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*The elite golem is too strong. You need infinite damage, a stun or a a buildup for high damage. Decks that rely on small repeated damage are chanceless.
*The snake that eats your money/berries is too punishing.
*I don't like how the economy works. I'd prefer it if you wouldn't get more berries if you don't spend anything and prices get adjusted a bit to compensate. Having just the bird reward you for hording berries is fine. Also paying berries too freeze one blessing feels terrible, I'd prefer it to be free but freezes the whole shop.
Also the poison should have a finite time. If you don't have Eftus to drag the poison guy to the front you can be screwed if you go into a hard battle early and have a poison guy behind a 75 point tank. I lost 2 mystlings in the scenario yesterday and had to abandon. It almost forces you to bring Eftus on every run, though I don't.
Really liking the game though.
The difficult early game feels like it sucks.
The weird risk/reward investment thing of incentivising us hoarding growth resources, taking on extra challenges to get more growth resources, but also healing requires resources, forcing us to find some razor-thin margin of challenging ourselves vs playing it safe with no option to "undo" if we mess up... it feels profoundly frustrating and un-fun. Every time enemy intents show something like "Attack all" or "Attack random" I wanna curse a blue streak because health lost is money lost is growth lost and there's virtually nothing you can do early game to prevent health loss in those scenarios.
Like I don't doubt "Well you need X Trainer/Mystling/Card/Passive" could fix it, my point is that as a new player booting the game up, I don't have those things (or need to get lucky to be offered those things) and it leaves me wanting to punch a wall. Like whatever the state of play is late game (and I don't doubt it could indeed get too easy), early game difficulty feels annoying rather than "pleasantly challenging".
I feel like this is egregiously exacerbated by how slow the early game grind feels. Like I cleared 5 fights and got... 35% of the way to my first level up? Man, that made me SUPER unhappy, if I'm being blunt; learning that I was gonna hafta start getting much farther or I'm looking at repeating dud runs 3 times before I gain anything.
I never did get that level up even after 3 runs incidentally, because I decided to reset my progress so I could try one of the other Mystlings instead; which idk if this is the appropriate thread to point it out per say but it frankly feels like a ludicrous decision that we have to select one without seeing their kit and there is no undoing the decision.
I was super excited for this game after trying the demo during NextFest, but gotta be honest that I was expecting a much more polished release. Earlygame feels annoying and unfair, and I'll take others at their word if they say it later boomerangs to get too easy or be in a good place, but it is a PROBLEM in my mind the sort of patience the early state of play requires. Like pressing on much longer would lock me out of the option of refunding if I went on to find out I never end up happy with the difficulty, so hate to say it: but I can't justify that. Fixed income and such, I gotta refund. Maybe I'll check in later and see what patches have been implemented, re-buy it... like the core ideas are cool and I wanted to like this. But if the jury is out if there are even plans to address this... it's a "no" from me, dawg.
*sighs*
No, but you can judge the first hour of a game after an hour's play, and that's the point I was making if you read my comment carefully.
You wanna gift me the game, knock yourself out. I'm not made of money.
And since the devs are literally asking us if/how opinion on difficulty might be affecting play opinions, I told them.