• givesomefucks@lemmy.world
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    9 days ago

    Eh, it’s not really a “deck builder” like people think.

    Like, it sounds weird because there’s literally cards and you select a deck for each player…

    But just move past the cards/deck and think of it as a loadout and selecting what abilities you want each character to have. And the upgrade system really lets you fine tune what abilities you can use.

    It’s a small piece of the gameplay, but the randomness it forces rather than just always using OP moves gives it a lot of replayability.

    So, I don’t think the card mechanic was a problem other than turning people off before they tried it. I think it went free on PSN a while ago, and I was really hoping it would make it take off.

    • Tar_Alcaran@sh.itjust.works
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      9 days ago

      It’s a small piece of the gameplay, but the randomness it forces rather than just always using OP moves gives it a lot of replayability.

      This was basically the reason for me to never play it again (with the dreadfully poorly made “socializing” part a close second). I absolutely hate when my strategy has to be based on randomness and I need to hope for a good card to do the thing I want.

      It’s absolutely a deckbuilding game, just not a roguelite deckbuilder.

      • meant2live218@lemmy.world
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        8 days ago

        A lot of good games can be based on randomness. Being in control of the deck building means that your choices shape the odds. I used to have a similar viewpoint as you, but learned to really embrace randomness and the design challenges it presents.

        I say this as a Magic player, where even the greatest players in the world can get screwed or flooded on mana. The possibility of screw/flood increases the importance of card draw/card selection, makes the playability of low-mana cards more important, and makes heavy color pip investment, multiple colors, and higher mana costs a very serious concern.