
A card-based grinding dungeon crawler that only the bravest adventurers can survive! Will you go full warrior, sneaky thief or powerful mage?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I wanted to like this game, since it checked off several boxes of rogue likes and deck building, but this game is awful. Honestly, this whole game could be fixed if they let you use multiple cards per turn. But when every round is you get one move while your opponents get one for each enemy. This would even be fine, if mechanics were balanced but they aren't. The first dungeon of the game has several enemies that can poison you. It's a stacking status effect that drains one life per stack at the end of each round. It's unblockable, so it doesn't matter how high your defenses are, that snake bite is going to poison you, until you can hopefully draw an antidote and pay to use it. And maybe, you won't be hit by another poison attack before your next turn. Because this is the starting dungeon, your health is 20, which means even if you are able to avoid damage from every other enemy, you have a 20 turn clock the moment you are poisoned. If it stacks's twice. 10 turns. The only advantage is poison hits you at the end of the round, but it also applies to enemies, so if you try to use poison damage, they will still get their turns in before a killing blow. Also, if and when you die, you lose all progress from that run. It would be one thing to lose the items gained, since it's a risk reward system, but any experience points earned are also lost. Also any gold spent is lost when you die. Which goes onto the next part, items and gold. If you leave, you gain a treasure chest of varying value based on how many levels you cleared. The items contained typically will give you minor buffs to a couple stats. That is the only way to gain stats. Levels will let you unlock additional abilities (in the form of cards you add to your deck) but items are the only stat boosts. Items, which are either randomly gained from treasure chests, or super expensive in the store. Items, which if you try to resell go for less than a third of their purchase value. It is incredibly difficult to make money, which is coupled by the fact it takes money to use certain necessary healing and curative items, as well as travel later in the game (which I will never get to because the first dungeon is so terribly off putting). Final issue, because this is a deck building game, and you only get to draw and play one card per turn. 20 cards is a freaking lot. So when in the dungeon with the poison enemies, you have to hope you draw an antidote. You can add more antidotes to increase the odds of drawing one, but then you are sacrificing attack or defense cards. In some cases, when I was in no danger whatsoever, I had to spend several turns just cycling cards to get a single attack to finish a fight, because even cycling cards takes a turn. You get two bonus defense for cycling, but it's just a dumb mechanic that wastes a turn. You can say it's strategic, but it's not. This isn't something fun like slay the spire where you can combo cards in a turn. You have to spend several turns and hope maybe you draw the right cards and even then, hope you are able to play them without having to deal with some other issue. I gave it 2 hours, I tried to get into it, but it just wasn't fun.
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Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very hard but satisfying - nice little deckbuilder.
This game wants to be so much better than it is. It has the workings of a decent game, for such a small team, but falls flat on it's face in execution. Pros: Art style is unique and interesting Negative armor adding damage allows for interesting damage opportunities Cons: What the ♥♥♥♥ even is this grind??? It would be OK if the progression at least made sense, but it doesn't. At all. The skills that you get at higher tiers aren't better than the skills at lower tier. Most of them are equal, some of them are worse. The rogue skills have punishing stamina costs, while the warrior skills give your enemy armor or damage you (which would be fine if they were good). The game feels like it was balanced around mage and the other classes were added to supplement mage with a way to spend your stam to armor up. Warrior has no status effects at all. Rogue gets poison. Mage gets fire, ice, and direct HP damage. As far as gear goes, gear from the first dungeon has stats on it that are only good for the first dungeon. To clarify: The gear from the first dungeon gives poison resistance, which is absolutely necessary for beating the dungeon. With 2 poison resist total, the first dungeon is easily farmable to get highest quality (purple) gear from the first boss. So you'd think that after farming the gear from the first boss to have a decent 3/4 purple set would would put you in a very nice position to start farming the second dungeon. Nope. The second dungeon has no poison damage. At all. So the poison resist gear you got from farming the first dungeon boss is great for..... farming the first dungeon boss. What does the second dungeon do? Fire damage. Which works almost identically to poison damage. Except for totally negating the gear you're currently wearing because it's not poison. That's fine, right? You just build up fire resistance and do the grind again. ♥♥♥♥♥♥ progression, but whatever.... would be what I'd say, except for I found only one piece of fire resist gear at all (in 4 hours of 10-30 second combat rounds) and it wasn't for my selected class. So let's talk about selected class. Did you pick your initial class expecting gameplay and loot to orient around your chosen hero? Well, it doesn't. It turns out that selecting a class only determines which skills you start with. But your character is really all the classes. Result being? You choose a class because you want to play that class, but end up forced into other roles by the ♥♥♥♥♥♥ design of the gear progression to compensate for your character not being able to continue progression without hybrid-classing into mage. My question to the gameplay design aspect is this- What is the point of having me choose my character class at all? Why not just give me starting skill points then to slot among 4 basic abilities? Or why not just have one class, like mage, and just work on balancing the game around that class. That way at least I'm set up with the understanding that multi-classing is expected or, the game possibly feels like it progresses qualitatively. What is the point of all the +poison and +poison-resist gear off the final boss in the first dungeon? If I'm already getting purple gear from that boss, I can already farm it. I don't need gear that helps me farm that boss better. By the time I go into the second dungeon, goblin net and kamikaze goblins, in addition to shamans (heal) almost completely shutdown a poison build, and none of the enemies in the second dungeon do poison damage. Getting double-netted with a kaboom is game over. Two goblin shamans will stack fire while healing each other. Why would you offer players the highest rarity gear (purple) when it has almost no impact on their ability to progress through the next dungeon??? I wanted to like this game, I really did. But after 4 hours of trying to make progress through the second dungeon and rerolling the shop in order to find some form of fire resist, I'm calling it.
Not the worst game I have played far from it actually. It just feels boring and very grindy.
Might seem interesting at first however you will probably find yourself grinding the same thing over and over again, getting nowhere. i'd give it 5/10
This is not a rouge-like deck builder although it might look similar at first. when you die you don’t start over, you just lose the loot and exp from that run. You continue to level up like an RPG. You need to be prepared to bail out of a run thats going south, to lock in loot and exp. There is not a massive card list, but a set series of skills to unlock, like a proper RPG, each allowing you to set the actions/cards in your deck. Tweaking your deck can be a subtle art. The loot also gives a lot of the custom ability. You can dramatically change your build with different loot. You start with skills based on initial class, but all skills are available to any class. There are four levels of increasing difficulty, with all different baddies, and a change in tactics required. (Poison focused spider den, fire shooting wizards, etc) When you defeat the level boss, it unlocks the next level, which also has all new loot. Having finished the 4th level, there is very little replayability, but a fun ride. Helpful hint: The store auto-levels to the new loot when you unlock a new level.
LiTD is a good twist on a box standard deck builder game. Game manages to combine frustratingly unfair RNG with a brutally unforgiving effects/damage system. Every run from the 10th to the 1000th is boiled down into a nail biting, blood tears crying CRAWL, as you desperately try to maintain constantly draining health, stunt growing status effects, and get your loot to get back out. The game combines an unfair combat system, low risk loses, good art, and the slimmest bones of a story creates a fun 1-2 session experience for people who like being abused.
It's a good game with good art, cards, equipment/defence systems, but the slow and very unforgiving combat draws me away from it.
Clunky and slow.
I enjoyed this game when I got to play it. But for some reason it now refuses to launch. And I am stuck on a infinite loading screen
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