Agreed. I love how the cards unlock and the player decides which encounters and items to include in the decks. The combat is the most difficult (and weakest) part of the game (much easier with a controller, though). But, by rogue-whatever standards, it’s fairly forgiving.
Well I understand this game gets a lot of love, but here it just kept on adding frustrating mechanics upon frustrating enemies and - you may put that on my sucking at games - the feeling I was winning only because I had the luck of drawing the cards in the right order was not rewarding.
My reigning all-time favorite is Hoplite and a recent favorite is Crowntakers. I enjoy roguelikes on my phone… This post has a few good ones on mobile.
Crowntakers, now that’s a difficult one. I got crushed all the time on normal difficulty, but it is pretty good, although I didn’t play for very long. It’s like Asterix, the roguelite TRPG.
Hand of Fate is also one of my favorites, but I can’t really compare the two directly. HoF is much slower overall, and combat was more like a stripped down Batman style. I enjoyed the combat once you have a shield, and despised it before.
There was a time where all I played for a few months was those two games though. HoF and FS.
May give hand of fate a go, since it’s on sale. I like the look of it in many ways, it just always seemed that the combat was lacking, which is a big part of the game.
I have crowntakers on iOS. Didn’t find it very appealing, but I bounce off lots of things.
I did pick up Hand of Fate the other day. Only had a chance to play a couple of rounds but I really liked it. The way the cards work, events unlocking other events/rewards/obstacles is very cool. And the presentation is very slick.
dlc is good, well worth it imo. I also like how the game integrates with Twitch. Both this and thier Clash Royale clone are integrated in ways that affect gameplay and it’s kind of neat imo.
If all my games were taken away from me except HoF and FSD I would probably get by just fine honestly. Both are fun and have good replayability.
Been playing the recent iOS release of Rogue Wizards (also on steam) and having a blast. The story mode doesn’t have permadeath, but I think there’s a different mode that does. Turn-based, with great loot variety, and some pretty cool monster types. The iOS version is free, with a $5 gem doubler the developer says makes the economy comparable to the PC version. What I like about this is the tactical options you have at your disposal, in terms of spells and such. There are some fun area effect abilities that can turn the tide of a fight, but you can’t use them indiscriminately, because components to cast the spells are limited. It’s more rogue-lite than roguelike, but might appeal to some.
Nice find. Playing on my phone, and so far works well. I like the graphics and the UI seems easy enough so far. Seems it should be a perfect iPad game.
Just started in on it, pretty cute. Has a bit of a Card Hunters vibe to it without the cards.
Even though you can only play 1 character at a time, there is a bit of a team management aspect as if any character falls in a dungeon run you can use your remaining uncaptured heroes to rescue them. So when going on runs, beyond simply clearing the given 1 level dungeon’s objective, you’ll be scouting out good gear for your teammates back home.
Something that feels a bit cheesy but makes sense, I guess, since you can’t expect your first level mage to take on the third level dungeon you just reached with the warrior, is that you can repeat each dungeon endlessly. So there will likely be a lot of grinding repeating each dungeon with each of the 8 classes to have them all roughly equivalently leveled.