>game looks interesting
>tags: "deckbuilding" and "roguelike"
Name worse combination, I fricking dare you.
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>game looks interesting
>tags: "deckbuilding" and "roguelike"
Name worse combination, I fricking dare you.
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Not a big deal, I just skip to the next trailer. Like a thousand new games come out every month. Don't have time to dwell on the shitty ones.
Can you stop making this fricking post?
There are close to 0 "deckbuilding roguelikes" on the market.
It's just Slay the Spire, Card Quest, Monster Train and probably one other.
I just made it, you fricking moron. Stopping after making it once? If you saw similar posts before it's because Im not the only one who find it shit. And no, "deckbuilding" somehow got popular among new indie games and I consider it absolute worst.
No it didn't you absolute buffoon, the genre is empty as frick.
>and probably one other.
One Step From Eden
You wait right there
Can anyone name all of these? Asking for a friend.
only one i know is griftlands
his friend is here, can someone specifically name the game 2nd one on the bottom?
specifically the one with pregnant goblin lady warriors?
thanks
Neoverse and Fights in Tight Spaces are two
Black Book isn't roguelike
soulslike and indie
Deck builders are great though.
I think OP means "When combined with Roguelike"
And, to be fair, you posted one of the blandest deckbuilders ever, when buying currency into land is the optimal play 90% of the time anyways.
This.
I wish they replaced JRPG combat with deckbuilding.
It would add a lot more depth to the combat.
Of course, it will be harder to balance and design than something generic like Dragon Quest, but still.
It would be a good change of pace.
Nothing fun in having success based on utilizing complex strategies and relations between cards that can be drawn at random and thus ALWAYS not in the way you need.
holy brainlet
Go frick yourself. Games should relay on strategies, not bland rng.
Play chess
It's called risk management.
You are not supposed to win at every front and everytime *just* because you are very skilled at the game.
Think of it like Poker, top-level players aren't getting more lucky, they just know when to cut their losses.
How do you implement a failstate in a game like phasmophobia if you don't have any chasing actors?
>How do you implement a failstate in a game like phasmophobia if you don't have any chasing actors?
either make it so you don't die immediately after the ghost catches you(frick your cross, homie.) or remove the chase completely and favor traps, like getting locked in a room with the ghost.
just fricking ANYTHING other than instant death after being "caught".
except balancing combo pieces with draw/search engines is a skill, and if it weren't there wouldn't be competitive MTG
>crafting, open world, survival (+multiplayer)
I'm with you though OP, I've seen so many neat looking games just to see "Construct a unique deck!" and immediately closed the tab. It's already such a stale concept and I hate it when games that don't even predominantly feature deckbuilding have it as a minor mechanic.
One Step From Eden is the only roguelike I have ever played more than a single run of, and I think that mostly has to do with me liking both deckbuilding and Battle Network's combat systems.
>Pixel Art
>Platforming
EZ
Love it when the "roguelike" aspect is just "the cards you draw are random"
It's really great and good and definitely correct
holy shit this game looks cool
>card game
alright well what about this one?
>survival, crafting, roguelite
fricking, fine what about this?
>hide and seek, survival horror
so many good premises ruined to bait streamers and their moronic followers
>so many good premises ruined to bait streamers and their moronic followers
Can you name a couple of premises that seemed promising but fell into those categories?
>survival, crafting, roguelite
valheim. fun as frick game with friends but you get your shit pushed in by everything outside the starting zone, and god help you if you didn't put a bed down and make it your spawn point otherwise you're walking back to where some troll one-shot you only to die again
>hide and seek, survival horror
phasmo fricking phobia, a game where you go ghost hunting is something i've been wanting a long time, and it's just a fricking "OOOOOOOH HERE COMES THE MONSTER AFTER 20 MINUTES OF CALLING THEIR NAME OUT, RUN AND HIDE! UH OH YOU GOT CAUGHT AND DIED" i am so fricking disappointed at this
Phasmos issue isn't the hide-and-seek portion(which also needs improvement), it's the build up to it, there's like 1/5th the variety in tasks and actions it needs. None of this will be addressed though, because the dev has his head up his ass.
Inscryption was good as frick you turbogay
deck building/idle
But I love those tags. I just can't find one more interesting than Slay the Spire. What game?
Deckbuilding games have a lot of potential to replace normal RPG battles where you just press "attack".
You could have attacks still tied to stats, but the "deckbuilding part" would add another layer of strategy to preparing for combat encounters, creating archetypes, and so forth.
It would also add another layer of tactical depth in that you have to decide when to play which card and how card-on-card interaction will affect the rest of combat.
Of course, this would be a huge b***h to balance, but the pay-off would be massive.
is it really that hard to implement a kind of combo system into an RPG that doesn't turn it into an ARPG? paper mario managed to do it some fricking how
I didn't really like the Mario RPG's battle mechanics all that much.
I mean, I enjoyed them, but later in the game they always kind of outstayed their welcome and I wouldn't want to see it in other franchises.
I liked Undertale's approach to it. Basically minified bullet hell sequences with no shooting. It was unique and it had longevity by virtue of having a very high skill ceiling and being virtually limitless in how you designed the obstacles.
There was one more game that did something really creative, I'll try to find the name of it.
Found it.
It's called "OTHER: Her Loving Embrace".
It's not too much different from Undertale (I mean, OTHER... MOTHER...), with a few key differences in battle mechanics:
>Enemy Turn: A sidescroller where you have to dodge an enemy's attacks by jumping, dashing, rolling.
>Your Turn: A sidescroller where you get to indiscriminately hit the enemy while he is squirming around.
It's supposed to come out this year, so I am kinda excited.
There is no fricking strategy in deck building, just pure rng. So what, put three "attack" cards, three "combo" combo cards and three "defense" cards and then get fricked because you keep drawing "defense" when you don't need them and so on. Not to mention how moronic it sounds to have knight unable to swing fricking sword because rng says he don't have right cards.
Sounds like you made your deck too big with not enough search and draw power.
proceduraly generated open world crafting survival
literally everything wrong about modern games
Procedural generation is so hard to implement, I have respect for any dev who succeeds with it.
>Survival FPS base building
>PS1 aesthetic horror game
>Quirky RPG inspired by Earthbound
bumo
this is like the only genre of game i play lately