for simple but brain burning roguelikes in this vein. It all revolves around careful manipulation of cooldowns, timing, positioning and facing. Still in early access but I love what they've done so far.
Not a card game, really, but Shogun Showdown really scratches the itch for simple but brain burning roguelikes in this vein. It all revolves around careful manipulation of cooldowns, timing, positioning and facing. Still in early access but I love what they've done so far.
For a moment my brain was conflating that with Shotgun King, and lemme tell you, I was confused
Has anyone tried out Death or Glory yet? It's another deckbuilding roguelike game that attempts to integrate fighting game mechanics into a card game. Looks like it has a lot of variety of characters, but can't speak on the gameplay.
Someone with time should go try it out and report back.
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Has anyone tried out Death or Glory yet? It's another deckbuilding roguelike game that attempts to integrate fighting game mechanics into a card game. Looks like it has a lot of variety of characters, but can't speak on the gameplay.
Someone with time should go try it out and report back.
The epitome of that is Yomi and now Yomi 2, imo.
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this is pretty fun but i am somehow manage to be bad at it
0
jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
edited October 19
Dead branch: still good. After killing the heart with watcher asc 20 I've been working on doing it wit my only other A20 character. Took a while since it's been forever since I played ironclad, but I steadily got further and further and then one day lived long enough to pull both dead branch, tungsten rod and candle, and a corruption right before act 3 bosses. The heart fight took many reloads but I was sure it should be possible with this insane relic setup.
No other relic is either “omg I win” or “I lose if I take this” as much as dead branch
I never take Dead Branch anymore because it takes pretty much all decision-making out of the game.
Only in certain situations. Like a Corruption + Dark Embrace + Feel No Pain deck, which yeah it’s basically braindead EZ win mode.
But at A20 on characters other than Ironclad, it can be an agonizing choice. One of the most interesting runs I ever had was a Silent shiv deck that I knew wasn’t prepared to deal with the Heart for defense reasons when I started Act 3, but Dead Branch + Prismatic Shard showed up in a shop and I could afford both. Grabbed a Master Reality and popped the fuck off playing shivs into broken nonsense like Wraith Form+, since random cards don’t care about rarity. It wasn’t an easy win, and I had to play carefully so I didn’t clog my deck with BS, but mediocre cards like Cloak and Dagger+ turned into a godsend with 3 upgraded cards showing up for 1 energy. Took a couple of Purity cards as rewards and a bad hand suddenly turned into a viable one.
It has a place in the game beyond the boring Ironclad synergy is what I’m saying.
+6
ArcticLancerBest served chilled.Registered Userregular
Just by the by, I picked up Cobalt Core today. It's an overall polished and enjoyable experience, but I'm not sure it has anything like Ascension levels to work though. I played one game on normal and two on hard and won then all so far without ever really being in danger. Similarly there seems to be no real reason to increase the difficulty other than trying to self-tune.
So yeah, I'm not unhappy with the purchase, but it's not really feeling comparable to the established deckbuilder roguelike genre.
Especially at A20, card selection matters. Dead branch does many things, but one thing it does is destroy your card selection. Especially on A20 where the general meta has moved towards infinites, this is a problem. Doubly so, you just can't take Runic Pyramid and that's by far the strongest boss relic
This isn't too say that you can't pick dead branch - I'm still going to take an act 1 floor 7 dead branch unless I'm like halfway to a Watcher Rushdown infinite. But it's a real concern
Ah, I meant it more like it constrains decision-making in a way that I find unfun, rather than it being some kind of "free win!' button.
Which is ironic because when I first got it, I found the combos to be hilarious.
Just goes to show how much life this game has!
Yeah, it and Snecko are your big you have to commit to it hard at this point. The pay off is there, but they really are very different games. Watcher Snecko eye runs are wild especially if you get it as a boss swap
Really, I think the game is in a remarkable place balance wise. There's some outliers, mostly around how easy it is to get infinites (Watcher being the problem child, but all the classes currently have infinites that are a bit too easy to get), but otherwise it's in a very healthy place
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Any roguelike that wants to put Meta-progression in (I despise meta-progression already has a stiff hill to climb to get me to like it. StS's style is about the only style i like where it's a complexity-check to stop a new player from drowning entirely.
Roguebook is just broken on multiple places. It's not like say Vault of the Void where my issues are mostly with that game being hilariously complicated to little payoff (still a good game, just... kinda stupid complex).
I am super fussy on this stuff though.
The routing in Roguebook frustrated me because it was insanely swingy. The basic flow of the the discovery was pretty interesting, though significantly better when you had the mod that flipped inks and paintbrushes or whatever it was (one of the ascension equivs). There's a ton of good ideas in the game, just really shitty execution.
The sheer volatility of power on the map (Why is the energy equilvent hidden on it?) alone.
I'd really like to find something that's as tightly done as Slay the Spire, but nothing i've tired so far has matched up yet.
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That said, it's way better put together than even the medium-bad entries in the StS genre and you're looking at a 7/10 game most of the time that's really cool when it clicks and pretty straightforwardly just over when it doesn't.
Honestly, the ink concept is the main issue, with the non-synergy being more of an irritation.
Yeah the ink thing is an interesting swing but mostly a miss. Still exploring the combinations between the characters (put it down for now to focus on Pokemon DLC).
That said, I've paid a lot more than $7 for games that were worse than 7/10. The deep discount is the main thing I wanted people to notice here.
Yeah. A certain amount of criticism of Roguebook comes mostly because it almost gets there on a couple things, the map / ink being the most glaring one.
You sort of want to put the Roguebook folks in a room with the Banners of Ruin folks and leave them there until both deliver, as they're both weak where the other is strong for the most part.
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Were you a fan of Astraea? I picked it up recently, and I've been enjoying it, though I definitely will not stick to it as much as I've played Spire on and off over the years.
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I just hit 4 wins in a row, 1 with every class, A20 Heart kills.
If i hadnt fucked up my silent run earlier and forgotten my red key? I'd be on *seven*
Side note, that Ironclad run got to 999 strength in the heart fight, then killed the heart (who had 30 hp left) with a Bash that did 1.5k damage.
You know.
Like you do.
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Offer does not apply to any other energy cost change
You sure? Pretty sure I've duplicated discounted cards with Nightmare before
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This also works the same for any other card cloner, like Dual Wield. Which is how i once won a run off the back of infinite 0 cost Reapers while having 2 str.
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@Tcheldor I've only tried it a little via the demo. What i played was interesting, and felt better than say, Slice and Dice or Dicey Dungeons, but i played one very limited chunk of things, not really enough to base an opinion on.
For context, i'm as harsh as i am on Roguebook after sinking in 30 hours or so according to steam - I put the time in to understand the systems, climb a chunk of the ascension ranks and get a feel for what I was doing.
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I probably enjoyed Monster Train more than Roguebook, but yeah, I strain to think of anything "I'd recommend if you liked Slay the Spire."
Perhaps I can interest you in my meager selection of pins?
They also gave me the same reply after the content pack, which I refused to engage with because... Yeah. No.
Monster Train has a lot to like about it. I've got more than my share of frustrations with it, but at its core it works, and the DLC was fun.
In general the issue I've seen with the card game roguelikes is few to none of them recognise that Spire is elegant in its simplicity.
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The ones I've tried were all meh, with the exception of one. Cobalt Core, which only really makes one significant change to the formula: On top of attack and defend, there's also evasion in the form of lateral movement, with the ability to aim at specific (possibly weaker) parts of the enemy ship, and evade specific attacks. Demo is short, and on the easy side. But it's good fun.
Night of the Full Moon I had fun with on mobile. Rather too easy to get very broken combos if you are used to StS but enjoyable enough. I enjoyed the bosses. You did need to pay attention to what they were doing and make logical choices. (On some classes anyway. It's been a while but I remember 1 class could pretty reliably go almost infinite every time and it was a bit of a joke)
I will check out Cobalt.
Wishlisted~
Perhaps I can interest you in my meager selection of pins?
that's fair but I think after Watcher they just wanted to work on something else.
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Like, I'm still playing it. And I bought it back when it was in Early Access.
Simplicity and Depth goes a long way.
That and really tight data driven balance, to the point it may be impossible to recreate, as people often come in expecting a game in this genre to be as tight as Spire is, but you don't get the without iterative design.
I can remember early versions of Watcher, having a card that let you choose wether you got Smites or Safetys, etc. Early versions of Fasting, which is still a slept on card in its current state. Etc
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For a moment my brain was conflating that with Shotgun King, and lemme tell you, I was confused
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Someone with time should go try it out and report back.
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The epitome of that is Yomi and now Yomi 2, imo.
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this is pretty fun but i am somehow manage to be bad at it
I never take Dead Branch anymore because it takes pretty much all decision-making out of the game.
Only in certain situations. Like a Corruption + Dark Embrace + Feel No Pain deck, which yeah it’s basically braindead EZ win mode.
But at A20 on characters other than Ironclad, it can be an agonizing choice. One of the most interesting runs I ever had was a Silent shiv deck that I knew wasn’t prepared to deal with the Heart for defense reasons when I started Act 3, but Dead Branch + Prismatic Shard showed up in a shop and I could afford both. Grabbed a Master Reality and popped the fuck off playing shivs into broken nonsense like Wraith Form+, since random cards don’t care about rarity. It wasn’t an easy win, and I had to play carefully so I didn’t clog my deck with BS, but mediocre cards like Cloak and Dagger+ turned into a godsend with 3 upgraded cards showing up for 1 energy. Took a couple of Purity cards as rewards and a bad hand suddenly turned into a viable one.
It has a place in the game beyond the boring Ironclad synergy is what I’m saying.
So yeah, I'm not unhappy with the purchase, but it's not really feeling comparable to the established deckbuilder roguelike genre.
Perhaps I can interest you in my meager selection of pins?
Especially at A20, card selection matters. Dead branch does many things, but one thing it does is destroy your card selection. Especially on A20 where the general meta has moved towards infinites, this is a problem. Doubly so, you just can't take Runic Pyramid and that's by far the strongest boss relic
This isn't too say that you can't pick dead branch - I'm still going to take an act 1 floor 7 dead branch unless I'm like halfway to a Watcher Rushdown infinite. But it's a real concern
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Which is ironic because when I first got it, I found the combos to be hilarious.
Just goes to show how much life this game has!
Yeah, it and Snecko are your big you have to commit to it hard at this point. The pay off is there, but they really are very different games. Watcher Snecko eye runs are wild especially if you get it as a boss swap
Really, I think the game is in a remarkable place balance wise. There's some outliers, mostly around how easy it is to get infinites (Watcher being the problem child, but all the classes currently have infinites that are a bit too easy to get), but otherwise it's in a very healthy place
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