Over the past five years, I have spent a lot gaming time battling against various foes with the most powerful weapon available: cards. Faeria and Slay the Spire have been two of my favorite card-based battle games. These worlds collide with Roguebook. To be precise, Abrakam, a developer, has brought his Faeria universe to the roguelike deck-builder genre, and created a storybook version of Slay the Spire. Although Roguebook isn’t quite as exciting in gameplay as Slay the Spire, it still has plenty to offer. From its brilliant dual hero battle system, gorgeous presentation, and puzzle-like overworlds built around the idea that you are trapped within Faeria’s lore, to its puzzle-like worlds.
Roguebook’s overworld exploration is one of its most distinctive points. Each map begins with large areas of blank parchment. It’s only through the use of brushes and inkpots that you can reveal what each tile contains. You’ll find opportunities to draw more cards, transmute cards and build your in-battle energy reserve as you paint. There will be gold in every chapter shop. You’ll also find relics that could power up your gameplan. Additionally, you’ll come across standalone events and mythical creatures. It’s a fascinating layer of overworld strategy that involves learning how to gather and use ink the best way.
Every enemy encounter is a chance to test your cards, abilities and modifiers. Is your strategy working together? Are you making the most of the two heroes that you chose at the beginning of the run, or are you ignoring them? Are you able to deal with multiple foes and work around status effects? Do you have the lethality to defeat enemies who steadily increase their power? It’s important to remember all of this, especially with the increasing number of talents and relics at the top. These perks are fundamentally what will influence your decision on which cards you draft and how to approach any given fight. Continue reading “Roguebook Video Game Review”