About This Game Not your typical deckbuilderCreating the perfect deck of cards is important, but this will only take you so far. Every card has a calculation based on your character stats. This will determine how powerful the effects will be. Buy equipment and increase your stats to get the best out of your cards. How will you bring out the true potential of your deck?Features11 classes with individual decks, starting equipment and powers ~350 playable cards that change with your stats7 equipment slots to fill that can change the course of your run~70 events that could help or hinder you56 monsters with different decks and unique powersUnlockable progression as you play. Unlock new classes, cards, equipment, events and monsters.Randomized hex map for each new journeyCards based off character statsThe cards in your deck are affected by your stats. Each card has its own formula which uses your stats to determine how powerful the effect is. To raise your stats you must equip yourself with items and you will also have chances to gain stats via events. Some cards are stronger at the start of a run but fall off in effect later on, while others grow exponentially through your run. How will you build your deck?Procedural mapsEvery time a new journey is started a random map is generated, containing random terrain types, enemy camps, events and cities with their own exhaustible shops. As you make your way through the map, monsters will grow in difficulty and you will find better cards and equipment. However, as you explore, The Lost will slowly take over the map destroying cities and events in its wake. Exploration makes you stronger, but as the undead spread it serves to empower your foe. What path will you take to destroy The Lost?Knowledge mixed with discoveryEach unique monster has a set custom deck. Learn what effects and cards a monster has to figure out the best strategy to defeat them. Players can see the entire map from the start. All camps, cities and events are visible to optimize your route to ensure your success. Each event presents a series of choices with set outcomes. Learn when certain choices make sense, and when they should be avoided through experience.A compendium of all the equipment, monsters, and cards you have come acrossOptional choice to show card equations 7aa9394dea Title: The Last HexGenre: Indie, RPG, Strategy, Early AccessDeveloper:That Indie StudioPublisher:That Indie StudioRelease Date: 10 May, 2019 The Last Hex Download Mega Refunding for now. I will keep my eye on this one.I will consider re-purchasing later, but for now, it's just not refined enough for me to bet $15 on it.. I'm shocked more people aren't playing this. It takes Slay the Spire to the next level and adds character builds that allow you to effect the strength of your attacks and defenses. I'm having a great time playing it and the developers are adding content and fixes daily. I can see an improvement just from the week I've been playing. So much much fun.. So yeah, this one is quite good, even in the early stages of early access, and well worth the cost. This review is just going to be a comparison to Slay the Spire, because it's the biggest, most well known, and frankly best game in the genre. If you haven't played it, maybe start there, then come back to The Last Hex, which is a really good take on the concept.The great:-Equipment is a superior take on relics, forcing you to make difficult choices when building your loadout, instead of just "pick the best of 3". The limited slots means that you really have to pick carefully, and it adds another layer of good strategy to the game-Two Decks, one a standard random StS style, and the other ("potions") a set of 1\/combat cards that are always around if your random deck gave you crap this hand. Once you learn to use it, it mitigates many of the worst "bad hand" situations that other games in the genre suffer from, going all the way back to Magic the Gathering (want a mulligan on turn three? In TLH you don't need one!).The good:-Exploration has a lot more freedom than StS. I personally like that I'm not forced to rush to the next level in X turns, and can "grind" a few levels (at the expense of a slightly harder final boss). Additionally, the larger number of towns allows for a lot more customization over the course of the game, and a lot less randomness when compared to StS.-RPG style leveling layered on top of the cards replaces the "upgrade" version of cards. This means that you progress more evenly as you advance, which feels pretty nice throughout the game, though it has some downsides.-Like StS, TLH has an overarching progression and unlocks that occur, but again, it occurs more smoothly as you play - finding\/buying cards unlocks cards (same with potions, equipment, and events). Winning the game unlocks new characters - which are just initial stats, deck, one piece of equipment and a minimally impactful class ability (about half of 1 piece of early game equipment in value).The Meh:-The RPG style stats are in exactly three buckets. Because all cards are limited to scaling off 0, 1, or 2 of those stats, the different characters don't seem as different from each other - all strength scaling characters will want certain especially powerful cards that scale on Strength, and the same for the other stats. Even with some variety recommended by the starting class deck (especially things like the Elementalist and Alchemist), the endgame can devolve into building the same or very similar deck over and over. When compared to the base StS gameplay, this isn't a "meh", but when you have delved into the vibrant mod scene over there, this pales in comparison.-Balance is very much early access, and changing daily with frequent updates, especially in the mid-late parts of the game, where sometimes enemies will 2-shot you with little chance for recovery. Or not, depending on the balance patches for that day, I guess.-Having all the cards available for all characters means that you'll spend a lot of time sifting through crap cards, potions, and gear that don't scale with your primary stat. Unlike StS's purely class based system, where you generally only get cards from your own class plus a few "generics", you're kinda stuck in TLH spending your time dumpster diving. It can be especially annoying in the early game if you fight the first 10 enemies and never get a single damn card for your primary stat. Not that I'm bitter about my most recent run or anything.At the end of the day, though, this is an extremely good game, and the Meh items aside, it is still very fun, and well worth the time and money.. This is a Slay the Spire like rogue like deck building game. The twist in this game is that your char has attributes influencing the card values of your deck. I found the first 2 runs I have played so far pretty easy - but the game gets harder from run to run as more and harder to play opponents, classes, etc. are unlocked. I really like this concept in contrast to other games of the genre where your runs are getting easier the more stuff you unlock. The game plays pretty smooth for an early access title and I encountered no major bugs so far.. Combo of Fate Hunters and Slay The Spire, which means I will be playing this for untold hours. Oh, and Monster Slayers.Fresh entry into the genre even though some cards feel exactly from previous games.Replay Value City.Very well designed, although the RNG\/balance is not scaled fairly.Addictive. Had to pry myself away from PC on launch day in order to get back to work. Should be a real winner.TENSE.Art is passable. Some font is small or gets hidden.HIGHLY RECOMMENDED.. I've been waiting for The Last Hex to come out on early access for monthst. It promised to take the core gameplay of Slay the Spire and mix in some fresh ideas and more RPG elements like real map movement and upgrading stats.I'm aware that this is early access (there's the usual smattering of early access bugs, but it's pretty good by early access standards), but I think there are problems with the core gameplay that run too deep to be fixed in early access.The RPG elements revolve around upgrading your character\u2019s Strength, Intellect, or Agility (called Power, Arcane, and Expertise), and the cards scale off of your stats. This does a good job of allowing cards to stay relevant as you get later in the game, but there\u2019s never an incentive to upgrade a stat other than your main stat, so it\u2019s really RPG window-dressing.I don\u2019t know how I feel about this, but it was interesting: It\u2019s very easy to remove bad cards from your deck and get your deck size small so you\u2019re only drawing your powerful cards. It tends to be the \u201cbest\u201d way to play games like this, but if you\u2019re successful it makes the fights extremely tedious as you will always be executing the exact same moves. Also when your deck\u2019s average card is very powerful, there aren\u2019t many cards worth adding to the deck, so you get locked into the same repetitive gameplay. Anyway, what\u2019s funny is the final boss has abilities that delete cards out of your deck. If you have a small deck, you easily beat everything else, but you can\u2019t beat the final boss. I like that the game throws some curveballs like that, and that it\u2019s challenging, but it\u2019s a bit of an on the nose \u201cgotcha\u201d.If you liked Slay the Spire, you'll probably like this, but you'll definitely feel "why would I play this when I could play Slay the Spire?"
The Last Hex Download Mega
threadafunophub
Comments