4 ms·
It is really good, a whole run is between 1h - 2h so can be played while commuting for example. The only downside I can find is that you can't really rest/rech
by seren 4y ago
It is really good, a whole run is between 1h - 2h so can be played while commuting for example.
The only downside I can find is that you can't really rest/recharge like in some more traditional roguelikes, you always have to go forward, whatever the cost and your character health. That can be quite punishing if the run took a wrong turn earlier, you don't really have a second chance (unless you get some really good artifact/card randomly), but this is balanced by the fact that the runs are quite short.
- failrate 4y agoI have found over time that playing aggressively without blocking can often lead to the same health point result or better at the end of the fight. Sometimes playing it safe is a trap that will cost you more health in the long run. For example, if you are at > 50% health, it is probably a better value to upgrade a good defensive or healing card than resting yourself.
- vintermann 4y agoA good Roguelike needs to push you forward. Those that reward exhaustive preparation are frustrating, because you face a different kind of tradeoff: should I sink yet another hour into preparing this character, or accept a slightly higher chance of losing all those hours preparation? So I think it's one of those things STS does right.