Review | 2022.06.05
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Core gameplay is combat executed through cards - attack, defense, persistents, etc. |
You start by choosing one of four characters with distinct card sets. There are shared (colorless) cards and there is an item that lets you pull cards from other sets. |
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A 'run' consists of a series of combats, merchant interactions, rest/recovers, and events (normally a brief dialogue with a reward/punishment). You choose your path from the first floor to the final boss (or early demise). |
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The combats (monster symbols) and merchants (money symbols) are pretty self explanatory. Here's an event (question symbol). |
Some battles are easy, some are tough. If you lose, your run is over. The enemies are all fairly unique (visually and tactically), it's not just the player that uses the numerous game mechanics. |
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Each time you defeat an enemy/mob, you get loot, including gold (for the merchant), consumables, and relics with persistent effects. |
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You also get to choose a new card to add to your deck, if you want. Like most (all?) deckbuilders, the key is to have a deck with synergy. |
The spire has three sections, each with a boss (one of a handful of possibles). |
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Defeating the boss refreshes your hp and gives you a choice of relics. I didn't use Runic Pyramid until my final run and, honestly, it feels like a completely different game with it. Other than very particular builds, Runic Pyramid seems mandatory. |
After defeating the boss of the third section, you run into a heart that puts you to sleep. |
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It becomes obvious that something different happens when you reach the heart with each of the three starter characters (I guess the fourth was an add-on). |
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The poison deck that took me all the way. I managed to thin out all my strikes and some of my blocks. |
Silent escaped, I'll call it there. |
◄ |
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