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Going to add another issue with Act III - You get the Lonely Wizard Card from the far right puzzle drawer; which is WAY harder than all the previous puzzles and uses mechanics you haven't even seen yet. Having the Lonely Wizard card around for company and its fun dialog made Act III much less of a joyless experience for me. It should be more accessible.. like the contents of the left and right puzzles should be switched or something. I'm sure some people complete Act III never getting the Lonely Wizard Card, which is just such a shame.
Poe is only interested in proving he can do the mechanical stuff better than everyone else. He doesn't really care about things like story or atmosphere, so he slapped together what minimal representation of it he could to satisfy the player character. Otherwise it'd all just be 0s and 1s.
It was done this way very deliberately to align with Poe's theming.
you can never endingly cast ourboros in act 2 and 3. you cannot without fecundity in act 1
If you intentionally make your game boring for "narrative reasons" maybe you should reconsider the medium you're using to tell your story.
It's been done well with other games in the past (though usually more played for laughs in other cases, see doing the same puzzle over and over in Portal 2), and it's not so horrendous in this case to where the game becomes so boring its unplayable (definitely more dry and with a lot less flavor than other acts). The main problem IMO is just that Act 3 outstays its welcome and drags on a bit too long, or some of the narrative gags just wasted a bit too much time and fell flat (the card creation waiting for the result of the other player's battle for the Golly fight for instance).
It felt like the act 2 and act 3 gameplay should have been swapped. Act 1 you get a random deck every game, act 2 would then be the cards you get are random but they persist when you die, and act 3 would now be you keep your cards after death, can freely edit your deck between battles, and you start collecting the entire set.
But the gameplay is painful when the vessels have no power. After adjusting my momentum I have rearranged my expectations for pace not being as fast as the roguelite portion. Personally I think it would be better if you started with a vessel power, because the beginning is the most unbearable. Once I beat a boss having my blocker also retaliate on hit helped improve the pace.
I have a lot more faith in the robo/gem deck build then I originally did but I think it would massively improve if it was faster paced, maybe specifically its the overworld that slows it down.
Very meta breaking game.
I really liked Act 3. Seemed to be the only place where you could grind for cards and mess if you wanted to build a super op deck that wasn't entirely luck based. I got over the early grind by doing the puzzles and getting the lonely wizard and Ourobot. The wizard ended up being my heavy hitter for most of the game.
The Bounty Hunters were a nuisance during the grind, however. Especially once I got my Ourobot to where it was doing like 50 points of damage which would immediately take me to three stars (I guess the bounty's are more based on how much overkill you did than how many battles you had taken part in).
I also didn't like the presentation of the maps and agree that there needed to be more color and interesting background. The industrial coat of paint was a little annoying to deal with after being presented with leshy's map.
I had the opposite reaction to all of the various mix and matching of game mechanics, though. I *really* enjoyed the challenge of building a deck that synergized across mox and energy . The bosses were great and ended up helping more than harming, surprisingly enough. E.g. using the camera to take pictures of favorable board states, building your own card, creating favorable boss conditions to match your deck, etc. .
But yeah, I enjoyed it. The narrative was just the cherry on the top of an already amazing card game.