
One Last Dungeon is a turn based, rogue-like, deck builder, RPG all rolled into one. Choose between 3 characters, draft a starting deck and be on your way to destroying hordes of enemies.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Very interesting Deck-Crawler. As you can probably tell from screen shots, low on bells and whistles... art and sound are inoffensive but unimpressive, there is no story... the focus is instead on gameplay, and on that front the game impresses me so far. It works very similar to many games like this on many levels, but features a few original twists that are quite impressive in implementation... a big one is that your route across the greater map isn't just a "Pick your poison" in terms of your opposition, which branches you take will alter the form of the final boss... so if you know you plan to come hard with Water element attacks, make a point to fight through the nodes that stop the boss from having traits such as "Reflect 40% of water damage" and "Absorb 10% of water damage as strength". While each of the three characters has a unique skill tree (each of which could offer one or two fairly unique builds of their own) the world-map nodes ALSO each grant you a new secondary skill tree, so you'll have access to a class tree and then 6 (out of 17!) secondary skill trees to drop perk points into. Additionally, the game features ongoing progression, via the fact you can then Unlock those secondary trees to START future runs with access to them... this includes bringing the trees in cross class... while in theory this limits the function of most trees (the use the Warrior has for feats in Mage skill trees granting him force fields he isn't allowed to have is rather limited, for example), it allows for some impressive stacking (some trees allow you to deal damage or gain health by playing the "junk" status cards some enemies give you in games like this... I find stacking these becomes devastating). All told, it means there's something like 3 exclusive class trees and 51 minor trees to mix and match, which makes for intense replay vareity. The cards themselves similarly start out as no-frills, almost insultingly simple at the start of a game... they essentially are one of either Magic, Ranged, or Melee, and then deal either Fire, Water, Holy, Dark, or Physical damage... most cost either 1 or 0 mana, do fairly similar amounts of damage, and have a chance of one of a short list of traits added to them via procedural generation... the surface difference is your skill trees let you passively manipulate cards by type ("Bleed affects last +1 round", "Range cards deal +2 damage", "Water spells Heal you for 1") but even this leaves the game feeling simple, and in fact I wondered why mana costs even EXISTED since I never saw a higher cost than 1, and you draw 5 cards and gain 5 mana each turn... Then I hit the card forge. The card forge alters a card in your deck permanently by adding one more random trait, but also increasing it's mana cost by 1... combined with a "sacrifice cards to gain mana" ability and some cards that give extra mana when played or sacrificed, and you begin to realise your early drafts have more relevance than I gave them credit for... You're likely to toss many cards out to get mana to play your few best, and making a card strong involves chance, money, and mana... so what gives a card potential for you in the long game? A strong ability like Barrage or Multishot? A 0 mana cost to let it level while being cheaper? How many cards do you want to field with the Heal effect? The choices become shockingly tactical once you unlock many of these functions. Other features like the Chaos Forge let you scrap cards en masse to "Deckthin" letting you fret about poor decisions less since culling isn't as hard to do as many games. It makes for a game that really rewards you for experimenting, which is clever design. Aside from the audio/visuals, there are a few strikes I might give it... there are some balance issues, which I can't fault the game for when it gives you so much freedom, but they're there (do with that info what you will). A lot of the features I mentioned as well as more "basic" ones to the genre like Resting and the Shop need to be unlocked, and for the life of me I couldn't say why... this basically dooms you to lose (at LEAST) your first run in addition to making the game feel slower than it is at start, and seems quite unnecessary. I'd really consider these fairly minor quibbles for what's a solid game. As someone who's played dozens of games like this (I try every one I find) at this point, there's a handful of games with about as much originality and a more polished experience... but it's a very SMALL handful... I'd put this game in the top 20% of the genre, if not higher... which is darned impressive given a fairly humble price point and what I'm guessing was a minimalist staffing/funding for the project. If you're into games like these, this is a must-have for Dungeon-Crawl Deckbuilder collections. Even if you're new to the genre, I'd argue this is a strong candidate for a first foray (which is more than I can say for even some of those more polished titles) since it's a really solid combination of strategic depth and approachably intuitive play in a pretty well-constructed package... Definitely a reccomend.
Very fun game. Can be difficult at the start but once you figure out the mechanics and how certain types work together, there seems to be a lot of variation in the "build" that you can make for your run. Definitely would recommend if you like rogue-like card games.
Art is pleasant but the UI could be improved. Sound and music does its job. Tutorial is lacking and needs to explain some of the details of the game. Otherwise, pretty fun dungeon card game with some nice progression.
Terribly ugly graphics. Boring cards. Many things not explained, neither in tutorial, nor in tooltips.
An excellent dungeon deck building game. The first few rounds begin deceptively simple, but the game starts involving deeper strategies later on. This is a pretty addictive game that will have you constantly saying "just one last dungeon" before bedtime.
Very addictive game, feels like mechanics of the game become more clear as you progress and more things get unlocked.
The game is surprisingly addictive. It's definitely a Slay the Spire - alike in some ways, but it also has a kind of RPG maker feel to it as well. The game mechanics are solid, it just needs another pass through on the visual polish and it'd be pretty good. A surprise. In some ways this feels unfinished, and unpolished. Some things feel like they aren't quite worked out completely, but it doesn't prevent the game from being fun to play. I'm not sure if it's meant to be more strategic, or just a action button masher as there's no reason not to just play all your cards and beat down enemies. But perhaps if I play longer something will emerge. Don't set expectations too high and you'll have fun.
Fun deckbuilder with plenty of mechanics and node types that are gradually introduced to the game at a good pace.
[code] [url=https://store.steampowered.com/curator/36948155-Card-Game-KING/] FOR MORE CARD GAMES FOLLOW US [b]CARD GAME KING [/b][/url] [/code] The game had promise but doesn't feel fully finished despite being a full release. It lacks polish and its basic mechanics are poorly explained. Balance is all over the place and there is no save function during a dungeon. A few examples of poor balance and polish: [list] [*]There is a card enchanter that gives bonus effects to cards, but there is no limit on how many times you can use her if you have the gold (which you will). So you will go from 0 enchants to your entire deck being enchanted. [*]The worst of the balance comes from poison/bleed cards which are just dead cards in your deck added by enemies. By the time you get to the boss, it's not unusual to draw 4 curses from your 5 card draw and at that point it doesn't matter how you build your deck. [*]There are some cards that provide armor (block) that come in different rarities and cost. Yet, they all provide the same amount of armor (!). [/list] As for card play and deckbuilding, it's simple and lacks card combos but is still fairly enjoyable. Most of the cards are attacks and it's fun one shot monsters. What is not fun is those monsters having damage shields that return a portion of the damage type stalling battles until you build up defense, heal up or find a damage type that isn't returned. I will say the level up system is pretty cool. It offers plenty skills and in theory opens up different playstyles. In practice, some skills are essential and others are clearly better than alternatives. Overall, the core gameplay isn't bad but lacks both polish and balance. [h1][b]The positive[/b] [/h1] + Level up system allows creating a powerful character outside of deckbuilding + It's satisfying to one shot monsters [h1][b]The neutral[/b][/h1] * Some mechanics are poorly explained. [h1][b]The negative[/b][/h1] - Poor balance - Feels clunky due to the lack of polish - Most battles feel like fillers [h1][b]Conclusion:[/b] [/h1] It has some interesting ideas, like the leveling system, but poor balance and overall jank keep it from being fun. Not recommended. [code] [url=https://store.steampowered.com/curator/36948155-Card-Game-KING/] FOR MORE REVIEWS ABOUT CARD GAMES, CHECK OUT OUR CURATOR PAGE: [b]CARD GAME KING [/b][/url] or [url=https://twitter.com/TheCardGameKing][b]TWITTER[/b][/url][/code]
Rappel : ceci est une opinion, donc subjective. N'étant qu'un joueur occasionnel, elle n'intéressera (peut-être) que le même type de personne que moi. Langue utilisée : Anglais (VO). C'est un bon petit jeu de construction de paquet de cartes (tu aimes la francisation des termes ? Non ? Bah, tu t'y feras), avec quelques mécanismes et principes qui le distingue en partie des autres jeux du même genre. Ici, les cartes représentent l'équipement de votre personnage (exception les effets négatifs balancés par l'ennemi), caractérisés par un type et un montant de dommage, une catégorie (d'arme ou d'autre équipement), et un coût à utiliser en points de mana ou en points de vie. A noter qu'ici, vous gardez les cartes non utilisées en main à la fin de votre tour. Chaque personnage dispose d'un arbre de compétences et, au fur et à mesure de son avancée dans la partie, s'ouvriront différents arbres supplémentaires et indépendants qui sont appelés ici bénédictions, certaines identiques selon les divinités, d'autres beaucoup plus rares. Le jeu ayant une composante rogue-lite, vous aurez la possibilité de débloquer des choses pour les parties suivantes : - dans vos premières parties, vous débloquerez différents magasins qui apparaîtront par la suite. - en fin de partie, vous aurez la possibilité d'enregistrer des cartes que vous aviez dans votre paquet, le coût variant selon la rareté et les enchantements présents dessus, et les points gagnés en tant que résultat servant à payer. Ces objets auront une chance d'apparaître dans les parties suivantes. - et sur la page principale, vous aurez accès à votre panthéon, où vous aurez la possibilité de débloquer certaines des divinités rencontrées contre des points spécifiques gagnés pendant la partie. Ces divinités seront alors accessibles lors du choix de personnage, sans limitation (en terme de quantité de divinité, hein. Les points pour débloquer les bénédictions, il vous faudra les gagner comme d'habitude pendant la partie...). Enfin, dernier principe spécifique : la transmutation. Comme dit précédemment, vous ne vous défaussez pas des cartes que vous n'utilisez pas. Et parfois vous manquez aussi de points pour utiliser certaines cartes. C'est là qu'intervient la transmutation : vous pouvez transmuter une carte de votre main contre (au début) quelques points de mana. Et c'est valable pour toutes les cartes, y compris les cartes négatives ! Pour couronner le tout, il existe des bénédictions qui permettent d'améliorer les effets de la transmutation, faisant d'elle un mécanisme quasi-nécessaire pour pouvoir espérer gagner. Les parties ne sont pas trop longues en général, et il y a de toutes façons la possibilité d'enregistrer en cours de route. Si vous battez le big boss au bout de 3 niveaux, la partie continue en fait dans une autre série de 3 niveaux. N'étant pas très fort, je ne sais pas si ça se poursuit au delà, par contre. Points négatifs : - quelques petits problèmes d'interface (genre la taille de la fenêtre qui commence toujours au maximum, ou le texte de certains effets pas toujours très lisibles), mais rien de vraiment bloquant. - certains effets négatifs des ennemis qui peuvent devenir très vite pénalisant. Bon, on est dans un rogue-lite, ça colle au principe, mais parfois, ça fait un peu abusé... Points positifs : - les développeurs sont sympathiques et répondent plutôt vite. - les différents mécanismes s'intègrent bien entre eux : la variété de compétences et de bénédictions permet d'essayer différentes orientations ou spécialisations dans chaque partie. - les graphismes, sans être fantabuleux, sont honnêtes, et surtout, ce ne sont pas des reprises d'assets basiques qu'on retrouve dans pas mal d'autres jeux de construction de paquets de cartes. En résumé, un jeu à forte rejouabilité, suivi par ses développeurs, facile à comprendre, qui permet de s'occuper avec plaisir pendant un moment. Vaut-il son prix ? Je pense que oui. Bien sûr, ça dépendra de vos goûts, mais de manière générale, ça devrait coller. Vous apprendrez peut-être même des noms de divinités que vous ne connaissiez pas !
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