It has some great ideas, beautiful art design, and some fun gameplay… when it decides to run properly. Those issues aside, however, there’s a lot to love in here. Roguebook certainly needs some adjustments, between long wait times on cards being played and scaling of difficulty in the later chapters. Who needs game sound anyways, just pop on some Bergeton and lose yourself in the character building, as long as you have a run where cards don’t take thirty seconds to play, or the game decides to error-log-of-death you. This is a game you’ll most likely want your own music on for though, there’s not much going on for character sound, and the music itself is a bit dull. The cards are decently well designed, and I do like that a lot of the cards have their own animation so it’s not simply your character nudging forward for every attack. It’s hard not to keep making the relation back when it’s such a clear and major influence. Roguebook really just looks like a brighter, almost more cheerful version of Slay the Spire. If you need more similarities to Slay the Spire, look no further than the art style. After so many runs, I can likely guess the highest I’ve managed to get my armour is maybe 30.Īfter all that, I died to a turtle that was buffed with 40 power. One thing Roguebook does feel like it’s missing is effective debuffs for enemies, or at the very least effective blocking cards to negate this. While the early game can feel a touch simple, by chapter three enemies will suddenly start stacking five to ten power buffs on themselves every turn and hitting your party members for 40-50 damage. This is the first real negative to look at, as the difficulty spike is unnatural in how ridiculous it is. This means mapping out your build can be a careful task, especially with the scaling of enemies in Roguebook. For each perk you’ll be able to select one of either one of your party members, or a perk for the party as a whole, but you’ll need to decide carefully because the two you don’t pick aren’t available anymore. Luckily, upon defeating the chapter boss, your team is healed to full and wounds are removed from your deck.Īs you add cards to your deck, you’ll be able to unlock perks for your party. When an ally dies in battle it’ll add wounds to your deck each time, so best to be careful as wounds are basically just dead cards. Enemies generally only attack the character in the front and cards have keywords, such as charge or retreat to change the order around. If one character dies, you’ll be able to revive them as each of their cards will transform into a “song” card. Each character has their own set of cards, and you’ll need to find a good balance between the two. One big difference from Slay the Spire is that instead of picking one character, you’ll pick two. Most cards have gem slots, and gems can add various effects to what a card already does, like grant block, power, or additional damage.Īt least the shop is kind enough to have cards for both characters in your party. The other thing you’ll earn along the way are gems. You’ll also be able to buy cards at the beginning from a shop, which also sells relics that either affect one character, or the party as a whole. Cards gathered from the boxes will run you twenty-five gold, which isn’t horrible as you can find gold from battles, or just on uncovered tiles. Unlike most other games though, cards aren’t ever free to earn. While the battles won’t grant cards, there are boxes around the map that will. There are also ink pots for your main pot that can make it uncovers a circle where you pick instead of just around your character, or just expands the circle. There are some that uncover a line of three to four tiles in front or front and back, as well as ones that can just uncover one tile at a time. You’ll be given five ink pots at the start that uncover a batch of tiles around you, and winning battles can unlock different kinds of ink pots. There is also a strip of tiles that go from where you start to where the boss of the chapter is, usually with a couple battles in between. A set amount of tiles will start uncovered already, usually displaying either towers that can open more tiles for free, or various battles around the pages. Essentially, each page of the storybook you need to progress through is tile based. Let’s start with the basic concept of how Roguebook works.
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