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Anyone else who's played DD, X-com etc have any comment regarding the non-permadeath? Is the game just as fun without that risk?
First, this game can be very unforgiving once you pick it up. Campaign can be a very harsh teacher. Especially for people who come in expecting a different style of fantasy game. Having to make a whole new character just because you didn't know what a boss was going to do sounds like a good way to turn off a lot of prospective players.
Second, this game takes a good chunk of time for a scenario, and it's meant to be played with a group of friends. It was also designed to be a physical board game, which adds a fair amount of setup time to the whole deal. If you had to lose a character you'd put a lot of progress into because someone else was just learning their character and zigged instead of zagged, you'd be upset. If you had to lose a character because someone else wanted to avoid a hit that would make them lose their battle goal, you'd be peeved too. The developer very intentionally wanted to avoid systems that had one loudmouthed player dictating everyone else's actions and/or things that caused toxic levels of frustration. As it stands now, losing means you lost the time invested but still at least get gold and XP as consolation prizes. This doesn't apply as well when someone's playing single player and digital handles all the setting up, but it still doesn't seem wise to include punishment mechanics when they'd just add toxicity to multiplayer.
This makes the most sense. I might just try a couple of missions and see how I feel about it. Thanks for the detailed analysis and insight
But now it sounds like a save scumming puzzle game.
Save scumming matters very little here. Enemy action cards and your attack modifier deck are functionally seeded, so you'll get the same effects if you restart the round. You can use this to abuse foreknowledge, but it isn't required.
And this game is puzzly, but in ways that you can get used to. You know the enemy's basic stats if you mouse over them, so you can have a sense how far they can move and what sort of attacks they can use. There are various ways to use statuses, positioning, or even just doing enough damage to kill things in order to minimize how many actions the enemies can take.
Combining this with the card system (which both forces an evolving strategy as you keep using options and means that you only have finite turns) does present tactical puzzles. But it's less about save scumming to optimize your turn-by-turn results, and more about figuring out the tactical flow.
It seems pretty clear to me that the game is balanced around non-permadeath. With XCOM, it's very tempting to be super cautious. Never take yellow move into a new line of sight, etc.
With this game you are always on the clock, because if you just sit around you will not just bring yourself closer to exhaustion but you also lose capabilities. Especially when you are at mid-level or higher, you really don't have any "bad" cards in your deck, so any lost card hurts in some way. So the game rewards you for aggression, but at the same time reduces the severity of the penalty if you get a little too aggressive.