The roguelike card battle 'Roguebook' developed by the creator of 'Magic: The Gathering' is highly strategic in creating a broken and balanced combo on its own.
Steam: Roguebook
https://store.steampowered.com/app/1076200/Roguebook/
When you start the game, a book that gives off a mysterious light appears.
The character that appears is the story of being caught in this strange book named 'Roguebook'.
The world of books looks like this. A field made up of hexagonal tiles called
When you land on the field, the range of movement is very small, and you can use two types of items, 'brush' and 'ink', to expand this range. If you use 'exact ink' that displays one favorite tile on the map from the bottom of the screen, it will be colored as follows.
Furthermore, if you use a 'brush' that displays tiles in the surrounding 2 squares ...
A wide range is displayed in one shot. The field part of the Roguebook is to increase the range that you can go to like this.
Objects such as 'battle' and 'treasure chest' are installed in the field, and you can activate them by clicking. This time I will try to enter 'normal battle'.
The battle screen looks like this, with your army on the left side of the center, the enemy on the right side of the center, and your hand on the bottom.
The cost is written on the upper left of each hand ...
By paying this cost, you can play the card until the energy is zero. At the top left of the energy is the number of cards left in the deck.
The basic flow of battle is to reduce the enemy's HP and acquire guards with attack and defense cards this turn. Then, by clicking the turn end, you will enter the enemy's turn, and each enemy will perform the planned action on the enemy's turn. You can get a rough idea of the enemy's actions with the balloon displayed overhead, or you can check the details by hovering over the balloon.
What is important at this time is that your army has 'avant-garde / rearguard'. When you play a card with two arrows drawn around the cost ...
The front and back of the character are swapped as shown below. In principle, the Roguebook has two people in its own army, and it is treated that HP is set separately for each character. All enemy attacks are undertaken by avant-garde characters, with exceptions such as penetrating attacks.
The battle in the early stages where the flow around here is easy to understand is like this.
If one of the characters is defeated, a 'scratch', an obstructive card that can't even be used without any effect, will be added to the deck. The defeated character will be revived with low HP after the battle, and the game will not be over unless two characters are in a state of being defeated at the same time during the battle, but since 'scratches' will put pressure on the deck, after that A system in which the battle of the game gradually becomes difficult. If you defeat the boss that exists in each Act, the 'scratches' will be removed from the deck, but it is extremely difficult to subdue the boss with a large amount of 'scratches'.
The card is a system in which cards dedicated to each character are mixed in the deck, and when used, the corresponding character executes the action. The effect is also very wide, 'absorbing the soul' that recovers HP when the enemy collapses by attacking at the same time as appearing in the avant-garde ...
A 'whirlwind' that damages all enemies and gains blocks as many as the number of enemies hit.
Boss or Elite All-out attack 'shoot' that permanently increases damage to win enemy battles
In addition to simple damage / guard cards, there is a wide range of draw / energy increase / buff / debuff cards such as the 'watch telescope' that gives enemies a 'critical hit' debuff that doubles the damage taken. Richard Garfield, who is known as the designer of 'Magic: The Gathering', is participating in the development, so it seems that there are almost any effects that can be imagined.
And the biggest feature of this work regarding cards is that it can be strengthened with an item called 'Gem'. On the deck screen that can be displayed in the field, you can add the effect of the gem to the card by inserting it into the gem and card you own.
Low-rare gems are not so effective, such as 'increase damage by 3' and 'increase block by 4', but high-rare gems 'reduce cost by 1 each time you draw' and 'end the battle when used'. It can't be used until time, but if you defeat an enemy, it will permanently increase its attack power by 1. 'Even if you use it, it will return to your hand at the beginning of the next turn.'
The number of sockets in which gems can be inserted is randomly set for each card, so you can stab two powerful gems to create a balance-breaking card. The following uses a deck that increased the single attack 'Pechanko' that stabbed the gem 'The cost decreases by 1 each time you draw' and 'Even if you use it, it will return to your hand at the beginning of the next turn' to 2 at the event. I am. The high-powered Pechanko will return to your hand at 0 cost due to the effect of the gem, and it will be completely 'I think this is all you need'.
In addition to gems, there are also equipment items called 'treasure'. As for the effect of the treasure, 'Energy that was not used is saved even after the end of the turn' 'The first attack of each turn doubles the damage' 'Every time you draw a card, you get 1 block' Very diverse.
In some cases, the power of the combo can be doubled by combining gems and treasures. In the play, I came across a combination of a card that earns a buff called 'Fighting Spirit' that has the effect of increasing energy, and a treasure that acquires blocks according to the value of 'Fighting Spirit' at the end of the turn, and the end of the battle. There was a combination of cards that can reduce the cost of the specified card until time x treasure that can increase the number of draws.
In that case, I think, 'If you can make a broken combo, it's an easy win?', But the impression is that 'the balance is based on the premise of making a broken combo in the first place.' Even though the basic defense card is '1 cost 8 blocks', even small fish enemies will attack about '20 damage x 2', so if you do not make some kind of balance breaker combo in the first place, you will even reach the boss. Difficult. And because the enemy of small fish is strong, even if there is a gem that you want to save for a broken combo, you will be forced into a situation where you will not use it immediately and it will be wiped out, and you have to compromise with a 'moderately strong combo'. It tends to be a flow.
What comes out in such a flow is the fun of 'developing the strongest combo possible with limited resources'. There are many types of gems and treasures, so even if you know that 'combining this with this will make you messed up', it is unlikely that you will have all the pieces. So, the battle balance itself has a big point that 'If you do it properly, you will lose', but the creative that combines your knowledge and the current situation to create a new combo and overcome the predicament. There is a lot of fun.
In addition to battles, shops where you can buy items with money, treasure chests where you can buy cards with money, tiles that generate random events, etc. are hidden in the field, and the roguelike element that 'the development changes every time you play' is quite Strong. It is recommended for people who find it more fun to think in their heads, 'Isn't it stronger if you combine this with this?', Rather than the last-minute thrill created by precise calculations.
In addition, there is also a 'strong and new game' element that can increase the appearance probability of recovery agents and the amount of gold earned with the resources acquired during play, so it is a time thief game that makes you want to play repeatedly. did.
'Roguebook' is on sale on Steam for 2570 yen including tax. At the time of article publication, it was said that a special promotion was underway until January 6, 2021, and it was possible to purchase it for 1670 yen, which is 35% off.
35% off on Steam: Roguebook
https://store.steampowered.com/app/1076200/Roguebook/
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