
This isn't your grandpa's roguelite, deckbuilding, card game.
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This isn't your grandpa's roguelite, deckbuilding, card game. That's right, Sealed in Wax isn't even a roguelite. What you're looking at is 40+ levels with NO randomization and NO starting over. These levels have been handcrafted with care and are brought straight farm to table for your enjoyment.
Remember back in the good ol' days when you would buy a game, play through its levels once, then move on with your life? Well here you go pal, this one's just for you. Infinite replayability? I don't think so. Spend a few hours and send all these levels to the shadow realm.
How does it play? Your nameless hero faces off against a series of big baddies that have escaped from the aptly, and quite blandly, named Tome of Magic. You take on the role of the puppet master to play monster cards for your hero to fight and reward cards to power up your hero. At the end of the level, your hero squares up to take on the big baddy directly. Should you succeed in sealing this foe back into the Tome of Magic, enjoy the plunder of your victory in the form of newly unlocked cards. Tweak your deck to your heart's content between levels and finish them all to become the ultimate champion of Sealed in Wax.
Stats
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
Reviews
[i] My Experience [/i] This was just [i]excellent[/i] all-around. I downloaded a few game demos last week, including [b]Sealed in Wax[/b]. But after trying its demo I just went ahead and bought the game (instead of trying any of the other demos I downloaded), and it was pretty much all I played on Steam until I finished it. When it comes to deckbuilders, I must admit that it's hard for me to cross the empathy gap and understand why someone wouldn't like them. However, it's possible that potential players would need to have an affinity for the genre to fully appreciate what [b]Sealed in Wax[/b] brings to the table. You have a hero that starts with 0 gold, 2 attack power, and 30 health. Each level features a boss (with much more health and attack than you start with) and a few level-specific cards that will pop up as you progress. Other than the boss and these specific cards, though, everything is up to you. You'll create what is essentially an encounter deck of enemies, items, and abilities. It not only matters what cards you choose to include in your deck, but the order in which you play them over the course of the level. The entire level consists of eight pages of four cards a piece. You'll accumulate power (this may look different depending on your deck theme) until there's a final showdown between you and the boss after the completion of the eighth page. You're certainly not expected to win on your first run of a boss, as you'll mostly be noting the effects of the level-specific cards and brainstorming how you might create a deck that complements them. Once you win, you'll be rewarded with another card or two that you can incorporate into your decks moving forward. By the end, I had used all of the five deck slots allotted to players on the deckbuilding screen. I had a generic power-ramping deck, a "gold slam" deck, and an "armor slam" deck. These latter two decks can deal damage to a boss based on the amount of gold and armor you've accumulated, respectively. In addition, I had a few creations that were designed for a specific level/boss. The deckbuilding tool is easy to use, and developer Raven Blue Studios includes the handy ability to copy an existing deck to another slot if you want to make some level-specific tweaks without disturbing your original creation. Although the core of what's here is a tremendous amount of fun, I also wanted to praise some of the creative thematic choices made by the developer. One series of levels essentially amounts to an Indiana Jones-like adventure, complete with an escape from a collapsing temple/cave at the end. Another set of levels has a medieval dueling theme, and a favorite level of mine within this set is the concession stand (I can't recall the exact name of it off the top of my head). Upon completing this stage you're awarded with a picnic basket item card that heals you on use. Unfortunately, it also puts a "stomachache" card in your deck upon use that will later deal a bit of damage to you (though not as much as the basket originally healed). As someone with an iffy stomach, this very much matches my experiences eating big meals at events! There is also an awesome card that transforms into an escalating series of duels, providing you with an item that temporarily doubles your damage upon completing the set. I honestly have almost nothing negative to say about this game, and it's my favorite thing I've played so far this year. But if I were asked to point out a con, I would say that the game needs better marketing! It's great that it has a demo, but the blurb at the top of the store page doesn't do much to explain to potential players what it is they're getting into.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
A nifty level-based deckbuilder somewhat reminiscent of Circadian Dice. The stage gimmicks only really shine in the middle, as the early levels are a bit too straightforward and later stages are easy to ride roughshod over, but for a chewy little 5ish hour experience I'd definitely recommend checking this out!
[h3]好评改差评,幸好我多玩了会儿:[/h3] 你这个Viney Growth设计的什么东西啊:6攻,攻击力高,要知道主角初始才2攻;50血,血牛,主角初始30血;然后战斗里还一直上流血debuff和减攻debuff,这游戏的流血怎么算的呢?每攻击一下,流血结算一次,然后计数减一,如果主角被上了3层流血,那么一共要掉6滴血,关键是这个流血效果会在书页间继承而且没有攻击手段以外的方法清除,如果没有及时把低层数的流血通过攻击清除,则会保留到下一个页面,那如果下一个页面又被上了流血,那么掉血就从3+2+1变成6+5+4+3+2+1点血,真正的指数级增长; 这个怪还tm会在一页里面上两次流血,我知道这就是要玩家用低攻击力把流血层数在两次流血debuff间消除,但是哪来那么多的机会,又要保持低攻击力清除流血debuff,又要在打boss的时候保证有高攻击力击败他?运气好保持主角30血最多挨5下,它50血,运气好主角一把提升到8攻也tm要打6次,搞笑呢? ----------------------------------------------------------- 挺有想法的关卡制DBG游戏,通过给牌组里塞怪让勇者打怪赚钱升级最后封印故事守护者,一回合只能出4张牌,故事守护者也会有不同的机制来干扰勇者,虽然画面表现力差但至少还算符合游戏的主题;问题在于DBG自由度不够高,勇者的变强只有提升攻击力或者叠护甲拼血量两种方式,直接陷入了开局刷训练假人提攻击力没有就重开这种情况,打不赢就是强度不够,如果勇者有不同的攻击手段(比如正义的毒箭)或者属性值(比如闪避率)让战斗变化多一些会更好(后面还真有,但是提升实在太有限了)。
Vous souvenez‑vous quand vous jouiez dans le jardin en imaginant des créatures menaçantes et des armes clinquantes ? Moi oui, même si ça remonte à loin. C’est exactement ce que me rappelle le jeu, et c’est vraiment un point que j’apprécie. Je n’ai pas joué à beaucoup de deck‑builders, mais je ne pense pas que celui‑ci soit très élaboré ou complexe, ce qui le rend assez accessible aux nouveaux joueurs. C’est vraiment un bon jeu.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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