Spellsword Cards: Dungeontop (Early Access Review 2)

Source: Review Copy
Price: £12.39
Where To Get It: Steam

Other Reviews: Early Access 1 Release Review

Rogues. We love them. Or hate them. It really depends on which party got backstabbed. And this is the latest addition to Spellsword Cards: Dungeon Top (Stop snickering!), a card based strategy game where the cards summoned are units, your hero is a unit too, and if your hero dies, you lose, good job, start over… And if their hero in a fight dies… Congrats, you won a fight.

Redirect Yo Momma Joke is a powerful and deadly spell.

And our old friend incremental unlocks, where winning gets you resources to get more stuff, which may help you win… So on. Aesthetically, it’s pretty nice, some dramatic, tense music, some cool painted faces for the assorted minions and hero(in)es, and…

Sigh. A menu UI that’s still small, with no scaling option. It’s been what, [insert time here], folks? Come on, I know your dungeon door is pretty, but you can make the menu options bigger than that.

In any case, play still revolves around a deck themed around the Hero/Faction dichotomy, where some cards are unique, others are general, and the themes are obvious. The Karim remain the faction which eats itself for power, sacrificing minions to make the few glorious murderbastards. Helm, meanwhile, has the philosophy of “Build ’em up slow, take the enemy down.” And the Warrior, Mage, and Rogue? Well, they stab hard, throw spells, and sneakily take down the enemy, respectively.

Have a big wall of “The enemy is very boned.”

Okay, the rogue, being a new addition, needs a little more detail: His weapons come in melee and ranged flavours, but if you can get throwing knives (giving you multistrike at higher levels), go for them, and build around them. Because knockback is a thing, and knockback damage is a thing, the rogue can do well as a ranged murderer supreme, mainly needing his minions as meatshields. Or they can go all out on certain spells, and get through a fair few fights making the minions or the boss hit each other (and get free attacks from your own units.) They fight quick, and they fight decisively, one way or the other.

You will fail at first. It’s one of those games. But from each battle, you learn an enemy’s (pretty fixed) patterns. You learn how to beat them. In a way, it’s more of a puzzle game than a strategy one, although the random element does make it more “Hrm, of these five cards, which three of these do I apply to most effectively murder this giant golem that runs pretty quickly, attacks all units around it once every two turns, and will murder even my strongest warriors without too much hassle (and me with only slightly less)?”

Because yes, you have limited amounts of cards you can play in a turn, although some level up choices can make that more reasonable, as can some treasures.

Each character now has their own dialogue for the invidual chapters. It’s a little touch. But a nice touch.

How does it feel? Well, it feels much the same as when I last reviewed it: It’s an interesting game, it’s got a good aesthetic, it still needs to make those menu options bigger, and with a new area of the game added to boot, it’s got its rough difficulty curve laid out. It also has a draft option, allowing you to build a specific deck, seeds, and adding threat, so… Overall, it’s looking pretty promising!

Hi devs. Decent size on them main menu buttons, ta. Right now, it’s my only crit.

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Ancient Enemy (Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam

I have not, perhaps, had the best of histories with solitaire RPG type experiences. I’ve always found them at least okay, within the limitations of the kind of solitaire they invariably use (go up and down the numbers, as far as you can, using abilities to help with this.) But they’ve never really grabbed me.

That’s a big faerie. That’s a big faerie…

With Ancient Enemy, I was at area 7 before I really thought about whether I was enjoying myself. And, on reflection? In a calculating, analytical way, I was. The solitaire part was okay, as solitaire often is (although we’ll get back to that), and the story was… In a way, interesting in how it uses minimalism, but the combat… Ah, the combat is where I felt at home, and looking at the layout with an eagle eye.

You see, it’s not just the combos you have to think about. The combos are important, yes, and getting nice, long ones definitely has its benefits, like a lot of extra damage if you play your cards right (heh), but the suit of the card is quite important, and there are other things to think about. Because the suit of the card charges your abilities, in Basic Attack (A dagger), Magic (Your major damage output, since you are, after all, a mage), and Defense (Which, with only a few exceptions, is physical or magical. There is at least one magic and physics block, but it relies on long combos, because its basic form is weak.)

Gah, look at the shoddy craftsmanship here, my mother could stitch better than that!

And also, when the layout’s low, you may have to waste an action refreshing. Which, if you time it wrong, lets the enemy get off a free hit on your sorry ass. Since items take a turn, and, similarly, you don’t want to waste a combo when it appears, it creates this interesting back and forth. It’s one I’ve mostly won, up to this point, and handily so on Normal (not a bad thing, I enjoy games that want me to see the content, then optionally let me challenge myself), but it’s also one where, if you don’t pay attention and equip accordingly for your enemy, you’re going to get damaged, and health only heals, with a few exceptions, after the chapter’s done.

…Oh gods, sometimes you don’t want to equip, because damn that layout refreshes after you equip, and this one is such a sweet start! Special cards that damage, sometimes big ones. Others that raise your defense without needing to block. Wyrm cards, the wild cards of the game that let you, in the right circumstances, stretch out some really nice combos… When I see a good layout, I’m really tempted to let it play out, sod the resistances and the fact I can’t block any of their attacks…

It helps that there are also passive and active abilities that you can switch in and out between fights and item collecting layouts that help with that, like card destroyers, upping the likelihood of Wyrm Cards or giving you extra undos, changing a card to fit the combo better, or shuffling the entire deck to the same goal… I liked using those abilities, even if they’re usable once per layout, with the exception of finding recharge totem cards.

Ohhh boy… That chained card needs to be dealt with twice. But hey, 30 cards in my deck, I got this!

So, mechanically, I quite enjoyed it. What about the rest? Well, aesthetically, it’s clear. It sort of has to be, and the tooltips are alright. You know what’s what, the characters and enemies look good (Although I wish there was a little more variation outside all monster types you’ve encountered getting beefier, and occasionally more powerful), the environments are lovely, and the music’s alright. The writing… Well, it’s effectively monologues. Why? Because The Mage pulled himself out of… Well, it’s unknown at the start, but he returned to life and the land… To find that the Evil Overlord had won. The land was sick, everyone was dead or corrupted, including spirits and animals. Killing the source probably won’t make things much better… But he’s determined not to fail this time.

I’ve… Enjoyed myself with this one. The difficulty curve is pretty reasonable, everywhere outside the item collecting, you start to feel powerful once you get going, and even in item collecting, you have recourse. Score chaser that I am (especially since that’s also currency), I still retried, but less times than I have with others, and… Yeah, if the idea of solitaire RPGs interests you, I would definitely say give this one a go.

The Mad Welshman is more a Minesweeper kinda guy these days. Shush, he’s not bad at either of them, shush, SHUSH.

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Spellsword Cards: Dungeon Top (Early Access Review)

Source: Review Copy
Price: £12.39
Where To Get It: Steam

Other Reviews: Early Access 2 Release Review

At first, I was a very trepid warrior indeed. I skulked through the dungeon, throwing myself at the enemy more out of blind terror than bravery, and wondered, as my skull was split by a goblin axe, why the people I commanded kept dying.

And then Jamie realised you could move and attack. Whoops!

This pair of cards is about to make my life rather difficult.

So yes, Spellsword Cards has, as you might imagine, cards. And a mana system. And loot, which just so happens to be cards to add to your starting deck… And enemies, each with their own deck. But these cards are most often minions, with a few spells, weapons and treasures into the mix. And fights aren’t just “Play card, hit guy with card, win if guy dead, lose if you’re dead.” They’re small, turn-based tactics arenas, in which carefully putting minions into play is the difference between life… And death.

Okay, so you do have to kill the other’s leader, and not have yours die, but there’s more to it than that, is what I’m saying.

Of course, you can pretty much expect death, and a fair amount of it. It is a roguelike, after all. Whether that’s from ranged enemies, the occasional wizard (I encountered one whose entire deck was “Fuck you, splash damage.” Beat that one down as quick as you can, he gets stronger the longer the fight goes on), or… The bosses.

He can attack all horizontally or vertically adjacent tiles at once. Plan around this, or you will die.

Let’s take the example of the Ogre. Oh boy, is he tough. He’s not unbeatable, but whenever he attacks, he attacks everyone around him, can do 5 damage to the Hero(ine) unless they have block on every other turn, and, every other turn, gets 4 Block. Add in that he will have slightly less than 3 times the max health you have, and… He’s a bit of a bastard. As to the second boss? Well, currently, level 2 is where the gauntlets not only come off, but make you slap yourself while loudly wondering why you’re still hitting yourself. An example enemy here would be Fire Titans, which cause burn every turn, and can do a chain attack when someone’s burning. Pack yourselves close, get mullered. Spread out, and his lava minions might murder you instead.

It does ease you in, however, and it’s got some interesting synergies going on, in both the main decks currently available as the Warrior, and the Sorceress. The Helm deck is mostly about building up overwhelming damage, while the Karim deck is about sacrificing units to buff or summon other units. As with other deckbuilding roguelikes, decks can become bloated… But apart from spells and potions coming and going before you actually need them (your hand gets discarded at the end of every turn), you can still work with the 3 cards you get each turn in some fashion… Even if it’s not the potbuster you wanted, it can still protect your hero, or do some damage to the enemy hero.

Proof that I even got this far. Because hey, I am good at videogames! Sometimes!

Accessibility wise, right now, my main bitch is that the main menu is too small. I know there’s a lot of items there, and I know folks love to have a good splash screen, but… It could definitely do with being bigger. Maybe fold some of those items like cheevo progress, the card library, and the rulebook into… A “codex” option, as a starting suggestion? Oh, and Tutorial into New Hero (the equivalent of New Game) In any case, if folks are curious as to what’s coming, the library does mention a third class (Rogue, because of course they’re going Warrior, Wizard, Thief), and 3 factions not currently in the game (Although only the names, so… I won’t be able to tell you what they do until the next review, be it early access or release.) Basically, a UI/tooltip/text scale would be nice, thanks. Status symbols are quite small, but there are tooltips, so… waves hand… That one somewhat evens out.

But otherwise, it’s a fairly easy to learn game, it has a good, inked visual style, fairly good music, the enemy decks are enemy specific, and currently, the enemies are easy to learn in each level, with a small selection of what’s in a level, and one boss per level (of the 3 currently in the game. No idea if that’ll be the lot.) Fair amount of replay value, interesting decks, lots of potential things to see in each one, and a good aesthetic make this one… Definitely one worth taking a look at, if you like small unit, turn-based tactics and card based roguelikes.

No, readers, there are no Dungeon Tops in this Dungeon Top game to my knowledge. It’s as disappointing to me as it is to you.

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Destiny or Fate (Review)

Source: Cashmoneys
Price: £15.99
Where To Get It:Steam
Other Reviews: Early Access

It just doesn’t seem to be my month for games coming out of Early Access. It seems it’s… Fated to be a grim one. Because yes, Destiny or Fate is another one which… Hasn’t really done much to correct the issues I talked about last time.

Oh gee, I love all party attacks on a regular basis! [said through gritted teeth]

When it goes well, it goes well. When it doesn’t, it’s a bloody mess, and a tedious slog. Because there’s not much return on your 3 energy, a lot of the time, special abilities vary wildly in utility, levelling up and buying cards is a grindy affair when you don’t actually have room to grind… And bosses… Ohhhh, bosses…

As defence stacks, some bosses have absolutely ridiculous defence that, sometimes, can’t even be broken through with every special used, and focusing on attack (A dangerous strategy at best.) Some curse the hell out of you, so you have to win the fight quickly, but… Whoop, this particular guy is showing that he’s going to lay down two counter attacks, sod! Enemies do show you what they’re going to do, and this can definitely help in not-boss fights… But bosses are just bastards, and it’s not often at all I reach the second area… Not least because even normal enemies can, if fights go even halfway badly, result in a total party wipe. Because a surprising amount of things have “Attack all” to some degree or another.

While we’re on the subject of enemies… Two of these look awfully familiar.

There remains, as far as I know, one JRPGish battle tune, which becomes wearing incredibly quickly, as does going through the first area several times. The first area… Of five.

Honestly, the most trouble I’ve had with this review is that, because nearly everything I’ve said in the last one, a year ago, remains true (That it’s humdrum in presentation, poorly balanced, wears quickly, and seemingly doesn’t seem to want me to explore its systems), and… What can I say to add to that? Not a whole lot.

This is, in short, a game I can’t even really recommend to experience procgen, card battler players. The few things you unlock mid game don’t stay unlocked, except for hero(in)es, and it’s not worth the grind to try and keep them both alive and levelled. I don’t often say a game is outright bad, but… This is definitely one of those times.

The Mad Welshman’s lot in life is mostly set. He thinks it was because he stole Fate’s lunch money in school. Look, sorry Fate, can I get a leg-up?

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Siberian Dawn

Source: Review Copy
Price: Free (£2.99 for Mission Pack 1. And yes, it is apparently possible to get F2P review codes.)
Where To Get It: Steam

Siberian Dawn is, sad to say, a frustrating experience. It has a tutorial, it’s true. A long, multifaceted tutorial that takes the steps in isolation. But when it comes to putting it all together? There’s no helping, beyond a brief help screen that… Isn’t actually that helpful. No tooltips. And… Look, let’s talk about the basics, then we can get into problems, and possible solutions.

The, er… Help overlay. It does, to be fair, contain a lot of information.

Siberian Dawn is a turn-based tactical card game set in an alternate universe where a russian empire is being assaulted by… Its own robots, seemingly. It has several missions in the base game, and some more in a DLC pack. The unit art is somewhat interesting, even if the UI is… Well, it shifts in and out of visibility on the menu and some of the screens, and, while I’m sure it’s meant to be reminiscent of technology that doesn’t quite work, all it really does is annoy. Finally in the aesthetic end, the music is an ambient loop, which, on the one hand, is suitably threatening. But, by association, it quickly becomes tiresome. Association with what?

Well, with the frustration of playing. As has already been mentioned, the help screen isn’t terribly useful, and the tutorials remove context, while also setting up ideal conditions that… Just don’t exist in the actual missions. A really basic example: Tactics cost command points. Units cost either command points or money to buy, but they also cost Command Points to deploy. And the hand size is based on your rank, while resources “dropped” do not stay outside of their turn. And, since a unit is put into the resource hand, it’s not actually guaranteed you have the resources to play it even if it’s in the hand.

Since the slot unlocked for your first soldier is set before the first turn… Well, this was effecitvely pre-ordained…

Meanwhile, these robots? No such limitations. They turn up, once a turn, in the first mission, and… Well, the screenshot above says it all, really. Except it doesn’t, because you’d need to correlate the screenshot with the “help” screen to know what the hell is what. There is a mechanic to somewhat help with this, but it’s a painful one: Glory (that’s the G) can be spent to buy command points. But once it goes down to 0, your Command Rank (The R) goes down by 1, which may bar you from getting units. So, generally speaking, robots attack with impunity, while your own units… Not so much. It’s a pretty severe balance issue, and a multifaceted one that doesn’t fully make sense at that. You’ve hired a unit, why… Why do you need extra resources to both deploy the card, and make it attack?

There’s other elements that lack clarity (Well, the majority lacks clarity), so… Honestly, I can’t really recommend this one, even with the base game being free to play, and the Mission DLC being cheap. The mechanics are not taught well, and rely on memorising a long tutorial, the balance is decidedly toward the enemies (You may notice, in this screenshot, Mk 4 robots. They have a defence equal to their rank, as far as I’m aware. So, er, good luck with that!) It just isn’t fun to play from the get go.

The Mad Welshman has excellent bala-WHOOP!

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