At some point there will likely be an enemy who shrugs off the element you love most and also the way that you get around those who would otherwise shrug it off, so you’ll need a plan for that. Shoring up your weaknesses, targeting their weaknesses and planning for your nightmare matchup are keys to success. Everything has a percent resist to each of nine attack types (three physical, mind/dark/poison and lightning/fire/ice), which modifies damage dealt. The other core mechanics are various different elements of attack, and stacking status effects. Finding ways to spend that energy efficiently, and get more of it, is even more a key here than it is in many other similar games. The things you most want to do cost energy, of which you by default only get three, which is stored between turns. Each turn, each party member draws five cards by default. You go farther each game, but your standards for how far you should go rise at the same time, and the several games before you’re a threat to win thus work well.Ī core mechanic of the game, like many such games, is energy. Monster Train does a good job getting more difficult at a good pace and has unlocks to avoid initial complexity, but isn’t fully going for the same dynamic.ĭream Quest is the other extreme, where you can’t win your initial game at all (at least unless you get stupidly fortunate) and you’re supposed to die a bunch getting upgrades and learning.Īcross the Obelisk, on the other hand, pretty much nails this. Roguebook’s initial difficulty also fell on my third attempt, and there you unlock advantages much faster, for a time, than the difficulty is allowed to grow, so the game gets actively easier for a while. Slay the Spire’s base mode is easy to beat without unlocks or knowing much about what you are doing, and fell on my third attempt, and it takes several games before things start getting harder again even if you stick with one character. This is a difficulty curve plan that was supposed to hold true for many of the other similar games, but mostly doesn’t. Later, you’ll unlock town upgrades, have more initial gold and shards to work with, and know what it is that you are doing. Early on, you’re not expected to make it to the end, because you will have few resources and tools and also not know what you are up to. The game also changes quite a bit as you gain in experience and resources and as you move up to higher difficulties. As far as I’ve seen, no other game comes close to getting this right. Your party plays its roles, works together, goes on an adventure, levels up, struggles to make it to town, divides up the treasure and so on. You get plenty of good encounters, and a world with its own unique twists on various things, wrapped in a classic tale.Īcross the Obelisk does an amazing job capturing the feel of playing D&D within a rogue deckbuilder. It’s not trying to be original in that way. Overview (Spoilers minimized)Ī warrior, a rogue, a priest and a mage walk into a town to start a quest to rescue the princess. I think I’ve encountered a few, but I’m not convinced I gave them a fair shake. Tier 5 (We Don’t Talk About Bruno): We don’t talk about it. Tier 4 (Playable): Monster Slayers, Dicey Dungeons Tier 2 (Worth It): Across the Obelisk, Monster Train, Roguebook Here is my full tier list for Rouge Deckbuilders, links go to my reviews: Almost Pure Spoiler-Free Review (3 bits of information)Īcross the Obelisk is a Tier 2 game, meaning you should play it if and only if “Slay the Spire meets D&D” sounds like a good time. Pure Spoiler-Free Review (1 bit of information) Now that Across the Obelisk has been fully released, it is high time to review it.Īs usual, I’ll do this in sections with increasing levels of spoiler. I did get in several games once the final act was introduced, as well. For most of the games I played, this meant that the ending was not fully available. I played Across the Obelisk while it was still in early access. It is Slay the Spire meets Dungeons and Dragons. Life requires time for a good game now and then.Īcross the Obelisk is a roguelike deckbuilder where a party of four adventurers goes on a quest.
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