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First of all, thanks for sharing your thoughts about the majority of the acts, especially Act I. Unpopular or not, all of the feedback we receive are invaluable as long as they are insightful! It is true that luck plays a crucial role as it accompanies either a strong deck to make it stronger or make it powerful enough to shred through battles (in Act I's case, it is most likely the squirrel totem). I think it is important to mention that rather than the replayability feature of Act I, we can say that the act itself focuses on "training" the player by throwing various enemies, sigils, and somewhat impossible-to-defeat situations before allowing them to unlock cards and items that can help them a lot and progress towards further acts. As the emphasis is on storytelling rather than having an endless mode of some sort, where players are to learn a great deal of deckbuilding in order to win, Inscryption differs from other deckbuilders.
That being said, can you also try Kaycee's Mod (which is unlocked after finishing the game and available on the main menu) and share your thoughts? The difficulty of the mode itself may push the role of luck to a minimum, though it will still remain just as it remains a part of everything related to RNG.
Finally, can you also share your thoughts about ACT IV and what could have made it better?
Thank you!
The fourth act disappointed me because I was expecting some kind of extremely interesting battle, where there would be many different mechanics that were previously in the game, and maybe even something new. In the end, as a culmination, I wanted to see an interesting card fight in which an already good card game could reveal itself even better.
Instead, I ended up with three extremely short games of one type of card each, none of which I was even allowed to finish. From a plot point of view, some may consider this dramatic, but in terms of gameplay, in the end I was expecting something more than these three stumps.
Anyway, thanks for your reply!
Act 1 was a boring slog because everything was based on luck, rather than skill. As a result I kept dying over and over simply because I didn't get any decent cards. Everything designed to help the player was useless because it was hidden.
Want the Greater Smoke? Well you have to randomly snuff out a candle for several games.
Want the clover/extra candle/bees? Well good luck trying to get the cards you need create the scene in the picture. Also you have to bring these items to Leshy, something no one tells you.
Want to use your death cards to help you? Well assuming you managed to make a strong card you'll find that none of the icons on the map make it clear that they'll give you these cards. Also if you've died a bunch of times the chances of getting a decent card are low.
Want to use your good cards against the bosses? Well they all have moves that will instantly kill them in phase 1 but if you don't use them you might not survive until phase 2.
By contrast in act 2 while you can at least control what is in your deck the main problem is how limited your cards are. As your opportunity to get foil cards due to over-damage are limited and you have 6 non-boss opponents that can only be fought once it's very easy to end up with a weak deck. And if you can't beat one boss with this deck then you have to restart the entire act because there's no way to get more cards.
Finally there's no point in making a game about storytelling when the player can't experience the story because progression is entirely based on luck. You need a system that kicks in after the player loses a certain number of times to start helping them so they can progress.
In the wizard tower there is a training dummy that you can play and win against as many times as you want for overkill damage and foils.
But. This is a very well thought out post. And even though I love act 1, I gotta say. This is totally accurate lol.
I'm just fine with act 1 cause I went into this game for a psychological thriller. And was only surprised to see a nicely designed system in act 2.