Post B6lN3zmHjEK2PfHLY8 by esheep@sh.monstergirls.live
(DIR) More posts by esheep@sh.monstergirls.live
(DIR) Post #B6lN3zmHjEK2PfHLY8 by esheep@sh.monstergirls.live
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So I've been trying to get into deckbuilders lately.One design decision that confuses me so far: on the one hand the game wants you to experiment and find synergies and other game-breaking strategies, but on the other hand the cost of failure is so great (restarting the run and maybe not finding the same combination of cards again) that it discourages experimentation. So when I play I'm not sure if I should take risks or not. But maybe that's part of the appeal?I wonder if a training mode where you can just make up your full deck and enemy encounter would work well :bunhdthink:
(DIR) Post #B6lNEVQAvy2lRtwtbk by Jibsy@fedi.absturztau.be
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@esheep Take risks to learn what is broken, then hard lean into the first broken thing you find in a run
(DIR) Post #B6mqyin8eBA04A2Ud6 by esheep@sh.monstergirls.live
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@Jibsy@fedi.absturztau.be It's so stressful when you got a good run going though :bunhdcry:
(DIR) Post #B6ms7HF2XwQvBKjXNo by bunni@raru.re
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@esheep for casual games like that, I wish they had an undo systemAlso for misclicks and stuff...
(DIR) Post #B6msO3vBKA5mnCRsSO by esheep@sh.monstergirls.live
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@bunni@raru.re Yea, I've lost a run once because I did not understand what the card was gonna do, so I tried it. It didn't do what I thought it did (skill issue tbh), so I thought I would quit the game and reload. Except it saves every turn so that did not help me :bunhdgoogly:
(DIR) Post #B6msVfGOsvvQdOzyQC by bunni@raru.re
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@esheep :bunSadPat: