Knights in Tight Spaces

Knights in Tight Spaces

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(Some) curses are way too debilitating; taking side quests feels like a truly dubious strategy
My run was instantly ended when I got the Hubris curse from a side quest choice where the rewards were not telegraphed (and even then the story choice was like "would you like to charge in to liberate some people at a tavern). Hubris is an unplayable card that deals 1 damage per card in your discard pile to your entire party at the end of the turn when you draw it.

Needless to say, it is not fun to just get instantly nuked like this. I really hope the curses get looked at because now that I've witnessed just how bullcrap they can get I feel like side quests are just a terrible choice to take.

Am I understanding things wrong or does anyone else feel disincentivised to take side quests like me?
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Showing 1-5 of 5 comments
MindRiot Mar 22 @ 3:24pm 
Love the game but it ruined my run (not to mention really annoyed me) too with no way of knowing that a side quest option would give the OP hubris curse that's not fun, Don't make overpowered curses it tends to upset your audience devs.

Overall I think it would best to balance curse effects duration to last on a per fight basis removed at the end of the fight that way your not nerfing effects or ruining per fight balance. The current system punishes the player semi permanently unless you happen to reach a card removal point and that is way too harsh imo, another option would be a good thing to separate the curse permanency in the difficulty modes.
Last edited by MindRiot; Mar 22 @ 3:51pm
Yeah, some of the side quests really need to be looked at. There's one that gives you a random chance to either lower your max HP by 2, or... gain 1 coin. Never worth the risk.
Just try to remember guys that the game is a roguelite. Not ever choice you make will be the right one. That is why we have multiple runs so when you run into the same quest again you will make a different choice.

Tbh this game is far less punishing for picking the wrong option when compared to the first game(Fights in tight space)
wei270 Mar 23 @ 9:36pm 
Originally posted by PhotoFinish:
Just try to remember guys that the game is a roguelite. Not ever choice you make will be the right one. That is why we have multiple runs so when you run into the same quest again you will make a different choice.

Tbh this game is far less punishing for picking the wrong option when compared to the first game(Fights in tight space)

this is making the assumption that player will remember which option he picked and what that option does
Hubris is pretty funny.

I got Hubris for charging into the village like a mad fool, and sure enough it did quite a bit of damage to my party. I had healing, though, so I got out of it. At the end, the villagers were so grateful they volunteered to remove Hubris for me, understanding completely that energetic knights in tight spaces will often be overconfident, since it's the knights in open spaces who are the prudent ones.

When the villagers removed Hubris, that's when I found out they were illiterate and couldn't read cards. They took away Front Kick instead. I guess an evil lightning bolt from a black sky and a foot in a steel boot kicking them in the head amount to the same thing to them.

Bug or feature, who knows.
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