• givesomefucks@lemmy.world
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    2 days ago

    from what I’m TOLD was a decent game, but didn’t go anywhere:

    It’s an amazing game.

    The cards were a great way to handle combat, it was just a lot of new ideas, and the story parts slowed it down. If running around the abbey was something that could be turned off as an option and everything handled on a menu splash screen it would have done even better.

      • redhorsejacket@lemmy.world
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        1 day ago

        Not much to say about the wider conversation here, but I just want to chime in to support your position. I read that article you posted, and I was kinda chuckling to myself at the author, who seems to be at least a casual fan of deckbuilder type games, arguing that the devs are wrong, and that the cards were not a barrier to entry. Meanwhile, I’m sitting over here, looking at the copy I have in my steam library which has never been touched, specifically because I heard it was a deckbuilder and immediately lost all interest. This despite the otherwise fairly positive reception the game got, and the hundreds of hours I’ve spent in Firaxis style tactical strategy games.

        Sometimes I wish I knew why I have such a mental block about deckbuilding. I think the layers of strategy become too abstract for me to visualize what I’m trying to pull off, and it feels artificial in a way that rubs me the wrong way. Even if a 3 turn cool down on an ability is no less artificial, it doesn’t irk me in the same way.

        And for the record, I didn’t buy the game just to never play it, its a family library copy! I’m not that wasteful.

        • jordanlund@lemmy.world
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          1 day ago

          I saw the trailer and was interested and when I found out it was card based went “Nope!”

          I just see all card games like this:

      • givesomefucks@lemmy.world
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        2 days ago

        Eh, it’s not really a “deck builder” like people think.

        Like, it sounds weird because there’s literally cards and you select a deck for each player…

        But just move past the cards/deck and think of it as a loadout and selecting what abilities you want each character to have. And the upgrade system really lets you fine tune what abilities you can use.

        It’s a small piece of the gameplay, but the randomness it forces rather than just always using OP moves gives it a lot of replayability.

        So, I don’t think the card mechanic was a problem other than turning people off before they tried it. I think it went free on PSN a while ago, and I was really hoping it would make it take off.

        • Tar_Alcaran@sh.itjust.works
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          2 days ago

          It’s a small piece of the gameplay, but the randomness it forces rather than just always using OP moves gives it a lot of replayability.

          This was basically the reason for me to never play it again (with the dreadfully poorly made “socializing” part a close second). I absolutely hate when my strategy has to be based on randomness and I need to hope for a good card to do the thing I want.

          It’s absolutely a deckbuilding game, just not a roguelite deckbuilder.

          • meant2live218@lemmy.world
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            1 day ago

            A lot of good games can be based on randomness. Being in control of the deck building means that your choices shape the odds. I used to have a similar viewpoint as you, but learned to really embrace randomness and the design challenges it presents.

            I say this as a Magic player, where even the greatest players in the world can get screwed or flooded on mana. The possibility of screw/flood increases the importance of card draw/card selection, makes the playability of low-mana cards more important, and makes heavy color pip investment, multiple colors, and higher mana costs a very serious concern.