![]() ![]() There are also meaningful choices as you level and when you defeat bosses. There is a fairly decent amount of cards available, including a half-dozen classes which have their own specific cards. The card art is very Darkest Dungeon and consistent throughout the game. What I can say is that the game is very addictive in the just-one-more-fight way and feels amazing even though it seems low-budget. After each boss fight, you are given the opportunity to leave with all your treasure cards or continue the climb, with each successive boss adding a multiplier to your treasure. ![]() Monster attacks are straight-forward: they do the thing as what their card says, from left to right, every turn. ![]() In truth, the game plays more like Dominion meets Darkest Dungeon – there is no energy, so you can play all of the cards in your hand every turn, but unplayable treasure cards can gum up your deck if you get too greedy. Should I just pivot into some Strength build? Should I murder the Undead Merchant (killing NPCs is definitely a thing in Dark Souls) for his sword? What are the odds that I care about Undead Burg in the future, especially considering how long it took to find the guy in the first place?įate Hunters is a deckbuilding roguelike in the same… well, not vein, but same circulatory system as Slay the Spire. I know what I am supposed to do, where I’m supposed to go. I run past another Drake on the bridge in order to loot the corpse there, then run away back up the elevator, save my game.ĭarkest Dungeon plays in my head: “Remind yourself that overconfidence is a slow and insidious killer.” This time… the Drake leaps backwards off the cliff and dies. Frustratingly die next attempt when the Drake had barely a sliver of HP Dark Souls has zero remorse about you getting stunlocked in a lightning breath attack. Die a few times to the first Drake while I learn its moveset. Keep heading down, found a Bonfire, now I’m in the Valley of the Drakes. Welp, that is probably going to be a forever item. The corpse he was guarding has a shield that gives bonus stamina regen. He eventually started using a new move that actually attacked downward, but I had already thrusted him to 10% from relative immunity. As I circling him, I started walking down a ramp… and realized that his attacks couldn’t hit me. This one has a spear, so I spent a few minutes learning it’s moveset. Find a corpse with a bunch of leather armor and a bow. Pretty sure getting hit where I was would have sent me flying over the cliff. Walk to a vista area, look around for a moment, note “there doesn’t seem to be many mobs around here,” and instinctively turn around and parry the blow from another plant creature coming up behind me. I hit it once or twice, note how my power attack deals 15 damage, and then just run around it and down the hallway beyond. Heading lower, I encounter a crippled statue thing that shoots lightning. I feel more comfortable, even in unknown areas.įrom the Blacksmith, I try and remember if there was a shortcut to the Undead Burg. But there is a lifeline beyond trial and error, a sense of progression possible to afford you that slightest extra edge. Where has this notion been in all the Git Gud conversations? Of course, there are probably limits to farming – practical or otherwise – and certainly you must respect boss mechanics. It’s not my “main” weapon, but until I find a Dexterity-based weapon, it is the one I have, so why not? This awareness, that one can farm currency/XP, dislodges something stuck in my mind. I level up my base sword to +5 by farming souls. ![]()
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