More on Demons Mirror! Yeah, love it . . .
Short and Lazy Review
Fuse Slay the Spire with a chain-3 game, and you have Demon’s Mirror.
Key note. Chain-3, not Match-3. With Match-3, you swap the position of board symbols to create a 3, 4 or 5 block. With Chain-3, you drag a line through as many symbols of the same kind as you can, so long as they are adjacent, orthogonally or diagonally.
Concise Review
Set aside the chain-3 board temporarily, and Demon’s Mirror follows the Slay-a-like formula closely.
Begin with a starter deck and a starter artefact / trinket unique to a character, which strongly influences what they are better at
Choose your path on a branching map of nodes with battles, Elite battles, rest sites, shops, events and deck manipulation sites
Progress through multiple acts, each act ending in a boss fight
Battles are a turn-based card-playing tightrope of trying to deal damage whilst avoiding taking damage, and wins result in card and coin rewards
During a run, you add, remove and upgrade cards, gain permanent passively run-changing trinkets and single-use scrolls
Then what it does differently, which also changes all the card-based play, is give you a 6x6 board of gems, representing attack, defence, a form of power-up and a form of limit-break currency, 4 total.
You have the 3 energy points, same as Slay, initially, but you split them between playing cards or creating chains.
Each battle turn then presents a tactical dilemma, what is the best combination of cards and chains?
Highlight: Super slick and responsive
Slay has a magical quality of a near frictionless sequence of card-select, drag to target, release, outcome, with immediate feedback and that little dopamine hit that accompanies it.
Demon’s Mirror has that, 100%. Everything executes slickly and feels goldilocks, just right.
Highlight: Simple innovation > great tactical challenge
Many turns give you a wonderful little tactical dilemma. On any given turn, you may have choices like these:
Play 2-3 chains but no cards
Play 3 or more cards, but no chains
Split your energy between chains and cards
Which is the best will also change based on how you can change the board state before chaining, through cards – often 0 cost – that destroy, convert or move gems around.
You have a LOT of scope for setting up over several turns for a huge attack, for example, by removing other types of gems from the board to create a long chain of attack gems, applying a vulnerable debuff to enemies, and a chain buff to yourself.
Highlight: Great synergy between cards and board
Many cards can manipulate the board state, and it appears – initially – viable to really lean in to either a card-heavy or a board-heavy deck. The cards and the board interact with each other – a lot – requiring careful thought both in battle and in the overall deck building.
Caveats? Learning Curve
Take the learning curve of any deckbuilder – it can be tough initially as you try and figure out what the heck makes a viable deck. This has that challenge AND then the added complexity of the chain-3 side. This is not necessarily a bad thing, but I could imagine that non-veterans of both genres might find the learning pretty harsh initially.
I am . . . . kinda good at these games. I have lost my first 4 run attempts here on the basic difficulty. I love that. I want to lose at this point. I know not everyone feels the same.
Caveats? Meta Progression
Writing this only 3-4 run attempts in, I can say little just yet. There are things to unlock, including the core characters and buffs and debuffs that can be applied to an entire run to change the challenge level.