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.
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.
I’m surprised MegaCrit decided to make a straight sequel, even keeping some of the same characters and cards, considering the original game is already so good. I hope this means they’ve got enough new ideas to redefine the game and the genre it created, and not just be an expansion or shallow remix of StS’s content.
Interesting to hear about Sawyer moving from a humanities / liberal arts degree into self-taught coding. I followed the same kind of path (although have been far less successful than he has!)
They nailed it with this game. It’s glorious. Every historical detail is spot-on and the “bestiary” style is a feast for the eyes.
Stoked that a studio with major credit switched from Unity to Gadot. This will be the biggest release the game engine has seen and is sure to break every record. Hopefully it will make other studios seriously consider the engine and in 5 or 6 years Gadot will be the equivalent to Blender.
Yes! So glad to see developers sticking to their principles and switching for good. Every time I’m working with Blender or Godot I feel like I’m living in the future I’ve always dreamed of.
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