Good spot on the Geneva Convention! Frank (and the Medic minion) are already in the process of having their art transitioned. I don't think the War difficulty was available in the demo, but if you're an experienced deck builder you could definitely see if you could put something together that's aggressive enough for that mode! Of course, it's a short game with lots of cards and that means lots of variance across runs too. Every location has an MtG style color pie to it, so while each event might only offer you two options they're option from a larger pool. I will say if you do want a bit more strategy, the game isn't pure RNG with the rewards. More of a pure dungeon crawl kind of experience! Not having to juggle where you're going / what crushes you're getting / the quest board / etc., would let me invest more in the item and deckbuilding systems. If the game does well and there's demand for it I'd love to maybe create an alternate game mode or spinoff that goes much harder on the combat and is much lighter on the narrative. You're right in that it's multiplayer first- which means I have to be really careful about complexity budget and turn times, etc., Arguably there's too much going on as is and things might have to get cut. It's never really going to scratch the Slay the Spire / Monster Train deckbuilding itch with the way the game's designed from the ground up. ![]() ![]() Thank you for trying my game and thanks for the feedback! I'm sorry it's not quite what you were expecting.
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