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Night of Full Moon (iPd)

Status: Playing
I started playing this game on Saturday 2 January, 2021
Current opinion of this game
No comment, yet.

January 19, 2021 07:14:50 PM
I saw someone I don't know recommend this game to someone I do know on Facebook of all places. So, I've been playing it and having quite a bit of fun with it.

I guess I feel like I'm on a "weak" spree of wanting to play deck-building card games and I had not heard of this one (I still have a hard time remembering what the game is called, I confuse it with many other games).

So, it's deck-builder like Slay the Spire - with a few differences and simplifications. Overall I get the sense that the game is simpler/less deep - but that's ok. It's also possible that the difficulty curve was toned too low (easy) for my own skill/taste in this game. I've only lost once - and I've cleared the game multiple times with the starter characters though I'm still working my way up the difficulty chain. I'm curious what the hardest difficulty will feel like and as I continue to clear the game I keep on unlocking new favors (similar to artifacts). I also discovered a secret bonus 4 act which was harder than the rest (that's the only time I've failed, on a 2nd run through the 4th act)

Differences with Slay the Spire?

(a) You don't know what the enemies will do on their turn. So, planning is harder in that sense - you just go with it.

(b) Enemies have their own decks/hands of cards. Some of which are like the ones you may have. This is pretty neat because it opens up the design space to mechanics that involve your using your opponents cards, messing with their deck, countering their cards, etc.

(c) In a full run there are a lot more opportunities to upgrade your deck as well remove cards from it. I really like this aspect since it feels like you can be more strategic.

(d) Every turn you can choose what to do from three options - so each "node" in the map has three things, if you complete one, then a new one takes its place. I like having more choice at this broader level. You can also eliminate choices (I'm not going to fight this monster) - which you might need to do strategically (e.g. remove a store and hope it refreshes with an opportunity for healing so you can fight a monster)

(e) There are equipment cards and you have equipment slots (which you can increase). You start with equipment cards already on the table - if you have many and more slots that can be a huge boost/incentive. And there's also interesting strategy in picking which equipment card you want to start with.

(f) You level up - and unlock special abilities that operate on cooldowns (cooldown is based on encounters/fights - so you'll get the ability back after 3 more fights). I find myself using these rarely or only on emergencies - but overall it's a neat idea. The levelling up is nice because they do things like increase your hand size or give you a chance to pick a card from two options.

There's more differences, but those are the key ones? I've enjoyed all the classes and I'm on the verge of just paying for all the DLC even if I don't play it....


 
kudos for original design to Rodrigo Barria