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I agree with your review, but I disagree that your review was negative ;-)

A rogue-like is not really defined by powerups or unlocks. Any card you add to your deck can be considered a powerup. If we do not apply the outdated purist rogue-like definition (games that are like the game Rogue), it only boils down to two things in my opinion: You have a "run" that is random and you can die on that run and not load arbitrary save games. It is the core you cannot take away and still think of a game as rogue-like and is therefore now the meaning of that term.

Even in the outdated defintion, powerups for the next run where never a factor. It is just a popular mechanic, probably influenced by clicker games. And to sweaten the deal, so players would not feel too betrayed by the fail of a run.

I played some deckbuilder games, including StS, Monster Train, Iratus, Black Book, and even Backpack Hero, and as all of them, there are slightly different mechanics and some are familiar. Some things I did not see yet, which is good. But the current demo is also super easy - if one knows how to play deckbuilders. I did not view the tutorial and beat the lamia without losing. Though I am not sure, if the self healing ability was intentionally put there.

Ironically, the most Slay the Spire-like of the lot was Backpack Hero, despite it not even being a card game. Since the game want's go in that direction. We shall see, how it turns out. The AI art is a bit of a turn off.