![]() ![]() ![]() The developer is known for experimenting with different genres this time, the studio delivered an RPG with economic elements. ![]() It feel reasonable and consistent enough, but I know from other games I tend to play overly thick decks especially while learning. Griftlands is a post-apocalyptic RPG developed by Klei Entertainment above all, the creators of the Dont Starve series, a stealth-action game Mark of the Ninja, or a space colony simulator Oxygen Not Included. Off the top of my head I’m probably adding ~5-8 cards on the early days and removing 2 or more, with about as many removals but usually fewer additions on the last days. But I feel like my decks are pretty reasonably managed. The daily challenges showed me that losing negotiation is “safer” so that may help me to be more aggressive on some runs. With Sal I feel like deck management works, but particularly negotiating with Rook I can’t tell if it’s best to hedge bets between Heads/Snails or build around one side of the coin or if typical color-based strategies regardless of coin are the typical best build around (I presume there are situations where you’d break whatever the norm is to exploit something uncommon) ![]()
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