![]() maybe you chose the hard one by accident?) i could note these down somewhere, but it would prefer if the game would just let me know it, if i encountered them before. and they differ greatly in difficulty imo. The different bosses one gets, regarding different conversation options (Ah, yes, thats a thing. Most of the time it is a viable option to use it, but sometimes It just strips your deck of its key cards. First of all, the "distraction" on the way up to the crypt, which i hate with a passion. (Especially frustrating if you did play with a less favorite class/team to unlock something.) ![]() There are way too many elements of surprise, which might just "steal" the victory out of your hands in the last seconds. While the last fight is often managable _if you know what is coming_, the final act as a whole kinda ruins the game for me. But that final act (IMHO) needs some work. Some very nice ideas in this game-I like what you've built. It doesn't feel like I played poorly, more like I got beaten by a sudden massive (and invisible) spike in the game's power curve. I shouldn't be way ahead in the lead-up and then way behind on the very last fight of the game: it feels very, very strange (and, frankly, unsatisfying) to lose this way. ![]() This is a strange request, but I feel like fights leading up to that last battle need to be progressively harder or force me to adjust my deck more aggressively. ![]() By about 5 turns in I knew I was doomed as I was clearly behind the enemy's power curve, I'd pretty much steamrolled everything up to that point-then was just massively overwhelmed by drones-there wasn't really precedent for that kind of attack before. I don't mind losing in deckbuilders/roguelikes, but that last battle sure felt like it ramped up from nowhere. So, my very first playthrough, and made it all the way to the end (final boss, 2nd form-I'm assuming that's the last one?). ![]()
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