I am finally getting some play time with this. Mech Armada, which is simpler, has been getting in the way.
Something I think I am liking is how many different “systems” Gordian Quest has, and so far, they all seem to work well enough for the individual and overall experience to be rather fun.
By systems, I mean, for examples . . .
The combat
Events
Overworld node based movement
Exploration
Camping
Deck building
Character development
Crafting / enchanting / gem using
Fate points
Whilst BIG RPGs, like Witcher, Divinity etc have a similar number of systems, I am not used to seeing so many things going on in deckbuilding roguelikes or turn-based tactical RPGs. So when I compare Gordian Quest to, for examples, Trials of Fire, Urtuk the Desolation, Slay the Spire Likes, Monster Train, Wildermyth, Banners of Ruin . . . there is just so much more going on here. Maybe similar, but still more . . . . compared to Darkest Dungeon.