I like the new twists on the roguelike deckbuilding genre: conveyor belt and support card positioning. I beat the boss without taking any damage thanks to the almost unlimited combo of drifter + infuser that gives charge on stance change + a few low cost cards. I think the overheat mechanism was bugged one time for me as I was on 0 fuel, went to the gas station (received 2 overheat), filled up 9 fuel, then somehow my deck had 10-ish overheat, breaking the game.
Viewing post in MECHBORN - Pre-Alpha comments
Hey, thank you for this, really appreciate it 🙏
Super glad you enjoyed the conveyor belt and positioning systems and that the Drifter + Infuser combo worked so well for you. That kind of broken synergy is exactly the fun we want players to find.
And thanks for the heads up on the overheat bug, that def sounds wrong and super helpful to catch early. We’ll look into it.
If you’re down, come hang with us on Discord, that’s where most testing and feedback happens: https://discord.gg/bYSUpd7mwF
I think I generally find it easy because:
1. Enemies basically just deal some damages on their turn or reactively, so the 7 cards hold on my hands can well prepare for most situations. I think some mechanism (static shock (damage on playing or discarding cards/gaining charge/gaining card), conveyor belt disrupt (forced discard, disable positions, forced shuffle, forced swaps), stance disrupt (no landing, damage on flight/landing), pierce)
2. The map gives a lot of choices, making encounters easy to prepare for. I personally like the idea, but perhaps trying something like (perhaps as options): fog of war, forced encounter (countdown or ambush), no return, fewer repair shops. Btw I think island tiles (away from the mainland) are not reachable, and one time the elite tile fell there and I couldn't reach it. Also areas with no features are not so rewarding to explore.
Good luck!