The only thing on your mind, is taking down the person that put you into that mess. For Sal, rent is free but, as Sal, you're also on a mission to kill the person that betrayed you and sold you into slavery for years-where you had to fight and argue to stay alive and buy back your freedom. You're a merc for hire than wheel's and deals to earn enough shills to make food and rent. It looks and feels like your a human among aliens and constantly battling/charming/debating but the central theme is: you're a grifter. So there is a lot of lore that can be missed when you start playing Griftlands. I think you guys did a good job, and I’m enjoying Griftlands a lot. It would be great if I can find that information somewhere.Īnyway, that’s just my thoughts. Afterwards, I really want to heal my dog but no idea how and where to heal him. I got a robot dog from one of the merchants it got hit bad during a combat. Could there be a special that recharges everytime the player plays X turns? And whenever the player uses the skill, it feels awesome and powerful.Ĭ) Is it possible to track the player’s activity during a game period and then decide whether to spawn those spontaneous events? Such as if I had 4 combats in the past 30 mins, maybe I should have a lower chance to be caught by any wild animals on my path.Ģ. The fact that there is already a relation system in Griftlands can totally benefit from those interesting quests.ī) If possible, maybe add a bit spice to combat? Now most combats’ pacing is like “an easy start grind,grind,grind then super hard”. A good example is “ Goodness, Gracious, Great Balls of Granite!” from the Witcher 3, Blood and Wine Expansion. These quests don’t have to be long, but should be interesting story-wise. I don’t know when to expect a break session.Īs mentioned above, I’m also a game dev therefore, I’ve listed out the possible solutions that might mitigate the weariness.Ī) Introduce some non-combat quests from time to time. Yet Griftlands is like a tunnel without an exit. For me, even though I got tired after finishing Act II of Slay the Spire, I would tell myself “You are so closed to the end. The fact that the goal of Slay the Spire is super clear also helps. I get that for card playing games, it’s like that most of the time Slay the spire tried to ease out the problem by providing the player with multiple stops for merchandise or rest or non-combat event. There is no session for me to take a break. Yet sometimes, when a failed negotiation leads to a battle, or I’m intercepted by some monster after I had combat, or the quests all ask me to really challenge myself, I got really frustrated and worn out. Every combat (Negotiation/Battle) is the same at root that requires me to invest a lot effort to figure out the optimal solution with the cards in my hand. I could be wrong, but it might be helpful to you guys:ġ. During my gaming session, I noticed somethings that could be worth noting. My current plan is to at least experience the whole story of Sal before I move on. I’ve only been playing it for 4, 5 hours and haven’t tried the other two characters. The release of Griftlands is really a gift to me, it’s like the interesting, emergent and challenging decision making of Slay the Spire is now mixed with the memorable, meaningful quests from the Witcher 3. Been a big fan of Slay the Spire, and the Witcher 3.
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