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Препоръчано
2.7 часа през последните две седмици / 2.7 изиграни часа
Публикувани: 21 ян. в 13:00
Обновени: 21 ян. в 13:30
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I'm a simple person, I see dragons, I hit like.

None Shall Intrude is a roguelite deck builder that where you are the final raid boss. With element-based combat offering plenty of build variety, and unique additions like a three phase boss mechanic, it creates a fresh and challenging experience. While it starts slow and has a few questionable design choices, it ultimately delivers an enjoyable and distinctive deck-building experience.


📝 Main Pros, Cons, and Suggestions, followed by the Review:

🟩 Pros:

+ The concept is interesting
+ Some backdrops (such as the ship) are fun
+ You play as the boss (dragon) rather than the heroes
+ The 3 phase boss mechanics are interesting (as you lose HP, you get stronger via new mechanics)
+ The roguelike aspects revolve around an interesting albeit small talent tree and different boss phase aspects
+ Build variety offers enough experimentation, creating a lot of interesting interactions between the elements (buff, debuff, aoe etc)

🟥 Cons:

- Repetitive tutorial music
- Fights are too long (early on)
- Mystery reward questions are boring
- Harder nodes don't offer better rewards
- Lack of sound effects make abilities feel unimpactful
- The music is far too intense and repetitive, especially compared to the action
- Micro delay in actioning certain moves (not lag, but the animations simply stop for a second)

🏷️ Suggestions:

~ Beastiary
~ Custom death animations
~ Let us play as different bosses
~ Explain card patterns in the tutorial
~ Preview of combo effects when you hover ability over terrain
~ Option for click > click instead of click > drag for playing cards (accessibility)
~ Replace mystery rewards with random RNG buffs or curses, or more creative questions
~ Reference card in the top right shows all combination effects, explain this in the tutorial

While you are a boss, you don’t feel like the boss

None Shall Intrude (NSI) is a roguelite deck builder where you play as the final raid boss in a 20-stage adventure. Progression has you capturing nodes on the map to unlock unique rewards, facing off against a raid party every five stages, with the ultimate challenge being a battle against the hero in the final stage. While the concept is fresh and engaging, some questionable design choices hold the game back from reaching its full potential.

The first questionable design choice comes with the maps node system. Some nodes are marked as harder, but their rewards don’t always reflect the increased difficulty, making the easier nodes the more logical choice. Combat also feels inconsistent, with some elements not fully balancing out, leading to mixed experiences.

Combat in NSI revolves around three elements – Fire, earth, and wind – Each having unique interactions with map tiles and between themselves e.g. A fire spell chars a tile, and wind can spread the burn to nearby tiles. At its core, fire deals damage, wind moves enemies, and earth provides armour. The dragon boss theme is also reflected in the inhale/exhale and three phase mechanics, adding extra layers of strategy – These are a nice touch.

Where combat falls short however is in the early game, where enemy health pools and numbers feel too large and card damage and variety are lacking, leading to an unsatisfying opening. However, as you unlock buffs, the gameplay becomes more enjoyable, allowing you to clear enemies and boss alternates with ease. While the elements’ interactions with both enemies and terrain add a layer of strategy, wind feels noticeably weaker compared to the other elements, creating an imbalance that detracts from the overall experience.

Overall, NSI has a strong foundation and a brilliant concept – Playing as the raid boss is a unique and enjoyable twist. However, the world feels underwhelming, and the execution is average, hindered by several questionable design choices. While it's far from a bad game, it doesn’t seem to offer the same lasting appeal or depth as other titles in the genre – It’s a fun experience, but one that may not hold your attention long-term.

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