Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The most notable part about elites is their difficulty difference in comparison to Slay the Spire. Act 1 elites in Lost Branch of Legend are incredibly brutal in comparison to Slay the Spire, and can be very difficult to manage right away if you do not choose cards with immediate purpose to counter them. I find this to be more fun, as in Slay the Spire even when I always attacked as many elites as possible in Act 1, I found it could be too frequently solved with just the starting deck. The act 2 and 3 elites are still somewhat difficult, but not nearly so compared to act 1.
To compare a few similar ones.
Three Fairies of Light and Sentries
I think the Three Fairies of Light are considerable more interesting than sentries in Slay the Spire. Sentries would always alternate 2 attack, 1 puts 2 dazed into your deck, then vice versa. However, Lost Branch of Legend has 2 attack (one of which does 2 attacks for the same unaffected damage), 1 puts a unique status into your hand, then vice versa. Each fairy has their own status card, being 1 Refracted Sunlight (Burn), 1 Quiet Moonlight (Void), and 2 Glamorous Starlight (Dazed). The fairies also start with one of them (two in Lunatic mode) which each set the pace of the fight. I find this to be a very good way to make the sentries fight much more interesting, and I did not even realize they were so similar to sentries until many runs in.
Doremy Sweet and Lagavulin
What a good way to make Slay the Spire players realize they can't assume they know everything about this game. When I initially fought this boss for the first time, I used the sleeping turns to get a better hand and set up abilities, as I always did with Lagavulin in Slay the Spire. However, it wasn't until after she woke up that I realized she was getting much much stronger with every turn I let her sleep. In normal mode on my first run I hardly beat her with a barrier build on Reimu. However, in later difficulties I find even letting her sleep a turn to be detrimental to a run. This was one of my favorite wake up calls in the game.
As for dislikes about the elite enemies, I find in act 1 it is a little boring that two of the elite fights get solved with aoe moves (Three Fairies of Light and Rin), and the other one (Aya) gets solved by either an accurate move or shoving a lot of attacks into your deck. Aya in particular is painful because accurate moves are rare early on, and having too many bad cards in your deck just for one elite is hardly worth it.
Also, elites in act 2 and 3 might be a little too easy.
Tools
I wanted to note this, however I will not be mentioning tools as I have very little experience with them. In general I do not feel like I want them in my deck, so I never add them.
Unfinished Cards
For this final section, I want to go over the unfinished cards I have used and have opinions on, and give my feedback of what they are like.
Short Break
Perhaps too much energy is supplied off of this. I think needing to dedicate energy to this card to be the last one played is a good downside, not allowing you to play the high cost card in your hand, but set up for another hand. However upon upgrading this card turns 1 yellow into 2 rainbow immediately. If you have high cost cards this can be immediately worth the draw it takes up.
I think the card could be arguable too good in high cost decks, then too useless in low cost decks.
Ice Lance
This is most definitely way too powerful. When running a Cirno cold build, this almost always instantly becomes my damage output right as it comes up. Being incredibly cheap, accurate, and high damaging is just clearly too powerful. Also, by multiplying the original damage if an enemy is frozen, this means every firepower causes this attack to do 3 or 4 more accurate damage to a frozen enemy for 1 energy.
I think making this card cost either 1 more blue or grey energy would weaken it considerably.
Autumnal Harvest
I think this is a better, much more balanced Short Break. This one is doing very good, and I think it hardly needs to be changed.
Orrery's Sun
More often than not, for a build that started with the Mini Hakero, I think this is a good thing to have. However I don't think that makes the card bad. It is mostly always good, yet the 2 cost and mostly long term benefits really makes it becomes a bad draw in short fights.
I'd say this card is doing very well.
Maid's Trick
I find this to be a more than fine card. It is obviously good, but only great if the rest of the deck is built around discarding.
Kasumi Mansion Maid
I think this is one of the strongest teammates to focus around, yet it is very hard to consistently get several copies of her. Call on Friends can make her incredibly powerful, yet that is still luck based fight by fight.
Unless there is a more consistent way of getting several copies of her, I think that this card is fine as is.
Frozen Specimen
I think this is good, as I find it hard to get rid of the basic cards, so this can be a good way to get rid of them.
However, as it immediately exiles itself you cant cull them entirely each fight. Overall I think this card is in a good place.
Fairy on Ice
I think this card is not great until you get a cheap method of freezing several enemies at once. Unless upgraded, in which this card is great yet not too notably strong. I think this card is in a good place.
Star, Showering Night
I have tried several times to get several of this teammate as it sounds very strong to have several of at once. However, as getting black energy exhibits is inconsistent as is, and then she still needs to be found within the card rewards, I think she is fine.
Dubious Tea Party
I think if you manage to get sources of poison, this can be too powerful, and 12 poison to every enemy is not anything to laugh at. I think applying 3 to yourself is an interesting downside however.
However, as the card is a 2 specific energy cost, and poison is not as easy to stack up in this game as Slay the Spire, I find this to be mostly fine.
Spell Card Duel
I like this card a lot, it allows you to spend all your energy on blocking while feeling just in that you'll do some damage back.
A tad expensive but I don't think overly so. I think this is mostly fine.
Lily White, Herald of Spring
Even though her passive only provides one energy per turn, I think this energy at all is still an incredibly valuable resource, and therefore she deserves the high cost she has. I think this card is in a good place.
Fairy Assembly
I've never gotten this card in a run yet, however I wanted to note I find it very interesting and hope I can use it efficiently in the future.
Wingbeats Flight
I think this can be considered on the stronger end if you have any consistent source of having Larva in the hand. I'd say this pairs with Social Butterfly too well. That card gives her frequently, so everytime Wingbeats Flight shows up you can get all the block you need for a turn, deal damage to every enemy for several turns, need less block to be ok, and make them all take more damage from the rest of your teammates. I think this card is mostly fine, but likely on the strong end.
This is all I have for the review, I hope this could help someone looking at the game, or the developers in getting feedback.
I would recommend this game to anyone who is a fan of the genre as I find it touches a lot of interesting concepts (especially the energy color system).
Thank you all for reading.
The game borrows a lot from some of
the best card games around, mana system from MtG, structure of StS, and adds a ton of its own unique elements. Granted the fact it’s Touhou is an immediate draw though (I have a bit of a problem… lol), and some of the parallels to Slay are kind of hilarious like Remilia and Vampires Event from slay practically being almost identical.
700 hours in slay though definitely helps mitigate the learning curve a lot. Stumbled into and beat The brutal bonus boss (so glad to see her getting some love rather than it being one of the usual suspects when random ♥♥♥♥ goes down in side games like Yukari or Mima) on my second run lol.
Now I’m just waiting to stumble into Yuuka if she’s in the game… god I bet Sleeping Terror or Faint Dream Inanimate Dream would sound amazing in this games sound font
I would recommend looking at tool cards a bit more thoroughly, as they have replenish to keep the deck cycling without issue. They're only an issue if you're retaining too many cards.
Damn, was hoping for an event or something more substantial but I’ll take what I can get haha.