I gave a try to Ring of Pain, this week freebie and found its concept interesting.
Not really seeing the "roguelite" element in this one, but that's a nice card game (with some deck building elements) in which you build up your character stats/abilities/etc... with some cards (that's basically your deck) and try to kill whatever random enemy card a "path" will put on your way, though i'm not fan of the visuals, but their style is consistent and they're sligthly animated.
On a "path" it's not only enemies, you may find item cards, ability card , stats cards to add/replace/upgrade/heal your character, sometime you may find an exit (there are several type of exit) that will put you into a new "path", i guess the different type of exit may correspond to specifically themed paths but i have not played enough to make the difference.
It's not complicated to play and is rather simple to understand, but each run will be rather different considering there are lot of randomness in the treasure cards and items you meet on a path, allowing a lot of replay value i guess.
There are several variables to take in account : enemy speed vs yours, risk in attacking vs how much damage the enemy can deal, you can see the cards coming behind the ones that you run in so you can think also ahead in what to do (get to another path now or try to kill that enemy to see if the treasure card will be good), all of this adding some depth to how you need to deal with a path.
Each paths also get harder than the previous one, and a path has a limited amount of card you will encounter, so if you stay on one but kill/get everything, you'll have to choose a new path card at some point.
All in all it feels like a good card game, not sure how long it can keep you hooked or if it will get repetitive after several playthrough
Don't expect to kill everything.
Especially not exploders unless you don't have ways to mitigate the damage. These are like our 'red barrels', but they can be positioned strategically if played right. There's nothing random about creature behaviours (more on this later).
Scrolls are like a 'get out of jail free' card.
Be strategic with which you keep, and save them for when absolutely needed unless you have the opportunity to replace one. We also want to expand on this mechanic in the future, to give scrolls more utility.
Not all exits are made equal - and the importance of farming
The game consists of a core path (black exits) which progresses through all numbered levels needed to complete to finish the ring.
Special paths (coloured exits) are like secondary rooms, which add an extra room on your main path. You can also chain these together with Create Exit or Crossroads.
Skull exits are like elite encounters in other roguelikes. They're harder than your current core depth, but have better treasure. You'll need to visit some of these rooms to help your build snowball, but you also need to learn when you're equipped for each different type.
This usually means learning by dying, it's part of the learning process and discovery. In the future we want to better clarify how these paths work with more UI and tooltips.
Rerolling items is important
In item comparisons (chests and corpses) there's a Reroll button at the top.
Next patch will add a tutorial for this as we've noticed some people miss it.
Rerolls start cheap and are a great way to find items which better suit your situation.
Stealth is important for survival
Stealth is another mechanic which sometimes gets under-utilised by new players.
Don't hesitate because it displays a low number, pain is the name of the game!
It's important to assess each dungeon and plan first as opposed to just focussing on the front cards. Our game is like an order of actions puzzle... with permadeath.
Take your time and read tooltips, especially on creatures.
Creatures have actions displayed above the card and a death behaviour.
If playing with controller these can be viewed by pressing UP to enter Observe mode, and left/right will look at cards in the ring. With mouse, hover over the icons to see tooltips.
Learning how creatures behave is critical to survival, and each creature type always behaves consistently so you can plan ahead.
As you learn how creatures behave, you'll be able to better predict what will happen x turns ahead, and even as you're learning we always show the immediate next turn.
The game is dynamic and very responsive, which may make it seem like a fast paced game (and it can be!), but as you get deeper you'll need to plan multiple turns ahead to survive. Especially when entering a new dungeon! Even difficult dungeons are designed to be fair, and once you get a feel for which dungeons do what you'll better understand what types of things can spawn there and how to tackle it.
Observe the ring and strategize.
Learn, adapt, or face demise.
Hopefully this is helpful while we work on ways to make this more intuitive within the game.
Thanks everyone for playing and appreciate all your feedback!
If anyone has more tips, feel free to add them below.