The more I play this game, the less strategy seems to matter. Just the opening hand. Drawing and deck depth have a miniscule effect, as the average game length is so short. As such, the game feels more random and grinding for all-upgraded opening hand. The play mechanics are solid, but something in the pacing of battlefield depletion vs flooding vs drawing new means games are short and brutal, and usually clearly won/lost by turn 5.
sailed through 16 levels x3 stars before i realized you could buy things. very polished game though, solid music / sound / controls. (nice touch with the eyes following cursor on menu screens.)
you've got color banding on the renders though. :P
Despite the more puerile elements to the game, it plays well. Just upgrade the 1st pistol, scavenger and builder, and then lean on the Assistant + Scavenge for many levels. Buy new guns very sparingly and upgrade intensely. Because you're facing a horde, automatics win.
It would be nice to not have to wait through the credits every time you beat lvl 60. Or allow newgame+ to just arbitrarily select a level.
And now i wait for 20 minutes for the last trophy....
A great idea marred by horribly overt use of the Token mechanic. Basic gameplay is impeded. The ability to even PLAY is impeded. Edgebee, this would be a fun game, if you didn't want to nickel and dime me for playing.
3 Stars for a good implementation. -1 for "I already own Recettear".
This just *nails* the 8bit experience. Aside from the obvious "What if Metroid were snail?" commentary, the music strongly reminds me of Phantasy Star and/or Ducktales.
It seems kind of funny that in all the time we'vehad making platformers, nobody ever made wall-walking such a central play element.