On defence there’s an additional timing to factor in – by activating defence cards at just the right moment, you can really minimise the damage that your hero takes. Archers, for example, do better when the bow and arrow cards (shocking, that!). Once the card is in your hand you’re free to use it when you’re ready to, but if you get overly spammy with the cards you’re going to end up with an empty hand and need to wait for the next few turns to roll around.Ĭards come in attacking and defensive forms, and different characters will make better use of certain cards. Most deck building roguelikes are purely turn-based, but in Brave’s Rage your “cards” – the things that you select to take actions – are dealt to you on a timer basis. It has its own art style, of course (and it’s not an unpleasant one), but the only real effort that the developer has undertaken to distinguish the game from its peers is to give it an “ATB”-style combat system. Mechanically, Brave’s Rage riffs on everything from Darkest Dungeon, to Slay The Spire, and more recent examples like Roguebook and Super Bullet Break. We’ve all played this game before at this point. Whenever you land on the same square that an enemy occupies, the battle starts. There is a range of non-combat events and those typically deepen your deck of “cards” that you take into battle. You move your unit of heroes across a grid in a turn-based fashion. It’s just disappointing that there seems to be a shrinking pool of gameplay structures that indies work with, at a time when we need indies to be championing greater creativity.īrave’s Rage is a roguelike deck-building game. It’s a new entry in a very over-saturated genre, and doesn’t do nearly enough to stand out, but there’s nothing inherently wrong with the game itself.
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