Posted on: December 14, 2025

nomorename
Verified ownerGames: 103 Reviews: 49
Non-standard roguelike that kinda works
This is an odd one. The battle gameplay is basically Heartstone - play cards with mana with a pool that increased per turn and have them duel what's ahead. The stage overworld has you move on a map collecting and fighting mobs which get tougher after every X turns. BESIDES the bosses which stay constant. However, it has several rather unique "stage progression" mechanics that uh work as intended but rather than design flaws - it's more like design consequences. I still think it is functional and enjoyable but not "great" in a way that can't really be fixed. There's also a number of UI issues and annoyances but not the main issue. The first is that half the card list have skills that PERMENANTLY boost cards - that persists throughout the entire stage (reset per run). And not tiny boosts. They all stack to a min 5, and when fully boosted tend to at least double their stats. So even in the first real stage you might get your 1 mana 4/4s to 40/40s by the end. This means the majority of strategy is trying to maximize these to grow stronger and faster than the stage does. Then just keep looping the stage until you are strong enough to challenge the boss. The issue is that you tend to either outstrip the pace or quickly lag behind. And both are kinda a problem - you want to keep matches going a while to play boosts to further increase your cards, and uh you don't want to die. The second major unique point is how the deck building works. You have no deck min limit and removing cards is painless and infinite. However, unlike most deck-builders you don't reshuffle your deck once you run out of cards NOR do you simply lose the game/hp. Additionally, you rarely gain cards from battles but mostly from shops. The issue is that it takes gold to both buy cards and upgrade the shops, and that gold mainly comes from battles. And with the permanent stat growth per battle, it makes it harder to play the new cards (which have no boosts). That means you tend to mainly use the early cards, and try to keep the battle going to slowly grind your new cards to spec. Some other notes/criticisms - The tutorial doesn't point out that you need to keep looping the stage until you are strong enough to challenge the boss, nor that there's not really hard consequences to having high day count. They really should make the game more keyboard friendly. Dialog advance is a keypress but end/close is a mouse click. Movement is also a mouse click and its upgradable nature makes it non-standard to implement but a numpad/8 way letter block with a way to extend it (ie. hold shift to move 2 spaces at once) should be enough. You can get some rewards by simply loading and then quitting a run which feels weird. I mainly used gold on treasures rather than cards as it quickly becomes difficult to get the 3 dups to merge and new cards are a pain to "lvl" up.
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