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As far as I can tell, it simply feels mundane and like a grind. The main issue being permanent stat ups that are apparently must have to progress. Something like Dead Cells may still offer permanent stat upgrades to equipment but those seem rather small, in the range of a few ten percent, not a few hundreds. Stat checks are very dangerous.
Rogue-like-lite players do not like to grind for progress, they want to be able to finish any run and only fail due to their lack of skill/knowledge. Unlockables are neat indeed but crucial ones better be unlocked early. StS's unlock system sure ain't good either, for it merely is based on score, not a certain milestone, achievement or event.
Somewhat similar mix of both, http://store.steampowered.com/app/734510/Worshippers/
You may also be to scratch the same sort of itch with something like, http://store.steampowered.com/app/259680/Tales_of_MajEyal/
Neither have the dungeon crawling aspect, but both have very similar starting hands and mechanics involved. You can find them both online probably if you prefer computer games.
One of my favorites, https://boardgamegeek.com/boardgame/96848/mage-knight-board-game
Yeah, I just dont like the way star realms is being sold on PC.
Dream Quest, if you can overlook the obviously poor art, is a great palette cleanser. Shorter and tougher runs, where a victory feels like one.
It looks interesting. I'd play it if somebody else owned it, but I tend not to buy games longer than 90 minutes...just a personal preference.
That's the one that inspired Monster Slayers, right?
Here's some comparisons to Slay the Spire
-There's no "pick a line and forks in the road," It's a mini dungeon you have to reveal as you explore. A big part of strategy is how you get through the map, which monsters you fight in what order, and most classes have some way (on a cooldown) to skip monsters blocking the way by burrowing through a wall, teleporting, or more. A mage may decide he can still probably kill that 75% resistant wisp if he spends his special 4-combat cooldown on it, or he may chance a teleport.
-Bosses all have unique gimcks and you better scout them out before you get too far through the level. If your rogue build has a lot of card draw and small attacks you're going to need a plan B if the boss is one with a big thorns effect. If you scout him early enough, you can tweak your deck to have a better chance against him.
-DQ has 2 resources, mana and "Action points"
-Way more classes to unlock, the higher level ones are real oddballs including a dragon who can't use shops but can "Horde" and swallow classes whole and gets a card based on what he ate, and a Professor who can clone cards from monsters (normally not useable)
-The classes have a certain cardpool they get access to, and also have multiple different "cooldown" abilities that you can't use every combat. Monks can delete cards from their deck and after a certain level their attacks pierce (ignore pyhs resistance). Rogues can find extra treasure and get some "burst" card draw options. Assassins can escape mid combat and when they re-engage the monster's HP is where you left it off. These are just a few, there are dozens of unique ablities
There's a lot more, just get it!
@Xuande I know Thea isn't the same kind of game. That's why I said so. But I still think the TC might like it.
Dream Quest is on my list, though I have a feeling that I should have started with that one and then moved on ;)