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The memory mechanic is far too random and there aren’t enough resources… mostly you’ll randomly die from no energy while randomly clicking squares to find a match. Add more food; add some sort of memory buff so you can reveal cards more quickly.
Reminds me of a lot of other role playing rogue likes I’ve enjoyed playing but with its own unique story. Lots of secrets and replay ability in the first chapter. Looking very forward to seeing where this games goes and hope updates come soon :)
There is absolutely no skill associated with this game. The mechanics are luck based which is incredibly frustrating to play.
Really enjoy it’s simple and easy to use design, and the roguelike aspects are my favorite to play through time and time again.
When you first pick up this game, you’ll think it’s some weird Memory game with some combat thrown in. It’s not. It’s a thematic, decision-heavy hardscrabble. The game organically presents objectives that, on completion, yield information, equipment, key items, or changes in the dungeon. These persist into subsequent runs. Coming up with an executing a plan to pursue these objectives represents the core gameplay loop. The matching system induces a risk-reward dynamic, creating variance in the cost of fully exploring a room or taking side paths. It also creates this neat dynamic where if you’re hurrying to find the exit, you might stumble on something interesting that prompts you to stick around. You’d think the card-based rooms would be same-y, but there’s a narrative frame for different parts of the map, and the NPCs, environmental hazards, monsters, and items participate in that frame in unexpectedly immersive ways. The comprehensive journal and map are a very thoughtful addition to the game. I’m looking forward to the release of the next chapter.
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