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Join the Dungeons Company and climb the corporate ladder along with a newly arrived Goddess master, new missions, traps, monsters, and artifacts. Legend of Keepers: Return of the Goddess DLC is now available on GOG.COM sporting a 10% discount until 20th September 2021, 5 PM UTC.

That’s not all! Until 16th September 2021, 5 PM UTC, you can buy both Legend of Keepers: Career of a Dungeon Manager and the Supporter Pack 35% off.

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The base game was... not very good. It portrays itself as a strategy game, but has some huge, game-dominating RNG elements that you cannot do anything to mitigate. With Legend of Keepers, you're going on a ride, having an experience... not really playing a game.

Unlike FTL, or Slay the Spire, or Monster Train (AKA, good "roguelike" games where the importance of your decisions overpower the randomness in the vast majority [if not all of] the games), the RNG in this game truly does completely dictate your success or not.

Example: If an enemy group spawns with the foe that randomizes the order of your line, you're basically playing that floor entirely randomly. And there's nothing you can do to stop/prevent it.

*Maybe this has been patched out. I only played for a few weeks after release before dropping it in frustration. The game's core elements could be preserved and turned into a fine game, but it did not seem that they wanted to do that.
Post edited September 13, 2021 by mqstout
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mqstout: The base game was... not very good. It portrays itself as a strategy game, but has some huge, game-dominating RNG elements that you cannot do anything to mitigate. With Legend of Keepers, you're going on a ride, having an experience... not really playing a game.

Unlike FTL, or Slay the Spire, or Monster Train (AKA, good "roguelike" games where the importance of your decisions overpower the randomness in the vast majority [if not all of] the games), the RNG in this game truly does completely dictate your success or not.

Example: If an enemy group spawns with the foe that randomizes the order of your line, you're basically playing that floor entirely randomly. And there's nothing you can do to stop/prevent it.

*Maybe this has been patched out. I only played for a few weeks after release before dropping it in frustration. The game's core elements could be preserved and turned into a fine game, but it did not seem that they wanted to do that.
This game clearly states the exact type of heroes you'll be facing before you place a single creature or trap, and all their powers and weaknesses.

If a randomizer is in the lineup, don't place the monsters in the optimum order, and lay off the glass cannon creatures.

It's like in Monster Train, if you draw the final boss who destroys a spell every round, you only have yourself to blame if you go for a build that's hard-countered by that power.
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MischiefMaker: This game clearly states the exact type of heroes you'll be facing before you place a single creature or trap, and all their powers and weaknesses.

If a randomizer is in the lineup, don't place the monsters in the optimum order, and lay off the glass cannon creatures.

It's like in Monster Train, if you draw the final boss who destroys a spell every round, you only have yourself to blame if you go for a build that's hard-countered by that power.
Monster Train tells you exactly what the boss will be from the start so you can make your choices and plan accordingly.

This game gives you no such information or influence. Sure, "don't place in optimal", but it's still going to be random. Meaning almost certainly you're going to lose that one. And you have no way to influence it, or to know if it's going to come or not when selecting your monsters to recruit [the long game, not just that particular battle]. And that was one example -- the most egregious, but just one. I found Legend of Keepers just not an enjoyable experience at all; at any of its layers.
Never mind.
Post edited September 15, 2021 by Nazrel