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Recent reviews by ZeroAim-Rain

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No one has rated this review as helpful yet
39.7 hrs on record (3.2 hrs at review time)
Pretty good so far - scratches the StS/Monster train itch.

I like the thematic unlock being based on playing certain types of cards/doing certain actions.

Fairly polished and I haven't encountered any bugs in during my runs so far (3 hours).
Posted 12 April, 2023.
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No one has rated this review as helpful yet
1,133.2 hrs on record (558.0 hrs at review time)
Amazing concept with a great launch. This game was ultimately let down by flawed mid to late game execution riddled with bugs and poor management of exploits, PTR releases and undocumented stealth nerfs to content in an attempt to drag out playtime of limited endgame content.
Posted 21 November, 2021.
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No one has rated this review as helpful yet
113.6 hrs on record (88.5 hrs at review time)
Intro - 9/10

Great fun, would recommend for any fans of rogue-like deck builders. This is one of those games that keeps pulling you back for one more run. After 80 hours with Epilogue 15 cleared with all hero combinations, I have definitely had my $20 worth of entertainment.

Positives
- Beautiful art style and animations
- Addictive
- Refreshing change as the game encourages "fat decks"
- Combos and synergies between heroes are really satisfying
- Epilogue, Roguebook's endgame, allows you to choose your own difficulty ramp which is a great addition and reminiscent of Hades Heat system

Negatives
- The game can be brutally frustrating due to RNG elements and scaling of enemies. Only two of the four characters have AoE abilities which can make certain boss fights or encounters much more difficult and only some characters have access to certain keywords.
- Game crashes fairly often
- Lack of content compared to other established games in genre (Monster Train, StS) although the most recent patch has added new Ep levels and run tracking which is a nice addition.

[h4] Wishlist and fixes [/h4]
- I would love to see more heroes added in or different Acts
- Rebalancing cost for Gem Mines - I think that this should be reduced to 1 Brush or an ink + Brush as there isn't really that much value in a Gem Mine aside from a guaranteed Well or Alchemist. The Gem/Treasure offered might not have any benefit to your run and taking the Gem Fights can stop you from ramping enough to fight the elites/bosses.
- Legendary card balance and keyword availability between heroes which can make or break a run at higher difficulties (example being Aurora sole access to Timestop, Protection (Fist + Forcefield) and Humbling Vision making her utility way ahead of other characters). For example in comparison to Sorocco, who is the other "support hero" and his defensive legendary cards at a similar cost for 4 energy with melee, Gain 8 Block + 3 whenever you add a treasure (Hoardshell) versus completing skipping an enemy's turn = 0 damage (Timestop). When enemies are hitting for 60-80 in a single hit or 40x 3 hits end game at EP15, the difference between blocking vs completely stopping a turn or halving enemy attack is insane.
- Flurry is also broken for me, please fix as I love that card.
Posted 20 September, 2021. Last edited 20 September, 2021.
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Showing 1-3 of 3 entries