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Roguebook release date7/25/2023 ![]() ![]() Since damage carries over between fights, players need to be careful with positioning. The character who plays a defend card is moved to the front of the line. Not only do players need to worry about incoming damage and debuffs to maximize their gains, but the physical positioning is also key to victory or defeat as each character have a role that they specialize in. Two characters using their own abilities adds a layer of tactical complexity. The cards are smartly designed to boot, offering plenty of potent deck options.Ĭombat is excellent. Instead, Roguebook encourages players to collect at least a certain number of cards in their deck to max out their talents. Roguebook tries to break from the traditional tactic of slimming down a deck to the bare metal in hopes of cycling important, synergistic cards as quickly as possible. Roguebook offers a twist on rogue-like deck builders with its Civilization style exploration. As players complete runs, they will earn pages to unlock permanent buffs to help them progress deeper into the game. There are four characters in the game, each with their own unique talent tree. ![]() Players need to conquer three levels to win. All told, a very unsatisfying experience.Roguebook is in the same vein as other rogue-like deck builders like Slay the Spire and Monster Train. But I have a feeling that the game literally goes easy on you for your first play, and if that's true, I don't like it. Now, this COULD be because they keep adding new cards as you progress (you pick up these map pieces that add cards, I think I ultimately got about 80 of them), and IMHO the new cards never impressed - maybe my hands literally got worse. I read online of a few people saying they got super far on their first attempt. Then reality hit and I never got past the 2nd boss. Oh, one other thing that was weird: Literally my first or second time through, I got through to the 3rd (final? I'm not sure) boss, farther than I would ever get again, after perhaps 50 runs. Indeed, sometimes I'd even get cards that DID kind of play off one another, but I'd literally lose quicker than when I simply had a bunch of stand-alone high-damage cards. There is a certain joy I've felt with games like Slay The Spire, where I get a deck that really works together and it feels awesome. I don't think I ever played a single round where I felt my deck had any sort of strategy - you simply don't have enough control over your hand to accomplish that. Very few cards play off one another, and there is a heavy bias in favor of continually adding new cards to your hand (lest you miss some rather key abilities that are based upon the number of cards you have). But the cardplay itself (the essence of the game) is positively terrible. But the This game is physically beautiful, the map dynamic is novel, and after my first few runs, I really felt like this was a winner. This game is physically beautiful, the map dynamic is novel, and after my first few runs, I really felt like this was a winner. ![]()
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