How has this been? I mostly enjoyed the first Darkest Dungeon but ended up passing on this one because I heard from a bunch of people that it lost a lot of the magic of the original.
It’s a mixed bag in my opinion. The combat has been polished a lot but it feels like the game is more RNG-heavy than ever and there isn’t that much meaningful meta progression, which is made worse by the fact that there isn’t that much variety. I’d say wait it out, maybe this game mode might be what it needed.
On Android it works like a virtual mouse. Touch your cards so one is pulled up higher so you can read it, release your finger making sure not to activate the card, the card is still higher up, now touch up in the middle of the screen in a failed attempt to deselect the card. More often than not, that touch intending to do nothing spends the card because it assumed I drug it up onto the field.
I’ve always just dragged the cards rather than using successive taps. It’s pretty intuitive in my opinion. I would have never thought to call that a virtual mouse…
Deselecting a card without casting it can be a little tricky, but you can usually tap another card or something without causing an issue.
I drag the cards when I want to use them but when I first got the game I didn’t know what any of the cards did and I felt punished for trying to find out.
In that case you tap the card and it pops up to show the text. Still pretty intuitive. I guess if you’ve never played a deck building game or RPG it could be confusing?
The one aspect is slightly unintuitive, but mostly you tap and drag like you would on any mobile interface. There is no"virtual mouse" or anything crazy. It’s wild to me that people would be frustrated out of playing because of the interface.
Goddamn. I was not expecting this. Hard to imagine how they could improve on the original in ways that feel like they warrant a whole new game rather than just a content update for the original. That being said, I’m excited to see what they come up with.
This idea of triple I is going to be corrupted and backfire if it becomes organized. What I mean is that instead of great games like Stardew or Terraria (just to name 2 as examples) being labeled as triple I, we will instead get Ubisoft marketing their next open world as triple I only because it is based on a “new” IP. That new IP will likely be a warrior type character fighting for justice while assembling a crew of interesting characters to help them in their mission in a never before seen world filled with friends and foes alike… Blah blah blah.
Triple I will soon mean triple A, but for new IP. Triple I should be a designation bestowed by the community on outstanding indie games. It should be subjective and unregulated, otherwise it will lose its meaning and that’s exactly what large studio’s want.
I’m not sure about anyone else, but I found there to be a lot of homogeneity here. The games that were the most up my alley were the ones I’d already heard of, but there were a lot of Vampire Survivors-inspired games and city builders.
The scout’s voice actor (Nathan Vetterlein) used to be super active, but a few years ago he said he’d be going on an “indefinite break” while he focused on other goals he had in life (presumably to do more than just be the “TF2 scout guy”).
His linked in currently says he’s working as a principle game designer at Wizards of the Coast
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