![]() Whatever it is, it works brilliantly with both the theme and genre. I’m not sure if it’s the simplicity of the 2D sprites or the basic landscapes. Though the graphics are crisp, sharp, and colourful, there are distinct old-school vibes going on. ![]() Consequently, this makes the gameplay tough and unfair, while letting you hope for an ounce of luck. When this happens, you must learn to gamble while potentially sacrificing a hero. Getting your approach right isn’t easy and at times you won’t have the correct cards available. Therefore, you must juggle between an all-out attack and ensuring you block your enemies blows. Furthermore, every card costs energy to be used. Each character has 50 cards to select from, and their use varies from defence, attack, or miscellaneous. Once your team is selected, it’s all about deck-building and combat! These two elements are intertwined and require planning and tactical nuance in order to be successful. Furthermore, combining the heroes correctly adds different synergies and abilities to each encounter. Whichever you choose, they all add a different tactical approach. Whereas, another may be agile, quick, and better as support. One may be strong and hardy and act as a tank. ![]() Subsequently, you must experiment with your approach, your heroic duo, and the trinkets you find.Įach run allows you to select a pair of heroes who have unique strengths and weaknesses. Though navigation and the book elements were key to the story and theme, the gameplay revolves around deck-building and teamwork. What the heck is that thing? Teamwork, trinkets, and deck-building. It was a wonderfully tasteful way of incorporating the novel (pun intended) theme into the navigation elements. Therefore, you must uncover your surroundings by painting paths with magical paint. Luckily, each chapter is shrouded by a fog of war. However, it wouldn’t be a magical tome if there wasn’t a degree of mystery. Within this landscape, there is gold, treasure, ruins, battles, and more. You’ll have to explore a large map comprising many hexagonal spaces. Moreover, each chapter has a central boss to defeat and victory moves you onto the next page. The action unfolds on a blank page of this magical book. Thankfully, the disappointment is short-lived, as a new attempt creates a unique adventure. You’ll have an amazing loadout only for some bad luck or poor planning to take it all away. You’ll spend your time collecting treasures, abilities and brilliant cards for each hero. Yet in Roguebook it’s bloody soul-destroying. Like every other rogue-lite, death takes all but your character progression. Therefore, you experience a new story during every playthrough. Roguebook heavily leans on its rogue-lite mechanics and procedurally generated maps. Search each vast land and collect every treasure. Subsequently, the stories and characters within are now cursed! However, where there are villains, there are heroes to fight them, and this is what you must do. As it lay in the magical waters, it became tainted by the evil magic. This tome was lost within a well in the land of Faeria. The game is set within a book that has developed a wicked will. ![]() This fleeting moment is euphoric and makes it so rewarding and unbelievably addictive. Yet the flip side to this is when it clicks and it all comes together. Consequently, there are moments where you’ll be disheartened, the action feels unbalanced, or you’ll want to quit. The core concept demands a slow and methodical style where death and failure are leading mechanics. It’s rare that I praise a game for being repetitive, but Roguebook is brilliant because of it. Subsequently, practice makes perfect and an experimental approach will be your best friend. But, this soon changes as you revisit the repetitive gameplay for the n th time. At first, it appears to be complicated and tough to play. Yet, Roguebook does just that with its tough missions and magical chapters.ĭeveloped by Abrakam Entertainment SA and published by Nacon, this is a rogue-lite deck-builder. However, no one takes this literally, otherwise, libraries would be a dangerous place indeed. Books are often magical as they transport you to a faraway land.
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