As much as I enjoy being able to customize my cards with gems, I do feel like if the goal was the make larger decks more viable (a goal I can get behind since that is the common way of things for most of these type of games so a game that encourages you to have a large deck was refreshing), gems are counter productive to that. The less cards you have in your deck, the exponentially more powerful gems are since each of those handful of cards you do have are stronger then normal via gems, and conversely the more cards that you add to your deck, the more you weaken your gems by virtue of the fact that you'll draw gem enhanced cards, and thus your stronger then normal cards, less frequently. Granted, just as you can ignore the talent tree and stay with a small deck, the game gives you the flexibility to ignore gems if your making a large deck and focus on artifacts or whatever instead, but I don't really feel like small decks needed any in-game incentives to go that route. That's probably my only major gripe with the game at launch though. Definitely lots of room to grow but this game has easily moved into my top 3 deckbuilding rouge-likes with slay the spire and monster train, and I've probably tried out about 20 or so different deck building rougelikes at this point, including griftlands and neoverse, so I don't make that comment lightly. If they support the game well with additional content I could easily see this being a game I'm playing for years to come.
Thanks for the input, that's definitely true - gems go right back in the opposite direction. It feels like they wanted to include more ways to make the dual characters relevant - through use of melee/ranged/combo gems. Smaller decks are still better, especially because of gems, but yeah, at least there is that flexibility to go large if you want to. Great to hear it's one of your favourite compared to others in the genre. Apart from playing 30mins of sts a long time ago, this is pretty much my first experience with rouglike deckbuilders. Its never really appealed to me as a genre but this game drew me in 😄
@@Moonfassa The genre never appealed to me either, but I had a good experience with Abrakam when I backed Faeria and I love the art and lore of Faeria and was excited for a new game in that world. Roguebook has come a long way from the prototype and early alpha builds and has far exceeded my expectations. Any time I launch it I end up playing for a lot longer than I expected to.
There is a big difference between playing Rougebook on a $500 business computer vs a $1500 gaming computer. It really needs a $1500 gaming computer for the true experience (lag free)
My only real issues with this game so far (about 10 hours in) is that the sword princess character isnt that fun to use because her mechanics are a bit basic and that the game runs a little bit too slowly to play cards quickly like in hearthstone or slay the spire
She's got some fun dagger builds but being purely offense can make her struggle sometimes for sure. You cant always pull her to the back. She has gotten buffed since release - used to be waay underpowered
@@Moonfassa oh it's not tjay i dont think she's powerful. I haven't gotten far enough to be able to detetmine that, i just think she's a bit milquetoast and average
Came across this review, instantly bought the game as it just got released on consoles. As a newcomer to rogue deckbuilders, i'm having WAY more fun with this than Slay the Spire. Sucks that there aren't much guides on youtube that teach you about the best cards and combos to look for with each class.
Awesome to hear! I was new to roguelike deckbuilders as well and loved this game. Yeah I haven't seen any guides out there. I've thought a bit about it - maybe some months down the line I'll come up with something concrete
Roguebook and STS are quite a different genre from faeria. I'd recommend roguebook if you want something more modern but sts was what started the whole roguelike deckbuilder genre so that's a good one if you want the OG roots. I havent played much sts though so I could be biased. Faeria is more similar to magic in that it's an actual summoner card game. But faeria is quite the challenge if you havent played many card games
I've never played For the King so I can't really speak to that but there are no random rolls for damage or anything (unless a card specifically does that). You can math out exactly how much damage you're able deal on each turn. The only RNG really comes from draw order and the items/events on the map. Enemy attacks aren't even random - each enemy has their own predictable sequence of attacks they repeat over and over, although it'll take you a while to learn and memorize all that
The bosses vary, but that guy has an effect every once in a while that makes you redraw every time you play a card. Can be a really abusable effect with the right deck