Furthermore, combining the heroes correctly adds different synergies and abilities to each encounter. ![]() Whichever you choose, they all add a different tactical approach. Whereas, another may be agile, quick, and better as support. One may be strong and hardy and act as a tank. Subsequently, you must experiment with your approach, your heroic duo, and the trinkets you find.Įach run allows you to select a pair of heroes who have unique strengths and weaknesses. Though navigation and the book elements were key to the story and theme, the gameplay revolves around deck-building and teamwork. What the heck is that thing? Teamwork, trinkets, and deck-building. ![]() It was a wonderfully tasteful way of incorporating the novel (pun intended) theme into the navigation elements. Therefore, you must uncover your surroundings by painting paths with magical paint. Luckily, each chapter is shrouded by a fog of war. However, it wouldn’t be a magical tome if there wasn’t a degree of mystery. Within this landscape, there is gold, treasure, ruins, battles, and more. You’ll have to explore a large map comprising many hexagonal spaces. Moreover, each chapter has a central boss to defeat and victory moves you onto the next page. The action unfolds on a blank page of this magical book. Thankfully, the disappointment is short-lived, as a new attempt creates a unique adventure. You’ll have an amazing loadout only for some bad luck or poor planning to take it all away. You’ll spend your time collecting treasures, abilities and brilliant cards for each hero. Yet in Roguebook it’s bloody soul-destroying. Like every other rogue-lite, death takes all but your character progression. Therefore, you experience a new story during every playthrough. Roguebook heavily leans on its rogue-lite mechanics and procedurally generated maps. Search each vast land and collect every treasure. Subsequently, the stories and characters within are now cursed! However, where there are villains, there are heroes to fight them, and this is what you must do. As it lay in the magical waters, it became tainted by the evil magic. This tome was lost within a well in the land of Faeria. The game is set within a book that has developed a wicked will. This fleeting moment is euphoric and makes it so rewarding and unbelievably addictive. Yet the flip side to this is when it clicks and it all comes together. Consequently, there are moments where you’ll be disheartened, the action feels unbalanced, or you’ll want to quit. The core concept demands a slow and methodical style where death and failure are leading mechanics. It’s rare that I praise a game for being repetitive, but Roguebook is brilliant because of it. Subsequently, practice makes perfect and an experimental approach will be your best friend. But, this soon changes as you revisit the repetitive gameplay for the n th time. At first, it appears to be complicated and tough to play. Yet, Roguebook does just that with its tough missions and magical chapters.ĭeveloped by Abrakam Entertainment SA and published by Nacon, this is a rogue-lite deck-builder. However, no one takes this literally, otherwise, libraries would be a dangerous place indeed. I want to talk to the yaks, basically.Books are often magical as they transport you to a faraway land. When I die to the yakapult again I get to spend some of the book pages I found on the map unlocking a perk for the next run, but I want more than that. After racking up over 100 hours in Hades, I want every roguelike to put more effort into the narrative, to make each loss feel less like a punishment and more like the beginning of the next chapter. Like Heroes of Might and Magic, or indeed Shandalar, the overworld puts context and a little story between the fights. You might earn rewards from these like treasures that provide some significant boons, or gems that can be socketed into cards to alter how they work. Areas unfurl like it's Minesweeper, and may contain shops, gold, piñata faeries to wail on for more gold, and short text adventure scenes. ![]() There's also the overworld, a land inside a magic book (hence the name), shown as a hexgrid with fog of war that's rolled back by spending the ink and brushes you earn winning battles. I burned out on Monster Train because of the need to plan an upgrade path and surgically remove everything that didn't fit, so a deckbuilder that encourages choosing fun options, experimenting even after finding that broken combo, might hold my interest for longer.
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