There is also equipment that provides buffs and cards can be altered by socketing gems, giving them new abilities like extra blocks or drawing extra cards. There are additional cards each hero can unlock during each run, bolstering your deck and your capabilities in combat. Though these aspects are just the tip of the iceberg, as other features add more layers to gameplay and player choice which end up being a double-edged sword. ![]() Mixing and matching these makes for some interesting dynamics in combat, offering up some different strategies and synergies to discover between different heroes.Īlong with cards, heroes have unique traits or quirks that give them some variety, like Seifer’s rage bar, which alters some of his cards to stronger versions when it fills. For one, each hero has a certain playstyle that determines the kinds of cards they can have. These both attack and block enemies in turn-based combat which is varied up with a few other mechanics and tricks. Using two out of four playable heroes, you create a combination of each hero’s cards to create your deck that determines certain aspects of their playstyle and the tactics you use. Combat revolves around using a deck of cards that each have different abilities. So, pretty much what you would expect.īeyond the familiar aspects, Roguebook caught my attention with its multi-layered gameplay, offering a nice amount of choice and complexity. Familiar elements of the genre are all here, having you progress through multiple stages upgrading your heroes and progressing, only to eventually die and repeat the progress over and over again till you reach the end. But for my first venture into the deckbuilder roguelike, I was generally impressed with what Roguebook had to offer. Combat requires a good degree or strategyįor fans of this niche, my thoughts on gameplay might be the usual fare. But maybe some more time in these areas could have gone a long way to making a more unique world than its buddies in the genre. That’s not to say every game needs to be genre-defying, completely unique in its style and story. It’s even more surprising when you add in that MTG creator Richard Garfield is involved with the project, which you would think would lead to a bit more pizzazz in the overall game. However, these all combine to make for a slightly generic fantasy world and roguelike that I feel like I’ve seen before. That said, Roguebook does boast some pretty impressive, though slightly derivative, visuals with characters, environments, cards, and levels being both vibrant and colourful that show great care and attention to detail. Instead, it just serves as a light backdrop to set the scene which frankly every other roguelike does. ![]() It does feel like a missed opportunity to give the game some more wow factor and stand out. Your heroes have been trapped inside the Roguebook with no knowledge of how it happened, and now they aim to discover why and escape. In terms of plot, that takes maybe five seconds. Upon starting the game, a quick cutscene sets the scene before dropping you in and introduces you to your guide Naddim who quickly gets you up to speed. Right off the bat, Roguebook made a good first impression on me and I was quite impressed with my first few hours.įirst off, Roguebook wastes no time getting you into the action. ![]() As someone who hasn’t dived into the roguelike, deck-builder fad, I was eager to see what all the fuss was about.
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