![]() That sort of reductionism can be made for Slay the Spire too, right? Perhaps it feels worse in Arcanium due to the lane-based nature of the game. ![]() For example, a lot of the enemies feel the same: they attack for X amount, deal a debuff, perform an area attack for Y amount, or gain armor. I do have some issues with the game, although they are difficult to articulate. That part, along with the equipment, reminded me of Across the Obelisk. I also appreciate the new trend (?) for these games to allow banked energy – you start with 3/turn, but can carry up to 5 over to your next turn, if you don’t have a use for it. What it reminded me most of was Roguebook, in that you have multiple characters with their own decks, traverse a hex-based map trying to uncover new nodes, and there being incentives to maximize deck size. I’ve played a lot of deckbuilding roguelikes over the years and Arcanium is OK. Defeating foes grants you rewards, new cards to add to your deck, and all the sort of things you would expect from a deckbuilding roguelike. There are always three different enemies in the opposing lanes, although you can spend resources to get them to retarget other lanes (Taunt cards) or swap lanes with your own characters to distribute damage and/or fire off attacks. ![]() You control the actions of three different furry characters with their own distinct card pools, passive abilities, and equipment. Arcanium is a lane-based, multi-character deckbuilding roguelike.
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