I must say this game is riddled with imbalances.
First, I played seven games and only encountered and defeated the boss in the seventh, so I feel compelled to address a problem players face.
Firstly, regardless of your luck, the game's duration is predictable. You can lose in as little as two rounds, or you either kill all the monsters in each round, making the maximum game duration predictable, or you lose a little health each round, dragging out the pace, which isn't wise (health is crucial when facing the boss).
At the start of the game, you only have about two free dice. Without getting more dice, your expected damage is only 6-12 points per turn, barely enough to cope with the second round's enemies. Later, the attack power bonus from cards reaches 20 damage per turn, and look at the monsters' armor—lots of immunity, and unusable weapons—making it difficult to survive until the final boss. This is terrible.
The boss's design is devastating. Boss has 130 health points! It is extremely absurd. The first time I faced him,I didn't know about the damage multiplication mechanic, so I wasted my strongest attack. Luckily, I still won. It takes 250 damage per turn, and even with triple damage throughout, it still takes about 60. What's more, he removes your attack cards and cards that modify stats.
Therefore, the game's numerical balance is clearly broken. If the game could lower the difficulty, for example, by slowing down the increase in enemy health, or by adjusting our characters' health to 5 or higher...
Furthermore, the boss now simply serves as a maximum damage detector for a single round.
Thank you for reading.
First, I played seven games and only encountered and defeated the boss in the seventh, so I feel compelled to address a problem players face.
Firstly, regardless of your luck, the game's duration is predictable. You can lose in as little as two rounds, or you either kill all the monsters in each round, making the maximum game duration predictable, or you lose a little health each round, dragging out the pace, which isn't wise (health is crucial when facing the boss).
At the start of the game, you only have about two free dice. Without getting more dice, your expected damage is only 6-12 points per turn, barely enough to cope with the second round's enemies. Later, the attack power bonus from cards reaches 20 damage per turn, and look at the monsters' armor—lots of immunity, and unusable weapons—making it difficult to survive until the final boss. This is terrible.
The boss's design is devastating. Boss has 130 health points! It is extremely absurd. The first time I faced him,I didn't know about the damage multiplication mechanic, so I wasted my strongest attack. Luckily, I still won. It takes 250 damage per turn, and even with triple damage throughout, it still takes about 60. What's more, he removes your attack cards and cards that modify stats.
Therefore, the game's numerical balance is clearly broken. If the game could lower the difficulty, for example, by slowing down the increase in enemy health, or by adjusting our characters' health to 5 or higher...
Furthermore, the boss now simply serves as a maximum damage detector for a single round.
Thank you for reading.