
UPDATED! Embark on a new adventure: Assemble powerful decks of Heroes to invade rival dungeons and engage in epic PvP 3D battles--then, use the loot from your conquests to customize your own dungeon and put together a powerful deck of bosses and minions to defend your riches at all costs.
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Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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[h1]Game is abandoned[/h1] Stay away For all practical purposes the game is abandoned. A dev pops in every other month to try to assure the remaining community (of about 4 players) that the game isn't abandoned, but they haven't updated the game since April. They said they were busy working on ports for mobile, which is unusual for an unfinished game. The forums here are dead. Their Twitter is dead (last activity was April 2018, the time they last updated the game). Their YouTube channel is dead (no uploads for 2 years). The game itself is dead in that only a few players per day play it. https://steamcharts.com/app/412310 Regardless, there is no getting around the fact of the matter, no updates for 8 months. To my knowledge, in the history of Early Access on Steam, no game has ever gone that long without any update and been successful or completed. It is what it is. Early Access never guarantees completion. Another Early Access game bites the dust.
Labyrinth just went free to play, although it's still in Early Access, so I figured I'd leave a review for people to see whether or not it's worth their time. Short answer: Yes.. Long answer: ...Yess /REVIEW END -Throws smokebomb .. just kidding. Quick Review: It's a tactical battle thingy. It's good. It's free. It's like pokemon, except in 3D, you control awesome heroes, and you battle against mythological monsters. So not really like pokemon but you get the idea. Labyrinth? Yeah the name doesn't really show up in google that well, and there's no David Bowie, Jennifer Connelly, Goblin King or Bog of Eternal Stench (yet). Outline: You do collect cards from pack to use in battles, which work as your passives, minions(for bosses) and abilities. It plays like a tactical battle game. Currently (in Early Access) single battles take place in a single arena based on the boss. There's no limited "energy" system and you can play as much as you want. The cards are balanced (some cards are better, others are situationally better) and every hero and boss is unique in some way. Currently there are 6 heroes and 6 bosses, eventually there will be at least 2 heroes of every class type and 8+ bosses. The heroes of the same class share cards, besides a few guaranteed hero-specific cards, but you can only field one of each class. Every hero and boss gets at least one permanent passive ability, some armor, and some basic, more than decent cards to begin with. Bosses each have two classes and choose their minions and actions from those classes. It is a tile based game and some bosses/minions take up more tiles than others, from 1x1 (human sized) bosses all the way up to 3x3 (giant) bosses, and even 3x3 minions. The size of the bosses and minions has a subtle effect on play as well, and in the current version the battlefield terrain can be altered, with lava or cracks, during battle. The battlefield terrain alteration mostly occurs around one of the bosses, who is a magma beast. He bleeds torrents of lava when hit, and can spew lava around him as an attack. Heroes get two basic abilitys, guard and an individual weapon, that don't consume a card and can be used for card draw or to save/use resources. The basic abilities can be upgraded with some cards, e.g. warfare heroes can equip better weapons, the mages can equip a spell book. The basic hero weapons themselves have their own class which can be affected by cards. E.g. the fire mage's fire spells become swifter at focus 10, which includes her base attack. The rogue engineer heroine's base attack counts as a "ranged attack" for perks and abilities that buff and trigger on those. Bosses don't have a base attack and have a smaller hand then heroes, allowing you some control over better AI performance and making boss combos more likely. Every day there is a quest that offers a sum of gold worth around 8-10 victories, so if you can only play once a day it is still efficient. You can hold 3 quests at a time, and change them each once. Old Reviews: There were more positive reviews from key backers, but due to a steam policy change of only allowing direct purchases to post reviews that count, some diminished. Hopefully now that it is free to play they can be restored. There was a critical bug that delayed the free to play update, and they fixed it the same day, meaning that free to play was only delayed by a single day. Is It Pay 2 Win Though? It doesn't feel like it. There's no premium only content. Everything is available to F2P, and the epic/legendary rate is quite high, although the coin rate is low (balanced by rate). You can also craft all of the obtainable cards in the game with a currency you earn from defense(your boss) battles and disenchanting duplicates. You can get an early lead on obtained cards by paying sure, but a lot of the fun comes from building up your deck and improving it. Casual matchmaking is partially based on how well you do, and of course Ranked mode is, so the tougher your deck, the tougher your opponents in general. It also means that if you're not doing well you'll likely be matched up with F2P decks in future anyway. It's also somewhat balanced in that, all cards are effective in one way or another, and for perks/minions, they have a card cost of which you can only spend so much. In my experience, well constructed F2P decks and smart play should be able to win against decks with higher rarity/more powerful cards. It also doesn't take that long to reach max level, by rough estimate you could collect most of the current cards in a few months by doing the daily quest everyday. You can quit at any time, or if you get disconnected from the game at any time, and you will be able to return back to the raid you were in the middle of. Playtime? By comparison, I have more hours on Labyrinth in a week than on: XCOM 2 Hitman: Absolution (100% achievements) Dragon's Dogma: Dark Arisen One Way Heroics Hand of Fate Cargo Commander Dungeon of the Endless Risk of Rain Did I mention it's free to play now? Please, stop reading, I don't have anything else, I beg you, I'm just a humble fisherperson. Game's discord: https://discord.gg/labyrinth Control overview (less obvious ones): Double-click on a unit to see more about it. Double-click on own units on timebar to see their hand, so you can plan better. Arrow keys or both mouse buttons to move around field. RMB to rotate and wheel to zoom in. In deck selection, RMB to study a summon from summon spell, or craft/disenchant card. Guarding is a good way to draw extra cards, since it only costs 1 tick. It's good for Faith if she draws all Heal cards and doesn't need to heal. Max handsize = appears to be 7, and when you reach 7, you just stop drawing cards until you use them? You can scroll the sidebar history in a battle to see moves longer than the previous 8 effects. When watching a replay, use Back in bottom left to exit. Spacebar can be used to skip turn (use Guard usually). Good luck and have fun! -throws realistic smokebomb
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Hours played at review time, across 49 reviews with recorded playtime.
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Beautiful and Brutal. This game, while struggling with technical difficulties, has become my favorite. Best played in small doses as Bosses show no mercy and your Heroes usually dont get the cards they need. However, when things come together and that lovely synergy appears, your Heroes become just that... Unstoppable wielders of the mighty hand of righteousness. While most of the time your Heroes are outmatched, I believe that is part of what makes this game great. Knowing that your team will probably be killed makes the victory that much sweeter. Build a sweet Boss deck and watch the replays of other Heroes flail helplessly at the hands of your overpowered Boss. Delicious... Eventually the tech problems will evaporate and we will be left with a true masterpiece of the RPG/CCG genre.
Surprisingly good. A PvE SRPG CCG with randomly generated encounters and deep variety and customization in playstyle. Definitely check it out. ____________________________________ Edit: Upon further diving into the game, i change the recommendation to no, read further: The Endgame currently is so-called "Labyrinth" which pits you against other people's Boss Builds. The Labyrinth is a dumpster fire that you don't want to ever go near. Up until Labyrinth, you've been continiously given small rewards by progressing the story. These rewards are nowhere enough to be qualified for the Labyrinth. Labyrinth is infested with badly balanced overpowered bosses, you aren't given anywhere enough tools to be able to deal with that shít and the rewards are ridiculously low. To purchase a single new Character, it takes you 3000 of a currency. A battle lasts for solid 10-15 minutes, you MIGHT get 10 of that currency, usually you don't. You usually get 10 Gold, and it takes 100 to buy a new CARD PACK that will give you 5 RANDOM Cards (read: trash most of the time) It's shít, it's disappointing, and if you read other reviews you will see similar problems pointed out. Beyond that, the game employs a shít buff system, that devs are very defensive and touchy about. You get a shítty, worthless, currency that devs call "a freebie" that buffs you Boss if you pay certain ammount of it. Bear in mind that the most recent buff will disappear once your boss looses and it continues that way until all (currently 4) buffs are gone. And your boss can be attacked while you are offline and not playing the game. The excuse was "well the other bosses also have that and when you attack them and fail, when you attack them again it will be easier for you", well fúck you because when you attack and fail, you won't fight the same boss if you run on that encounter node again. This trash currency is not used for anything else, it's just there because devs are shít at designing their own game. Pointless. Further more, to add salt to the bad game design, whenever one of your Character dies (regardless of whether you win or lose), he will get a debuff. You can have up to 2 debuffs at once and they vary between relatively harmless (-1 HP until "CURED") and ♥♥♥♥♥♥♥ game breaking (-1 Movement or this character starts his turn 1 tick later). Now what the fúck is "cure"? Nobody fúcking knows, i've seen an instance ONCE where a randomly generated event prior to labyrinth allowed me to pay Gold (which is want to save up for Card Packs) to "CURE" 1 Character. Not once did i see this shít in the Labyrinth and the non-boss encounters are ridiculously rare. And if you just started your labyrinth run and already lost, why the fúck would you want to continue with all 3 of your characters already carrying 1 debuff each. As said ealier, balance is out the fúcking window it's unplayable. You waste 15 minutes of your time just to lose to some bullshít at the end. You place yourself far away from the boss on the grid, and start throwing spells, somehow boss still manages to have like 4 turns before your character's turn, gets close to you and one-shots you with 20 Damage. Good Game Design Lads. Other Boss summons some mechanical díck that somehow shoots every turn for 5 damage without giving you a turn. And another one just floods you with Minions and unless you paid that sweet $$$ for some ásshat character with tons of AoE, you will lose. Nothing you can do about, you can't see what the boss is doing next, you never get a turn to act. It's bad, it's disappointing and the devs aren't paying attention.
The gameplay is fun, but the casual matches are nearly impossible, and that is the only thing I can do after the tutorial. I've played a ton of card games, so I should be able to win once in a while. After every match, I level up, and the next match is even harder. Maybe it's just the summoning. The last boss started with 8 minions, and every time I killed a couple, he summoned 2 or 3 more. The previous boss summons an extra minion every time he gets hit. Maybe I need some AOE spells, but I don't have any cards yet. It seems like the casual opponents are the same level as my highest level character, and maybe they should be the same level as my average character level.
Most of the negative reviews say the same thing: starting off, you loose constantly because of your crappy free cards. Loosing constantly means not being able to afford more card packs and thus the chance of better cards. My negative review is exactly the same; no need to repeat. Why would any new player keep doing this? Because the game is free? That is not good enough for me. This game could be great, but in its current state it is a waste of time with development that seems to completely ignore all the bad reviews - which are almost exactly the same.
*Updated 9/24/17* No major progress in nearly a year. The game is starting to look and feel extremely dated after another slow year of development. Sadly, by the time this game is complete it will be lower quality than your average phone game. Extremely disappointing game. *Original Review* I backed this game on kickstarter a long time ago but the progress towards a final product has been plodding at best. The core game play has not seen much improvement and the UI still looks and feels clunky. The UI feels like a phone game ported to PC or an early 2000's game. Many have commented on the balance issue. Balance has been a major issue. To solve this issue the devs have decided to remove a large swath of cards and try to balance a very small card pool. To be honest, the game is even less interesting with the reduced card pool. Sadly, I never want to log in. Each time I have started to get involved with the game the preform yet another reset. Do not buy this game before it leaves Early Access or you will find your time heavily wasted.
I feel that I've played enough of the game over the last few days to be able to write a review. Don't let the "RPG" and "card" mechanics fool you--this is a turn-by-turn tactics game, with minimal story outside of the tutorial, with the option to set up an AI Boss defense to protect, well, whatever it is that you're trying to protect. Honor maybe? If you like Final Fantasy Tactics for the gameplay, then this should be something up your alley. If you played The Mighty Quest for Epic Loot, then this is definitely up your alley as it is one of the closest niche games out there that lets you customize a defense and watch replays of enemy heroes getting rekt by your clever designs. So, even though I am giving this a thumbs up, it is worth mentioning that this game is in alpha (for whatever reason I'm not sure--this launched from a Kickstarter well over a year ago). This means it's not perfectly butter-smooth and you'll likely encounter a few hiccups. But most of the mechanical bugs feel like they've been ironed out, so normal gameplay isn't riddled with them or anything. But since it is in alpha, and because it is a niche title of sorts, the playerbase is rather limited. What this means to you, as a potential new player, is that the game is horribly imbalanced against you. In less than a day I went from playing against low-leveled player bosses all the way to fighting the players who are in the top of the veteran pool--all while only being able to use a glorified starter deck. It will feel like an MMO that has a training island where you're absolutely slaying rabbits for quests, and then in less than a day you're dropped into end-game raids while still wearing your lvl1 gear. Basically a few hours after you finish the tutorial, you're expected to compete with established players who have every card they need, while you're horribly far behind. The gold awarded per match is terrible so you may spend hours of losing before you finally score enough offensive wins to purchase a single card pack. Like Hearthstone, you can "dust" your unwanted cards at a loss to pick specific cards for your decks, and successful defenses award you a wee bit of dust, but don't expect to have nearly enough to do anything with for a long while. If there were more new players like myself, however, this wouldn't be an issue. The new player experience has been voiced by several others here in the reviews as mostly negative, and I've left my input for them as well, so now it is only a matter of time before we see how responsive they are. In all, the game is really fun if you can get past the fact that you will lose, a lot, because of your inferior card pool and your inability to win consistently enough to get better cards. Ignore people when they suggest that "eventually" you can earn your cards, because nobody wants to play a game for 2 months just to get to the point where they can finally compete with the same enemies they've been dealing with since day 2. But do know that every successful defense replay will remind you why the game is a blast, and try and stick with it so that development can make it a better experience for everyone.
I was getting addicted. There's a foundation here for something real good. That said, the fact is that it's in alpha so it's going to have warts. In its current format, if they were to try to release this game I would say that the balance is unacceptably poor.. Apparently everyone knows it too because every single time you select a match you end up fighting the same exact enemy boss. Players select an enemy boss to act as a defender.So the character you are facing is reflective of what every single player is choosing. I literally just went 8 in a row against Raghamuffin the horde caller. His schtick is to summon enemies relentlessly, gain armor based on how many minions he's summoned and be an immortal cheese god. If you can't pull up the right piercing or AOE cards you may as well not even bother. Good luck getting those cards though since you lose every match agiainst Cheesy McGraterson the horde lord and can't afford packs as a result. Shouldn't have to face the same exact enemy 8 times in a row and shouldn't be this hard to win a single match as a brand new player. If you want your game to be successful these things will have to be ironed out. I can give it a very tepid thumbs down b/c it's simply not good enough right now but is definitely a game to keep an eye on. 5/10. Could go either way really EDIT: Score is decreasing by the second. This Ragaha crap makes the game unplayable in its current state. In it's current state it's a 3/10. Just realized a really poor error in programming judgement. Just continues to get more and more unpleasant a gaming experience. I noticed I was receiving cards and gold which allows me to buy more cards, for winning battles. Now that I'm losing I get none. How exactly are players suppossed to improve their deck if they never get new cards or gold to buy cards when they lose? Really bad design choice and I hope it's something that gets addressed. Finally, I got matched against another boss and even more issues are arising. Example: the character I have set as my number one starts out the furthest from the boss. Even if I run as far forward as I can in my first turn I get hit with a knockback that just happens to take me out of range for this turn and the next. So that's two turns in a row my melee fighter is useless through no fault of my own. My heroes have a total health of 65. By the end of round one I've taken a collective 25 points of damage. Again extremely poor balancing and matchmaking. Games are not fun when their is no hope of winning. Devs absolutel MUST scale this down so it isn't hard as possible to the point of unfairness. It's got to be easier for a new player so it's actually playable. Much better to do that and scale up the difficulty from there if need be. Just lost something like my 13th in a row. I gave it more than enough time at this point. not sure how this game has overwhelmingly positive reviews b/c it is atrocious right now
I tried this again in April 2018. They have revamped the game and changed lots of things. The starting campaign last year saw all 4 main characters meet. Now each has their own short introduction. New comic style portrait of very high quality does not hurt, although it has very little likeness with the original design in some cases. They have vastly reduced the number of cards that increase your damage by a whopping 1 point for 1 whole attack. That much is commendable. The game is still really boring, (at least for a person who has played RPGs and customizable card games) Both the card and SRPG (i.e. the aspect of moving around on a map) parts. In its current state you are still choosing between an attack for 4 damage or a slower attack for 6 damage, mechanically, arguably, on par with Battletech TCG (1996), which was a much more fun game than this. You can also choose between a perk that boosts your fire spells or your ice spells. Hmm which one should I choose if I have mostly fire spells? What strategy. The card component of Labyrinth is essentially an even more boring version of Hearthstone, with the designers making sure to omit what little fun and intricacy Hearthstone has, like Holy Nova. I don't know why Card Hunter (very similar game with 3 characters) got away with it except maybe 1, CH has a better execution, easier to run, etc 2. Straight from the start of the game, CH presents players a much wider diversity of cards to play SRPG are hard to perfect. Mostly designers forgot why they went to the trouble of having a map in the first place. Most successful RPGs have a variety of very different victory conditions: straight up bash down, get across the map, escort a person, king of the hill, take down a certain target, race your opponents to collect loot around the map, etc. Gladius (PS2) and Disgaea (PS2) were the last games I know to have done this spectacularly well. Not saying every SRPG has to have any of those modes, but what you do HAVE TO have is a very good reason why players want their character at 1 part of the map and not another. Without that you're just challenging players to walk towards the enemies, or fishing for minor miscalculations, like you need to change target but you cannot walk far enough etc. There, if were to compare with CH again, every CH map has obstacles. There are some king of the hill battles. I played 1 map where I have to neutralize all enemies before they raise the alarm. In Labyrinth, for at least 10+ battles from the start, you play on a blank square paper. The game works perfectly as far as I can see but it has not occurred to them to put strategy in. The most exciting decision you will make in this game is whether you want a card that does 2 more damage for 1 more tick. It looks a lot to me like combining Heartstone, a commercially extremely successful game, but I think extremely boring with mostly ancient, primitive and uninspired card mechanics, with Card Hunter, arguably successful game on a small scale, to produce a game that is successful in no department whatsoever. I feel sad for the efforts put in.
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