Overall the combat is fairly simple but fun, though the battles can sometime feel a bit uneven if you happen to pull a large number of powerful enemies in a small space.Įvery time combat kicks off, a card (or more) is drawn that represents your opponents. Some enemies are ranged, others are melee. Other arenas have traps such as arrows or fire shooting out of walls. Some of these spaces are claustrophobic in how tightly everyone is packed in, creating a serious problem if you have a large number of enemies or a handful of enemies who use area attack that leaves almost no safe space on the screen. These battles take place in a wide variety of arenas. There is a roll maneuver that allows your character to dart into the fray and deal some damage, and then try to roll back out of it, and once you have a shield the option to counter and avoid becomes easier as well. Many enemies have some sort of a defense mechanics (skeletons use a shield, wizards bring up an energy barrier in front of themselves) that need to be circumvented before your weapon can deal damage (striking with a shield or kicking outward can do this, or simply timing until they attack and flanking said enemy usually does the trick). At the very least, you always have a rusty axe in hand, but other weapons found along the way might increase your damage or attack speed, and the different classes of weapon have a distinct feel to how their combos play out. It reminds me a great deal of combo-heavy superhero games like the Batman Arkham or Spider-Man titles. The fighting itself is fairly basic, especially during the first few levels. Often these event cards lead to enemy encounters that can only be solve through combat. This is where Hand of Fate gets itself in the weeds a bit, but I will talk about that later. Fail and you could wind up causing significant damage to your health points. Try to scale down to acquire the weapon, and you could be better equipped for the battles ahead. You might see a glittering weapon at the bottom of a ravine. The majority of these event cards present a handful of options. There are a handful of cards that give you boons of your choosing, such as The Maiden who lets you decide if you would like higher health totals, more food or more gold. These cards are almost never completely good or bad. Each time you encounter a new card on the table, it is flipped over and the event it shows plays out. Each step taken decreases your food supply by one but increases your health by five. You move from one card to another, like squares on a path in a strategy game or board game. The story is simple enough, where you reach a cabin at the end of the world, with cards shuffled and then spread out onto the table in a variety of patterns. I want to begin this by saying that while the game is still considered a beta, it is surprisingly polished and offers a great deal of gameplay.
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