Oh no! Another roguelike?!
In regards to the subject of rogue-likes, opinions differ. Some players enjoy the challenging gameplay, the reward spiral, and the mostly pixelated gameplay that is more indie. Others are irritated by a few moments of frustration or bored by the retro-looking Geralt graphics and yearn for something less strenuous to enjoy a relaxing evening.
Roguebook can reconcile both camps. Although it’s not a perfect game, it’s a Faeria game in terms of gameplay with slay-the-spire features where you draw defense and attack cards during turn-based battles. Play a group of four colorful characters at a go through the fantasy world. You’ll make or discover new cards and get stories and snippets of information to be tossed at you along as you go, and if you do make a mistake, it’s just a matter of having to begin again.
My dear card-loving friends and Garfield fanatics (not the one that has the lasagna, however), this is only the first glimpse. At a second glance, Roguebook strips out all the undesirable aspects of the rogue-like style, including frustration and trial and error, and offers the deck builder element an intriguing twist. It all starts with the game world.
Painting with (Hex) Numbers
As with its spiritual predecessor Faeria, Roguebook relies on what they refer to as the “living gameboard” gaming world. In Roguebook, the game’s surface comprises small hexes, and only one linear path to the chapter’s end boss is drawn initially. The rest of the spells, in contrast, aren’t painted. You read it right. You must complete the painting of the game’s world to travel without a hitch. So you must get that inner Rembrandt (don’t be concerned. You won’t feel too terrible).
With a brush and paint in hand, Bit by bit, more hexagonal tiles are revealed as secrets are revealed, and new cards are found to add to your deck, which is growing pretty fast. As you progress, you’ll face the battles depicted on the map if you’re not keen to paint around it. But, fighting cards give you more power with your brush and paint to reveal more hexes or money to spend at the shop for more cards and power-ups. Finally, it’s all about deciding whether you’d prefer to remain a peacemaker traveling through the countryside or an archeological explorer scouting the book’s pages.
Forwards, backward, and forwards …
A cool breeze blows through Roguebook and especially during the fights. Garfield and Abrakam provide a unique twist to the deck builder idea using a positional mechanic. At any time, the two selected characters will be in the front row of the field, and the other will be in line at the rear of the field.
Aurora, For instance, can ultimately heal after each battle, which makes her perfect for frontline tanks. Sharra, on the other side, is more of a glass cannon that can take excessive damage in the front line, which is why you’ll need to be cautious with Sharra. There are many options, and among the roughly 50 cards each character can bring to the table, there is always a deck that will permit you to play a consistent forward and back game, as long as your mana helps it, obviously. The game recharges each turn, just like in Hearthstone, which allows you to change a disadvantage you’ve been playing quickly.
Certain cards can only be effective when played from behind. For instance, others only work at the front. Additional companions that can be played using a card aid in the transition of the position by providing valuable benefits such as bleeding damages or heals, which makes for an extremely diverse combat experience.
The dynamic movement back and forth action between the front and rear positions also gives the combatants the speed often not seen in strategic card games, like Hearthstone or Faeria, and offers more Kurzweil during the combats. Its combat systems are simple, so even deck-building beginners can master it and succeed. Indeed, Garfield isn’t quite able to make the technological leap here; however, it doesn’t require it. The fights in Roguebook remain enjoyable despite twenty or more hours of playing.
The Feel-Good Roguelike
Are you averse to the rough indie-like feel that many Roguelikes made by smaller game developers call gameplay? It’s not necessary to be concerned about that with Roguebook because the gameplay mechanics work perfectly in Abrakam’s Deckbuilder like the game’s clear counterparts Faeria, Slay the Spire, or roguelikes such as Darkest Dungeon. Animations are smooth and smooth and exude fairytale-like charm, and don’t worry about the pixelation of bugs or irritating bugs.
The difficulty level adds to the smooth and silky gameplay. In no way does Roguebook take over with its rules that are fundamentally easy to master and are largely recognizable to other deck builders. If you run out of time within the book, it’s not due to the difficulty being excessive, but because the odds weren’t correct or you picked the wrong cards or character combinations. Each time you run, you’re again given the option of deciding on the character combinations, card composition, and the route you take as well as the opportunity to learn from your mistakes in the past.
The game gives you experience points and permanent unlockable power-ups, regardless of whether you win or lose. Because of this, Roguebook is much less threatening than other Roguelikes. The game’s progress is evident even in the tiniest details. When you’ve gained the first permanent benefits for your character that allow you to fight quickly and the world of the game is more accessible and also.
In between the lines …
The book doesn’t reveal more than some would like, but that’s not the case. If you’re one of those who browse the Roguebook for thrilling tales of heroes, Let me inform you right now: The wrong book. If you want an excellent account, look no further than even without having a story worthy of note, the beautiful world is able to make readers want to delve deeper into the book in order to listen to more of the words coming spoken by the anthropomorphic voice of our badger guide, Naddim or to visit one of the strange spirit creatures that populate the story. The overall ambiance Garfield and Abrakam generate, although vibrant and fun, is never childish or ridiculous – more the fairy tale, with the right amount of action.
The world of fairy tales creates an enjoyable pull that is primarily created by small things. If we let our players have a gate open in the game’s terrain, The bolts on the gate fall apart in a short animation that is lovingly and affectionately animated. Just then, the gate will reveal the second pathway.
This is also true for conversations with the famous characters of the world of literature; each dialogue, regardless of how insignificant and perhaps unimportant, is accentuated by stunning details, like Seifer’s playful smile or Naddim’s grimy tone which give the air of life into the text. Although all of this is not required, however, it gives the impression that you are constantly getting little glimpses on behalf of designers that make for a very cohesive game experience.
Roguebook came out on June 17th for PC, and a later edition that is available for Switch, PlayStation, and Xbox to be released in the near future.