202 people found this review helpful
1 person found this review funny
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4
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Not Recommended
0.0 hrs last two weeks / 41.9 hrs on record
Posted: 27 Jan, 2024 @ 6:16pm

Like many others, I *want* to like the game.

I actually do like the token-based combat system, though it does not ever get more complicated than the first few runs. It feels tactical, but then again I don't quite have the control to plan as much as I would like for tactical combat and the tactical challenge does not scale up beyond a certain point.. eventually it feels like the 'hard' bosses are simply annoying in that the solution is to repeat the same attack pattern for 20 turns with no deviations.

The trinkets are key to successful compositions, which is why its so strange that they are randomly acquirable (on top of needing to be unlocked in the first place). I would think that the hoarder (already a random element) would simply have all trinkets unlocked available if you have the cash for them, but he doesn't, he just maybe has some of what you want... on top of not even being a reliable element to steer towards.

The stagecoach is kinda cool but unintuitive; I dodged the trash piles at first, thinking it was like a skill-lite minigame.. no you are SUPPOSE to hit the trash with the coach and the damages comes from predetermined random damage points.. huh? Shouldn't that be the other way around? Just an odd decision in my eyes.

The grind is ultimately.. unforgivable. It is not that you don't get content, but the the content is stretched so thinly. The 10th run is very similar to the 30th run which is very similar to the 100th run.
In some ways this *could* be fine, many games have reliable gameplay loops so to speak, but since so much of the run is still unreliable, it is hard to create your own challenges or experiment. The small bit of progression is tied to NOT failing a run (memories). In a game that is designed to 'feel' brutal even if it isn't when you play smartly.. this simply dissuades experimenting even more. It just feels like too many elements are fine on their own, but subtly ripping at eachother when together.

The character backstories also felt.. bad. I like it more when they were simply archetypes, not specific characters.

Some games .. lets take the ever-present Dark Souls with its 'infamous' difficulty.. are really an illusion of difficulty. The game is overall designed in such a way that ultimately anyone can play them, you just might have to grind soul levels or find a cheese strat or a different weapon/armor/buff combo that works for you.
Here you have no reliable tools, you can technically grind candles for unlocks with tiny permanent boosts or unlock randomly available tools. Thats it.

Overall, I'd give the game a 6, which mind you is not a terrible score in my eyes.. many a 6 is still enjoyable and even recommendable with the right audience but here.. I just can't recommend it to most people.
If you want to play a few runs and enjoy the ambiance sure but I don't think most people will be willing to actually 'beat' the game like I did.

The final boss fight is definitely cool but I don't feel like it justified the rest of the game.

Still wanting to try the next DD game but I can't help but feel a bit disappointed.
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8 Comments
MGTX[ETH] 1 Apr, 2024 @ 1:14am 
(2/2) It’s vitally important to recognize that systems affect each-other, what is a good form of randomness in one game can become a toxic spiral in another and not all randomness is the same ‘kind’ of rng in practice. Your ability to manage, predict, mitigate and react to probabilities is often what separates ‘good’ from ‘bad’ RNG, not the only thing, but a key element. IMHO simply DD2 failed to balance that effectively.
MGTX[ETH] 1 Apr, 2024 @ 1:14am 
In SlayTheSpire you have some RNG sure, but the majority of what you are accounting for is probability and you have many tools at your disposal to influence that probability. It is obvious that DD2 borrowed some ideas here from STS, unfortunately DD2’s version has rng layered upon rng like I described in my review whereas STS gives you incredible tools to manage that while still effectively making runs fresh. Combat always rewards a choice of cards, you can manage the deck count, reduce it reliably at merchants and you can freely use potions without wasting a turn. The player is far more empowered while still challenged in STS by the mechanics than in DD2 and none of that goes into how STS has a massively faster cycle reset when a run fails. (1/2)
Mario36719 23 Feb, 2024 @ 9:16pm 
To preface this, I have yet to play or delve into the technical aspects of this game.

However, from the look of the game mechanics you mentioned, this seems to be quite standard for games like this. The rng is in order to lengthen gameplay, provide an element of luck, and to force the player to adapt their play based on items acquired. I'm basing it most on my experience with Slay the Spire.

(Slay the Spire)
The core loop isn't particularly complex, but the rng compensates by making runs varied and hard to keep one play-style from start to finish. Builds can be aimed for, but not guaranteed. Most actions from one play through carry little to no impact on future ones aside from unlockables or one small bonus.

If you want the feeling of constant progress, I would suggest looking into RPG's that have a similar combat mechanic. Rougelikes are typically quite grindy in terms of mechanics and are meant to be extensively replayed rather than one and done.
untiltable mountain #zliquid 19 Feb, 2024 @ 7:33am 
I would agree that the game gets a little predictable over time. It could definitely use more regions and perhaps some permanence with the heroes from one expedition to another.

This is why I found your suggestion of the hoarder having the full selection of trinkets a bit odd. I think the charm of DD2 is the "make do" nature of trinkets. The runs vary from run to run, even with the same combination of heroes, just because I need to mix and match whatever trinkets I can find. Making trinkets predictable would limit the replayability of the game.

I'm strongly against any sort of suggestions that make DD (both 1 and 2) more predictable.
MGTX[ETH] 18 Feb, 2024 @ 9:22pm 
Sure, I'm open to providing feedback.
RepOne 18 Feb, 2024 @ 2:06am 
Hi, my name is Quentin and I've directed Narcosis and Decarnation (and spent too many years at Ubisoft huhu). With my team we're now venturing into the tactical roguelite genre. I've found your review super relevant, so... Would you be interested in testing our build, to help us make a better game? Thanks in advance. Quentin :headcrab:
think 1 Feb, 2024 @ 6:35pm 
Exactly
1292138005 28 Jan, 2024 @ 8:44am 
I “WANT”to like it, too. Somehow RedHook doesn't want me to.