
DINO MERCS is a roguelite deckbuilding game. You take the role of a veteran member of a shadowy private military corporation called Dark Solar Defense. To survive, you will need to build a powerful deck of cards while conducting operations and engaging in fierce combat.
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Languages: English
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Unfortunately I cannot recommend this game since the most important part of any game is fun and I did not enjoy myself while playing. When I first saw this game I was so excited about a game combining two of my favourite things. However, having spent a few hours I am more just left… confused about certain design choices? [b] [u] There are two things I like: [/u] [/b] - The art was what initially drew me in. The characters are fantastic and I love the art style so much. I would happily purchase an art book. - I like the three different types of health bar (HP, armour and another armour) and how there are weapons extra effective against each type. I suppose the game also works as it should. I didn't encounter any gameplay bugs. The damage output of each card is calculated and presented clearly. However the list of issues I have with this game is much longer. Unfortunately, most of them are core design choices that cannot really be 'fixed' (not that I expect any 'fixes'). I am sharing these in hopes that potential buyers are better informed than I was. [b] [u] Core Gameplay Issues [/u] [/b] Specific details are taken from an endless run (aim for high score) with the tank build (Battery the Triceratops): - Passive gameplay. Other than crafting your deck you don't feel involved while playing. As another commentator had said, you are just rearranging cards to amplify its effects, for both your own and the enemy's hand. It is very easy to zone out during this part when the stakes are low and sadly this is the main part of the game. - Minimal deck choice. A huge part of the strategy in deckbuilders is the crafting of your deck. Here, part of the decision is already taken care of with the very frequent and affordable card-removal service available after every fight. Adding new cards to your deck is reliant on the shop's offer, but it's easy to manipulate if you just unlock the cards you need outside the run (see less important issues below). What's worse is despite the possible affliction cards you could pick up, I found only straightforward damage cards lead to results. During this run, I felt adventurous and added a bleed card to my deck, which dealt a measly 4 damage after two sectors. Supposedly this card becomes stronger the higher sector number you are currently in, but at this point practically all enemies had over 100 HP, so it was worse than useless for taking up space in my deck! - No choice outside of combat. It seems like the only possible choices are 1. 250 money with risk of taking damage, and this amount stays at 250 no matter how long you've been playing (not that this matters, see point below); 2. increase character stat by a small amount with a risk of taking damage; 3. Combat. Since I was going for a high score, combat was the only one relevant. The game forces you to pick combat after one or two picks anyway. - Money becomes pointless very quickly. Right at the start you may not have enough to afford a neat card and you may struggle to remove cards. But after you have established your deck, there is nothing you can use your money on. A card removal costs 250, a new card costs 250-750 money. But I had 9000 money left over by the end of the run, just passively from winning combats. - Not an issue by itself, but this contributes to the problem below. Interestingly, all stat modifications carry through different combats. So once I had bought a card which increased my strength (which allows you to do more damage), I was able to max out my strength to 75, the hard limit of my character. - To be fair, the difficulty does ramp up through the run. The card slot multipliers, both positive and negative, are increased. Having a +12 shield card in a negative -2x position actually decreases your shield count by that number multiplied by some other factors. However, this did not matter at all when I could one-shot all enemies (including elites and a boss) with a card that did ~1299 damage - I don't think I encountered an enemy with > 700 total HP. I'm sure this situation would have changed if I continued on, but I was so bored after 40 minutes that I ended my run with a final score of 68k points (defeated 35 enemies). I just feel like in this game you're either wearing away the enemy's health at a snail's pace OR one-shotting each other. I suppose there is a certain thrill with the possibility of an enemy killing you in one hit at every turn, but it sure didn't feel like satisfying gameplay. [b] [u] Less Important Issues [/u] [/b] - Many cards do not scale well. The difference between a 'stat value + 7' card and a 'stat value + 12' card is tiny when your stat value is 75. - It is standard for deckbuilders to hide cards behind playthroughs and Unlocks, but why do I have to spend resources and brain power on exactly which cards to unlock? Keep in mind there are 100+ cards to unlock yourself and some of them are very very similar (like the +7 or +12 above). And why would I choose to unlock the inferior version when I can just get the upgraded version first go. Surely it is in my own interest to not unlock many cards, or else the choice of cards in a run would be flooded with worse cards. - As far as I can tell, all the game modes play the same since at its core they all boil down to killing a certain number of enemies. - Some of the High Score achievements are clearly glitched. More players have obtained the 100k high score achievement than the 10k, 25k and 50k combined. The 10k High Score didn't unlock for me and neither did the Unlock 2 Characters (I've unlocked all three). As a side note, there are also quite a few grindy achievements (like reaching 400k score and unlocking a hundred cards) if you care about such things. [b] [u] Final Remarks [/u] [/b] I hope I did not come across as too harsh, but I am incredibly disappointed that I could not enjoy this game with such a promising theme. The fundamental parts of the game just did not work for me. I know this is a long rant but I would have certainly appreciated a few more in-depth early access reviews outlining the negative aspect of the game and this is why I felt like I should share my experience.
Really fun Roguelite deckbuilder with a great soundtrack but what's always drawn me to it is the unique theme. Sci-fi dinosaurs is such a cool concept and all the beautiful art in the game backs it up so well! Grab a great game now and help make it a fantastic game coming out of early access, the dev is super accommodating and open to suggestions/criticisms on the Discord, so bugs are dealt with swiftly and you can help balance the game as it's being worked on!
It is a good game concept! Futuristic (Mutant) Dinosaurs. The game in it's early state is number crunching; you get to decide on the position of five cards in two game modes. That is all. Don't expect to get any more. You assign those five cards to their respective positions, some beneficial, some not. The modes are attacking your oppenent (always AI) or defendig your base against said AI. Why number crunching: To be successful you have to play the optimal cards in their optimal order - so no misplays, if possible, and your opponents always use the same cards (it is repetitive!). The goal is designed like an early 90s arcade game - Best Highscore. I love to play this game in an alternated state of mind and emphasise anyone same minded to do so. Conclusion: Buy it in sale!
The concept is sound and the presentation is slick. There are good bones here. But the game needs to be faster, and the customisation options available earlier. I'm also not sure what I'm building towards, why would I want to buy more of the starting cards?
https://youtu.be/SLa0NB7DiIc Lacking depth in balance and play styles it's simply to easy to fall into an auto-pilot style deck with practically no demands on player decision making ability.
I respect the game for unique mechanics, I just didn't enjoy it. It's a deckbuilding rougelike, but you don't play your cards, you order them into slots that result in the card have a stronger / positive effect or a weaker / negative effect. There are also two different battle types, with different decks, health bars and slightly modified mechanics. In short though, the screenshots with the 5 cards side by side is the game. Some things that I feel would have made my experience better: -make the card movement smoother. I would try to move a card and it wouldn't change slots -Have a way to see the other effect of the cards without having to move them into the slots. like hold right click over the card or something and a tooltip pops up with the other effect. Having to drag all the cards around to read what they all do, and optimize my damage / defense types while my cards didn't easily change slots got old quick. -As one of the other reviews points out, my options for buying cards were just more of the starting cards. The game mentions having to unlock more cards by playing, which seems pretty standard but does it mean that I have to unlock ALL non-starting cards? like 0 ability to customize deck until I play a run or two? I did unlock one new card in the couple of battles that I played, but one new card does not inspire confidence in the deckbuilding part of the game It didn't seem like a bad game and someone out there might enjoy it; just not me.
Anthropomorphic Dinosaurs Battle for Survival on an Abandoned Alien World! As a furry and a sci-fi fan, the premise of Dino Mercs alone is enough to get me excited. This is the perspective I came in from, as someone who is otherwise new to the Deckbuilder genre. The tutorial of Dino Mercs has a lot of information that breaks down the stats and the battle screens, but it's more of a reference guide than a step-by-step tutorial that walks the player through a gameplay example in real time. For me, I like to have my hand held a bit when learning a new system, and tend to get intimidated by lots of text. So, admittedly, I didn't read it all.... THAT SAID, I figured out the basics of the game pretty quick by just jumping right into a mission: You start on a map screen, where you choose between three randomized encounters, which can be any of the following: a Scavenging encounter where you can get supplies (used to purchase new cards) at a mild risk, Hot Zones with greater risk/reward, or--the real meat of the game--a Firefight, which sometimes includes special conditions that change aspects of the battle (such as extreme heat adding "Overheated" cards to your deck that can give stat debuffs). The battle system is unique, involving arranging both your own and your opponent's cards on the board for the most favorable outcome to your character, being mindful of the board's positive and negative modifiers (as well as deciding one card per turn which must go into the center of the board, negating that card's effect entirely). While it seems like a lot to keep track of at a glance (and without having read the whole tutorial), after a few rounds, I pretty much got the hang of it! It definitely helps that the starting character, a handsome allosaurus named Strykr, is well-balanced and doesn't require a specific strategy to succeed. For a little more complexity, the three unlockable characters add even more fun challenge to the mix. My favorite is Birtie-Rae the T. rex, a HUGE melee character with robot arms, who can absolutely destroy enemies if you set her up with Strength-boosting cards early on (just beware of her slow speed and low defense). The other characters are a tanky Triceratops who relies on keeping his shield charged to do big damage, and a very fluffy Utahraptor who uses the Stealth mechanic in a way that results in slower, but much more strategic battles. A lot of it also comes down to your luck with card pulls at the end of each fight, giving that thrill of suspense in seeing what the RNG blesses (or curses) you with. The further you progress through the game's increasingly difficult sectors, and the more battles you survive, the higher your score becomes. To be honest, though, my main motivation for getting further in the game was to see more of those INCREDIBLE dino designs. Robot carnotaurus fascists with black metal bodies and glowing red eyes, hulking diabloceratops hefting enormous flamethrowers, kentrosauruses so decked out in futuristic suits of armor that only their plates and spines are visible between, are just a few of the potential encounters. The dinosaurs are all colored in a gritty art style, with bodies patterned in spots, stripes, and scars that make them an absolute joy to look at while they're blasting each other. Pair that with the hardcore synth/rock soundtrack that would be right at home in an 80's action movie, and the vibe is just PERFECTION. Who knew a card game could be so badass? There ARE a few notable bugs (the music doesn't always play on the map screen or during Merc Killer/Boss fights, for example), but nothing especially game breaking. The solo dev of Dino Mercs does an excellent job addressing issues and suggestions, actively working to improve the experience based on player feedback. The commitment to making Dino Mercs the best it can be gives me a ton of confidence in supporting the game! All in all, I really recommend this one.
Great idea 💡 needs a bit of fine toning
Interesting game with unique way of playing the cards. I kept trying to really like this game, but there are some issues that make enjoying it a challenge. I'm finding the gameplay a bit boring after initially really liking that it's something unique. Problem is it's just too much of the same thing each turn. You pretty much will always make the same few moves and matches can drag on forever. It wasn't uncommon to go 20+ turns because the enemy can't really do that much to you and you just slowly chip away. Tried 2 characters and it's the same issue with both. There are too many stats and it's hard to die. You have Shields, Armor and HP. An enemy might take away most of your shields, but on your turn you can simply get them all back and then maybe a weak attack on an enemy. Cards on the left are strong multiplier for you, middle is neutral and right is weak multiplier, this is opposite for enemies turn. Too often there is only 1 best move to make. Either the enemy hit you and drained your shields in which case you recharge them and drag the gameout or they didn't and then you hit them, slowly killing. You might get a card that's a positive permanent stat increase and you always will try to play this, you might have card with permanent negative decrease and you will simply negate it by playing on your left side or center. It's way too easy to always avoid permanent stat changes while also keeping shields up. It's the same on enemies turn, you just put the neg stat cards on the right unless an enemy has too many attacks or good cards in hand in which case you put the staff loss card on far left for no gain and tying up a slot for enemies good card to be used. Perhaps it becomes significantly more challenging later on but I've beat several times now moving to more challenging missions. The stats also don't seem to make much sense and are way too easy to boost up and these are permanent gains, they should drop back down some after matches.
From my quick look at it, it seems pretty decent and fun; Do wish there was a bit more animation for the attack cards and such, if only to add a bit more impact to combat.
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