13
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357
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Recent reviews by PeekingPanda3

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Showing 1-10 of 13 entries
21 people found this review helpful
1 person found this review funny
7
1
0.9 hrs on record
Early Access Review
Meta-progression-slop unfortunately, the tags of Roguelite and RTS together certainly piqued my interest. But the time I spend with the game was viscerally boring, actively sapping away any energy or enthusiasm I once had.

Gameplay - Certainly a slow start for what is functionally a pretty simple game; the RTS controls are bare bones but satisfactory, restricting you to single preset control groups of your up to 5 units. Once in combat though it all feels very soft and mushy. Attacks have little weight outside of large cool downs, and not much in the way of feedback or responsiveness. Combat loop mostly consists of standing still whittling down some HP sponges while occasionally moving units to either dodge or cast big cooldowns. An auto-battler with more effort is how it felt, little skill expression or tactics beyond the basics.
With combat presenting underwhelming, I was optimistic the overworld would present some very strong elements. But unfortunately this feel short as well; presenting little in the way of interesting gameplay choices or story elements, 50/50 knowledge check encounters rather than interesting opportunities for tactical tradeoffs(aka a lack of understanding what makes these mechanics good), AND BY GOD NO FAST FORWARD FOR A CARAVAN THAT MOVES ACROSS THE SCREEN AT THE PACE OF A SNAIL(I swear I spent at least a 1/8th of my time just watching this cart roll around).

Art- While my foremost priority will always be the gameplay; I did find myself a bit irked at some of the landscape and unit art direction. What could be just a stylistic preference isn't for me, it seemed just as likely that much of it was possibly the laziest option. I do like the effects design; casting abilities or falling victim to them was always a treat.

Do not recommend, but don't ignore, has potential for improvement for sure! Nowadays a lot of devs seem afraid to move away from the meta-progression emphasis in this genre. To each their own but it felt like you are playing with farming those very powerful persistent resources in mind as opposed to actually enjoying the run for what it is. <3
Posted 17 June.
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No one has rated this review as helpful yet
14.9 hrs on record
Early Access Review
Roguelike deckbuilders have become my favorite genre in the recent decade. Despite this I still critique them just as harshly if not more harshly than any other genre I might rarely review. SpellRogue has some really solid gameplay here at its core. There is little I could find fault in with regards to the builds and journey of creating your deck, and many positives to be had with how fun playing your dice can be, though I can't say I've tried everything yet.

There is enough done very well about the game that for the sake of brevity I'd be better to simply list the things that I felt are currently (Update 5) not ideal, and you can infer that everything else not listed is done well!
Cons:

Crowd Control/Debuffs: Most negative experiences for me had to be just how severe some of the debuffs can be in this game, simultaneously presenting so many gameplay concerns at once as opposed to just the usual few. Debuffs in this game can and will restrict the options for builds that you can go for, most naturally significantly impacting 'few dice' builds as opposed to builds that may split, return, and roll more dice. Most debuffs don't present any counterplay either, which in of itself is not too unusual, but it seems common that a debuff will constantly be reapplied at times making you stuck in a hole you can't dig yourself out of based on which core ability it might have landed on first.

Overworld/Map:
The options and generation for the map on this roguelike has been underwhelming, presenting few interesting landmarks and only a few paths. And while I can't put my finger on it exactly, the RNG formula for generating the map feels strange at times, offering duplicates of locations in sequence but not spawning them elsewhere, or just generally being very clearly bad as opposed to good paths. I personally think expanding the map for more options for the player to take is rarely a poor idea, as even a single additional column of events could drastically improve consistency and decision making for the player without introducing balance concerns. And don't get me wrong on the critique of few interesting events, a MUCH more common critique I'll usually have it how many roguelikes introduce such a high-variance of RNG in events; SpellRogue doesn't have this problem at all, its the inverse I'd say.

Meta-progression:
A personal crusade of mine in some regards, you can ignore this if it personally doesn't bother you. I sound like a broken record complaining about meta-progression but SpellRogue slightly bothers me for a different reason than usual. It felt as though I had seen every unlocked relic/card within a few playthroughs that I could remember them all, and then new unlocks would be drip fed slowly after each run. It just felt a bit soon to have seen almost everything, and then I felt the typical FOMO and shame that so many possibly interesting options were cursed to be unlocked towards the end of my time spent playing, or never at all since I CHOSE to just play the character I enjoyed the most. Being pressued to play the others never feels good for the players in my opinion. The higher level unlocked relics do seem to also powercreep the base ones as well.

Conclusion is that the game is great and I would recommend to any roguelike deckbuilder fans, especially those fond of dice. I would personally recommend for enjoyment going for a sort of 'card-use completionist run' where you seek to win runs using all the cards and builds you hadn't used before, instead of delving into the Ascension mechanic.
Posted 29 December, 2024.
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3 people found this review helpful
1 person found this review funny
25.8 hrs on record (25.1 hrs at review time)
Viscerally unfun game that fundamentally confuses the concept of difficulty with being unpleasant. I'm not sure who the target audience is that would enjoy this, I couldn't picture such an individual. In addition to the abysmal gameplay that I don't want to get into. The game has criminally poor explanations for its mechanics and bad UI.

Best case the game is funny to gift your friends to have them experience it and hopefully get a laugh out of it before uninstalling. The bad and the ugly is found here, go somewhere else for the good.
Posted 14 December, 2024.
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No one has rated this review as helpful yet
0.6 hrs on record
A bit too much of a hyper casual button mashing beat-em up for my tastes. Even goofing off with friends we appreciate there being more competitive integrity than exists in 'Crawl'. Concept is exceptional but nothing stood out as feeling 'just right'.
Posted 7 December, 2024.
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5 people found this review helpful
49.4 hrs on record (47.3 hrs at review time)
Every now and then I look back at this game in my library and reminisce a bit. It was honestly a ton of fun while also delivering a gameplay system that is unique among the droves of roguelike card battlers on steam. For every bit the enemy mobs were unfair and overpowered, you equally had potential to find ridiculous combinations and abuse the AI to survive. Possibly not for the most casual of gamers hoping to coast along without worrying about their every action, as your action economy both in battle and overworld travel is vital. All I could possibly ask of this game is for the developers to release a sequel or DLC; but that seems unlikely at this time.
Posted 29 August, 2024.
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1 person found this review helpful
9.4 hrs on record (8.4 hrs at review time)
Is it balanced? No. Is the game play diverse? Arguably no. Are lobbies free from droves of bots? Strangely no. But nonetheless the game is a fun, casual game to play with some of your friends when you want to chill.
The Good:
- Cute furry characters with years of content to equip themselves with to show off.
- Easy to pick up game play elements with a high skill floor so everyone is pretty impactful.
The Questionable:
- The core relationship between the short TTK, but extremely sluggish healing/recovery options creates poor game play scenarios where the slightest pain of an ambush or stray damage can feel figuratively permanent. Many a times you'll be better off simply spending time spraying towards enemies than slowly leaving yourself defenseless to mend yourself or others.
- The nature of peeking/spraying leaves a lot of be desired, encourages lots spraying towards an opponents directions, much of which at a screen's length ("blind spraying").
- The balance of the 'equipment?' slot items is honestly baffling; unless I'm unaware of their recency, I'm not sure how the variety of these items could remain so poor for long. Many are downright useless in any real imaginable scenario, and/or adding not interesting contribution to the game play either. This almost feels like more a blight to the very casual players at the heart of the game who are being distracted with lose-lose decisions of terrible items. I'm optimistic they could get much more creative in this department as the sky is the limit.
p.s. Please let my people unlock the Panda sooner.
Posted 12 June, 2024.
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3 people found this review helpful
1 person found this review funny
2
4.2 hrs on record
*Review is based solely on the Roguelike mode solo*
Not worth writing a whole long story, watch some youtube gameplay for a minute and you'll get the gist. Pretty underdeveloped, gearing/skilling up doesn't feel good unless you hit the giga-highroll. In a few years a game made like this will be able to be instantly AI generated.
Posted 31 May, 2024.
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1 person found this review helpful
11.8 hrs on record (10.4 hrs at review time)
An ultimately underwhelming gameplay experience for those looking for the explosive character growth and satisfying scaling that can be found in the genre. The RPG elements feel as though the game/runs end just as their getting started; as a deckbuilder it can feel painstakingly slow and unrewarding. The game can be limiting in variety or freedom of your experience as well.
CONS:
- Each character has a very limited card pool of 1-3 rare cards and about a dozen normal skills. Upgrades to these cards are extremely few, amounting to maybe 3 upgrades a run, which when offered is just a choice between two ultimately minor improvements(think 1 mana/energy of value).
- Relics don't offer much in the way to power either, coming into play at about every quarter of your journey, you get what you're offered which on average is nothing.
- The overworld traversal is pretty much pointless, an illusion of a feature if you will. You bumble around random hexes to find the event tiles between fights prior to a boss.
-Same chapter bosses every run, for a game that's saving grace could've been a deep focus on relying on combat/opponent knowledge to succeed; there being the same bosses at the end of each zone had the experience getting stale fast. (Maybe I didn't get far enough in 10 hours to unlock more bosses?)

PROS:
-Plenty of characters, some of which have interesting passive or unique features.
-Deep lore which smoothly reveals a grander story that may defy expectations.
-Overload mechanics benefits keeping all characters in a party relevant.
-Fight pacing & draw mechanics supports holding cards in hand and drafting 'tech' cards as viable, this is good as knowing which cards to save for when can be a major skill in the game as opposed to more braindead "all-eggs-one-basket" gameplans some games suffer from.
-The healing gauge mechanic, while a bit obtuse and unintuitive; manages to keep many parts of game in good health.

Charon best girl.
Posted 18 May, 2024.
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1 person found this review helpful
5.2 hrs on record (2.6 hrs at review time)
Early Access Review
Not recommended for solo / singleplayer experience. Multiplayer gamers rejoice.

It's got a good polish and unique mechanics. But I just find myself having more gripes with it than positives for my preferences. This mostly comes back to the core mechanic of it being a race against time, character design & scaling, and how both of these impact solo players. Again, not relevant for those looking to play multiplayer, but limited characters are viable to be played solo and you'll more often be at the whim of RNG for how successful your character will be as you won't have the time or agency to explore all the points of interest you want, or even make the informed decision of what to go for.

I wish I could give a neutral review because that's really how I feel. The graphics and animations are amazing but combat can feel clunky or slowed down without more widespread access to defensive mechanics. Imagine 'Curse of the Dead Gods' without it's infamous parry mechanic, safe the say that was the games sole saving grace. Furthermore CotDG's vision/light mechanics feel better than its parallel in Ravenwatch.
Posted 10 May, 2024.
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A developer has responded on 13 May, 2024 @ 3:21am (view response)
No one has rated this review as helpful yet
3.2 hrs on record
Unfortunately a no for me. Personally not a fan of the meta-progression focused gameplay loop and casualized combat.
Posted 13 January, 2024.
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Showing 1-10 of 13 entries