
Carefully craft your Mosaic in this fantasy themed deckbuilding game. Battle by battle, tile by tile, you'll form synergies and build up your Mosaic's combo potential, hoping to beat the curve as you forge deeper into enemy territory.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm very much impressed by the gameplay. Tons of mosaics, lots of RNG and a challenging but often times rewarding experience.. Get this hidden gem if you can get over the graphics. I wanted to drop it but it keeps reeling me in. Tight game!
cool game
MUST TRY GAME and the DEFINITION OF HIDDEN GEM Roguelike fans crave novelty to the genre and Madcap Mosaic brings it. It brings it well. Seeing the entire Lattice of options makes it fun to plan out runs. Having spacial consideration in the gameplay mechanics mixed with deckbuilding makes the experience extremely satisfying to play regardless of how the run is going. This is the kind of game I want to tell everybody to try because regardless if a person likes it or not the concept alone is something that needs praise, but it's more than just its concept, because it's still a great game in general. To address the rng complaint in many reviews, I feel it just every so slightly tiptoes past the line of what might be considered "too rng." There enough planning consideration to not feel hopeless. Gave some critique to the dev directly but big points would be letting players hover over enemies in Monster-Queue to see their unique abilities so players can plan builds more accordingly without relying on memory. Some abilities could be clarified a bit better. Undo in current phase of Lattice selection. Player friendly stuff like that. Not ready to suggest/criticize too much gameplay changes.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is the epitome of taking a simple set of core mechanics, then riffing on combinations of variants that make each play an interesting and challenging affair. It's a tough game: I've put ~65h into this game as of writing, and while I feel like I can consistently make it at least halfway through a run, it's always a pleasant surprise when I make it to the end boss of a run (let alone beat it). I keep putting this game down for a couple of weeks, coming back to it and losing a few hours each time. Highly recommended.
Honestly, yes - despite what you may think of it's art, it's such an inventive/unique entry into the genre. It's not for everyone, but if you like deckbuilding, don't mind playing imperfect characters or decks, and can laugh in the face of randomness - this might be right up your alley. It's twist is that your deck is also your board, which is 'dealt' at the start of each game. The additions and removals you make over the course of your run matter, quite visibly so - but there's also a lot of flexibility as a result - you don't feel pigeonholed into needing to commit (or even create) a particular build, if you don't want to. Additionally, you can shuffle your board during the game an unlimited number of times (at the cost of spending movement), which refreshes your board (layout), as well as refreshes each cards use - you'll need to explore it again, but you'll also be able to renew your spaces and get different board layouts. It's not an easy game, and requires a lot of improvisation - but when it all comes together and you make your crazy plays/combinations, definitely a great feeling. ----- Each run starts you off by giving you a character with two random abilities; you don't need to worry about picking a character, and instead focus on playing your current game. After each battle, you choose two tiles in your 'deck' to be replaced with - two tiles from the Mosaic. The way the mosaic works is that you start in the very center, and around you is a grid of alternating unrevealed and revealed 'cards'. You can pick any 'card'/space adjacent to one of your current spaces; while you might be dissuaded by the unknowns out the gate, you can just as easily direct yourself along a particular path (by searching the board, which is also made super easy to find more copies of a card/similar effects). If you get cards you don't like/think you want, you can replace them after your next battle - you don't need to hold onto them for long. There's a wide variety of effects and triggers; some cards want to be revealed, others want to be hidden - some are visible/reveal spaces from the get-go, some reveal or drain other tiles, some create new tiles/replacements (and some affect your deck+board permanently!). There are also cards that have effects based on which direction you move/moved onto it from, which creates even more fun and thoughtful situations. Also displayed on the post-battle mosaic is a listing of the enemies you'll be facing as well as the boss itself - each enemy can play extremely differently and/or demand certain playstyles. They're all listed out the gate, so there are no surprises, and you can plan your future that much more meticulously. At the end of a game, depending how far you progressed, you might earn one or more coins. These coins can be spent to open an array of closed chests during the main menu - each chest can be new cards, abilities, or cosmetics. There's a determinate number of chests, all of which are visible from the get-go, along with how much they cost; there's no 'loot box' type openings (where you might need to open a large number of chests just to roll something new).
I came in with very little expectations, just looking to try a new coffe-break roguelike, but the game has turned out to be one of my favourites of the its kind. It's got an interesting twist to the tile-uncovering dungeon crawling, a good amount of content/variety and a well-tuned difficulty. If you're looking for a new roguelike with quick runs, you won't go wrong with this, especially for the price. Hope it gets expanded or built upon in a sequel!
Past the graphics, which have a charm of their own, the game is both simple and complex - the sign of a perfect gameplay loop. There is a slight difficulty with the pacing of enemies, that you can sometimes get the same one repeatedly, and that the early ones which you see every run drives the replayability down slightly - but there are so many choices, so many runs, and nothing is up to chance, not really. This game is both cheap and drives almost endless replayability. A welcome purchase for many a gamer, if you can gain nostalgia or charm from the aesthetic, or simply can look past it, this game is for you.
Neat idea! Bad execution. No idea why there aren't more negative reviews. Read the community page, not the reviews, I guess. This is a game designed so that lots of strategy is required just to have a small chance of winning. The RNG very regularly just kills you. (Or politely suggests that you restart your game, if you'd prefer to win, based on opening random traits or tiles that are *obviously* unplayable.) If that still sounds good to you, by all means, go ahead.
A fresh take on roguelite deckbuilders, the mechanics are deep, various abilities and starting perks result in totally different runs
extremely good. there are very few heal opportunities and that demands a conservative playstyle.
Players by region
Where this game's players are, estimated from review languages.
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