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The game has a really nice art style and premise, but the deck building aspect is very much in need of a redesign/rebalancing at least. More content and more deck styles that encourage different deck strategies would be great, but the game doesn't need to aim for Slay the Spire tier gameplay to be good. I could see this game becoming a good entry point into deck building games for new players with just a little more polish on the core of the game.
Stopped reading here.
Flux defluxer really is more powerful, with certain ships, than what was planned initially.
It is on the list to being nerfed in the next patch.
There are also more card interactions and balance changes in the coming weeks, so hopefully the situation is going to be improved.
Thanks.
Ive yet to have a game where I build up enough shield to prolong my existence to gather the necessary damage cards that make the difference. But the game where I seemed to do best was when I had an unbalanced deck that was stacked with shield cards.
Is starting a round with just three cards really necessary? I know there's an Equipment that changes it to five and it makes an astounding difference, especially with so many SECTOR ONE encounters that flood you with damage right out of the gate. If you're unlucky enough to come across the encounters that keep swamping you with 12 - 20 attacks off the bat there's no way you can not make it to the boss of the first sector if the game decides it would rather not see you succeed.
Which is what sets this game apart from say Slay the Spire, which while it has its random moments for sure is a lot more merciful about it and if you lose its usually because you got reckless or made some real bad decisions on your climb. I suppose that's the point of random-nature games like this, but it feels like the base balancing is just kind of... Off?
Again, the Freespace groups churning out 12 ~ 20 attacks or a swarm of drones kicking off a fight all putting out 10 damage each while you have only three cards to pick from none of which are guaranteed to even be a Shield, that's pretty harsh and you simply can't do anything about it other than 'cross your fingers and hope'
And when that happens on the first sector, before the boss is even reached? That kind of saps the enjoyment out of the game somewhat. Not enough to make me give up on it certainly, it's fun enough that I always want to come back to it regardless of how badly the dice roll shafts an early run, but a bit of smoothing out would be great. The game only just recently launched so some 'bumpiness' is to be expected - I have great hopes for the game's future when its already so much fun as it is :)
On another note, Burning damage ignores the player shields it seems, but enemy shields block burning?