About This Game Not your typical deckbuilderCreating the perfect deck of cards is important, but this will only take you so far. Every card has a calculation based on your character stats. This will determine how powerful the effects will be. Buy equipment and increase your stats to get the best out of your cards. How will you bring out the true potential of your deck?Features11 classes with individual decks, starting equipment and powers ~350 playable cards that change with your stats7 equipment slots to fill that can change the course of your run~70 events that could help or hinder you56 monsters with different decks and unique powersUnlockable progression as you play. Unlock new classes, cards, equipment, events and monsters.Randomized hex map for each new journeyCards based off character statsThe cards in your deck are affected by your stats. Each card has its own formula which uses your stats to determine how powerful the effect is. To raise your stats you must equip yourself with items and you will also have chances to gain stats via events. Some cards are stronger at the start of a run but fall off in effect later on, while others grow exponentially through your run. How will you build your deck?Procedural mapsEvery time a new journey is started a random map is generated, containing random terrain types, enemy camps, events and cities with their own exhaustible shops. As you make your way through the map, monsters will grow in difficulty and you will find better cards and equipment. However, as you explore, The Lost will slowly take over the map destroying cities and events in its wake. Exploration makes you stronger, but as the undead spread it serves to empower your foe. What path will you take to destroy The Lost?Knowledge mixed with discoveryEach unique monster has a set custom deck. Learn what effects and cards a monster has to figure out the best strategy to defeat them. Players can see the entire map from the start. All camps, cities and events are visible to optimize your route to ensure your success. Each event presents a series of choices with set outcomes. Learn when certain choices make sense, and when they should be avoided through experience.A compendium of all the equipment, monsters, and cards you have come acrossOptional choice to show card equations 7aa9394dea Title: The Last HexGenre: Indie, RPG, Strategy, Early AccessDeveloper:That Indie StudioPublisher:That Indie StudioRelease Date: 10 May, 2019 The Last Hex Download] [key Serial Number] So yeah, this one is quite good, even in the early stages of early access, and well worth the cost. This review is just going to be a comparison to Slay the Spire, because it's the biggest, most well known, and frankly best game in the genre. If you haven't played it, maybe start there, then come back to The Last Hex, which is a really good take on the concept.The great:-Equipment is a superior take on relics, forcing you to make difficult choices when building your loadout, instead of just "pick the best of 3". The limited slots means that you really have to pick carefully, and it adds another layer of good strategy to the game-Two Decks, one a standard random StS style, and the other ("potions") a set of 1\/combat cards that are always around if your random deck gave you crap this hand. Once you learn to use it, it mitigates many of the worst "bad hand" situations that other games in the genre suffer from, going all the way back to Magic the Gathering (want a mulligan on turn three? In TLH you don't need one!).The good:-Exploration has a lot more freedom than StS. I personally like that I'm not forced to rush to the next level in X turns, and can "grind" a few levels (at the expense of a slightly harder final boss). Additionally, the larger number of towns allows for a lot more customization over the course of the game, and a lot less randomness when compared to StS.-RPG style leveling layered on top of the cards replaces the "upgrade" version of cards. This means that you progress more evenly as you advance, which feels pretty nice throughout the game, though it has some downsides.-Like StS, TLH has an overarching progression and unlocks that occur, but again, it occurs more smoothly as you play - finding\/buying cards unlocks cards (same with potions, equipment, and events). Winning the game unlocks new characters - which are just initial stats, deck, one piece of equipment and a minimally impactful class ability (about half of 1 piece of early game equipment in value).The Meh:-The RPG style stats are in exactly three buckets. Because all cards are limited to scaling off 0, 1, or 2 of those stats, the different characters don't seem as different from each other - all strength scaling characters will want certain especially powerful cards that scale on Strength, and the same for the other stats. Even with some variety recommended by the starting class deck (especially things like the Elementalist and Alchemist), the endgame can devolve into building the same or very similar deck over and over. When compared to the base StS gameplay, this isn't a "meh", but when you have delved into the vibrant mod scene over there, this pales in comparison.-Balance is very much early access, and changing daily with frequent updates, especially in the mid-late parts of the game, where sometimes enemies will 2-shot you with little chance for recovery. Or not, depending on the balance patches for that day, I guess.-Having all the cards available for all characters means that you'll spend a lot of time sifting through crap cards, potions, and gear that don't scale with your primary stat. Unlike StS's purely class based system, where you generally only get cards from your own class plus a few "generics", you're kinda stuck in TLH spending your time dumpster diving. It can be especially annoying in the early game if you fight the first 10 enemies and never get a single damn card for your primary stat. Not that I'm bitter about my most recent run or anything.At the end of the day, though, this is an extremely good game, and the Meh items aside, it is still very fun, and well worth the time and money.. Refunding for now. I will keep my eye on this one.I will consider re-purchasing later, but for now, it's just not refined enough for me to bet $15 on it.. Roguelike-CCGs are my favourite genre, and i have tried lots of different iterations so far, from which none did really catch me by now...My first impression with The Last Hex, though, is good.The game is done with so much love and passion, that it shows and feels in every detail:Very, very beautiful aesthetics, a relaxing soundtrack, very though-through and deep mechanics (including equipment and stats, events with random outcomes, and card rarities), a great UI, and a lot of replayability and stuff to unlock!One mechanic i do find especially remarkable, is that all cards have their unique formula, to determine their strenght, ranging from cards that have great Initial power but little influence from stats, to cards that start weak but can grow immensely, and everything between-brilliant!Also, the devs are friendly and active, and the game is still EA, which means, that it will only get better over time...Of course, as with all games in Early Access, the game is still work-in-progress, with little content and being pretty rough around the edges, but what has been achieved so far, is both impressive and enjoyable, and i am confident, that this game will take a special place among its competitors, once it is fully fleshed out.Absolutely recommended!. I was waiting for the game and my hopes haven't been disappointed.It is fun to play, addictive and embraces a form of randomness which makes the game swingy at times and which might feel disappointing sometimes. When you think you have a good deck and suddenly get oneshotted out of nowhere then this is not everybody's cup of tea.But thats exactly what I like about Last Hex. I would say it has some anime-esque feeling to it where you are powering up ridiculously and the enemies do the same and either you win at some point or you die.So if you like randomness and playing around, this game should be for you.. Even though it's early access, it has plenty of content to be worth the price.It's a fun roguelite deckbuilder, and will replace Slay the Spire for me for the time being.. Combo of Fate Hunters and Slay The Spire, which means I will be playing this for untold hours. Oh, and Monster Slayers.Fresh entry into the genre even though some cards feel exactly from previous games.Replay Value City.Very well designed, although the RNG\/balance is not scaled fairly.Addictive. Had to pry myself away from PC on launch day in order to get back to work. Should be a real winner.TENSE.Art is passable. Some font is small or gets hidden.HIGHLY RECOMMENDED.. Slay the Spire meets Binding of Isaac!Just know that whatever deck you decide to go with, you can, and probably will, find that one miniboss that counters your build and sends you back to hex one.Failure is fun . . . right?. I like the concept. I wish the classes went beyond the normal archetypes (wizard, thief, warrior). I like the concept of working through a world map and advancing through that. My primary issue is with card balance - there are too many instances where cards are "better" in every single situation. For instance a mage starts with 2 different 1 cost cards that provide defense - the difference being that mage armor gives you 31 defense and Wall of Force gives you 14. While the higher defense card is technically an uncommon card, it is in the starting deck. There are zero situations where you might want to use the lower card over the other. Why give a mage "sudden strike" when he\/she will never, ever choose that card over magic missile which does more damage and utilizes the mage's primary stat? The same goes for the warrior - he has 2 different defense cards, both common, both cost 1, but 1 gives a lower defense and uses his secondary stat, while the other is a higher defense using the primary stat. Again - this leads to zero decision making. There are no situations in which the lower defense card will be better for that player than the higher defense card. At that point, it's a luck game - you are just always hoping for the higher damage\/higher defense card. Perhaps there are more trade-offs\/decisions to be made at higher levels, but honestly the card balance issues I've experienced in the early game have made me uninterested in putting much more time into the game.. This is a Slay the Spire like rogue like deck building game. The twist in this game is that your char has attributes influencing the card values of your deck. I found the first 2 runs I have played so far pretty easy - but the game gets harder from run to run as more and harder to play opponents, classes, etc. are unlocked. I really like this concept in contrast to other games of the genre where your runs are getting easier the more stuff you unlock. The game plays pretty smooth for an early access title and I encountered no major bugs so far.. I admit, at first I was put off by this game. I thought it shallow and lacking, but I was completely wrong. At first you only have abilities to do direct damage or provide armor for yourself which blocks damage to you when its your opponents turn. So seemed fairly simple. Plus you couldn't see what your enemy was going to do, like in Slay the Spire. However I am now loving the fact that not seeing what they can do is part of the core gameplay (though they are testing an option you can enable to allow you to see some aspects of it). Items and Spell exist in the game that let you see abilities moves if needed. But generally you just learn what each mob does, like oh its that mob, ok it's going to play these type of abilities so I should focus on defense or offense accordingly. I started to unlock more spells and items and suddenly there were a lot of buffs, debuffs, and spell interactions I had to focus on, what I thought shallow as actually just a way to ease you into it. You will lose quite a bit, but you learn as you go, unlocking more spells, items, and even classes. Each class feels unique so far, tho I only have four at the moment, but the Elementatlist I unlocked is very different form the Wizard. Plus even though its early access I feel it has a ton of content, as far as I can tell all the classes are already implemented, most if not all of the spells\/items are in the game (I am guessing dev will add more as they see fit) but it feels feature complete. Unlike other deck builder games where you only get one class to start with till they add more.I recommend big time to those who like the genre.
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