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In which part of the game are you having problems? What do you focus early?
I can beat the game if I go in trying to win, but I also have played deck builders before so I know what to do. I certainly didn't boot up a demo planning to minmax the lowest difficulty just to get a feel for the game however.
In my opinion, the 'base' difficulty of any deck builder should be tuned to forgive the kind of mistakes someone with NO deckbuilder experience will make as they learn the genre (taking every dice offering after combat etc.) up to beating the first boss. Crushing difficulty puts people off learning.
I have played a lot of bad demo's in this Next Fest, and while i left honest feedback I never took it upon myself to insult, or belittle the work they put into their games.
If you look at other deck builders, they also work on the assumption no player will add every card offered into their deck. If you choose a card after every fight in slay the spire, your deck will not win ascension 0 most of the time. Given that is a rogue-like game, you are also not punished too hard for making these mistakes since you win something after every run (e.g., unlocking new relics), and enforces you to think. Why am I loosing so much? Maybe I shouldn't accept every dice since I'll not have a consistent draw.
On the other hand, I do think having zeroes on dices is part of the problem with this version of the game and contributes a lot for this feeling. Even if you add every dice after each fight, you might be able to do enough damage and get enough defence to survive the first few fights and get some relics going. Also, it doesn't give the feeling you are loosing because of luck, but instead is something that you are doing that the game does not reward you for.
This is missing the point he is making. In slay the spire, yes you should skip if the deck doesn't need the card. However, you should never be skipping the cards youre offered for at least the first act. And if you do, you most definitely should not be skipping cards offered in the first 3 combats.
In this game, its more optimal to skip the first 3 combats, which is...strange. When the optimal strategy early on is to just use what you started with and ignore the choices given, that defeats the spirit of...well...every roguelite/roguelike to ever exist. And its certainly not fun. You're basically being punished for engaging with a core mechanic out of the gate. Like, imagine slay the spire offered you strikes and defends only for the first 3 combats, but maybe this 1 strike has +1 damage! That would of been annoying for the same reason its annoying here. You should be getting stronger than basic dice right out of the gate.
The game has it's issues, but it's not the difficulty or the die rolls.
It kind of suffers from the tiny deck syndrom, like Monster Train and Fights in Tight Spaces. All my decks had 10 or fewer dice (1 had 11, but 2 were glass).
To explain what I mean: Yes there are fun die and stuff, but what do you need to win?
- A few blocks and a single splash attack each with growth.
- Some Hollow Boosts, which you start with to survive early game and during the first few rounds.
- A block die with growth and flash for the boss fight, but that's already optional.
- A single die you'd like to add and play around with. Mirror, Hollow Thorns, Growth Poison... all of them are viable to win the final fight.
I guess I'll test out how minimalistic you can be and still win.
Edit: 7 dice. Adding 2 blocks 1 poison. Removing 2 attacks, 1 Boost.
since "git gud" is always an option it is also completely meaningless and asinine to ever say it
informing people that are ♥♥♥♥♥♥♥♥ about how it's supposedly 'way overtuned' about how it's in fact not overtuned and is actually quite simple is not meaningless or asinine. Plenty of people can easily beat it. If you or they can't, then that's called a skill issue. The person's abilities are lacking. They're not smart enough. Are you getting our point yet? They don't meet the requirement necessary to beat it. That requirement being 'is good enough at the game.'
Did have to play around to figure out certain dice and how to get them to synergise but to some people that trial and error is the fun
That being said I have to say it was beaten first attempt
I really like this game and I wouldn't rush to claim that it 'sucks' due to its difficulty. I don't think it's very difficult.
HOWEVER, I tend to agree with you on your points - it seems to be a trend nowadays with developers of roguelike games thinking that high difficulty means quality to the point that playing becomes a chore rather than a pleasure. Every other game now has a steep learning curve (e.g. requires you to know the right builds really well to succeed) and/or some unforgiving rng aspect, instead of focusing on a reasonably linear satisfaction from game progression and a fun experience.
Figuring out a strong build should be a mastery bonus that lets players crush through the game, not a necessary prerequisite to barely being able to complete it.
It's painfully obvious you've never so much as picked up Rogue, the game that all rogue likes are based on. It's not new and is probably a trait that is older than you, because what you described IS what a proper traditional rogue like is.