Knock on the Coffin Lid. Powerful plot cards

Strange things are going on in this world. Incomprehensible gods confront temporary loops. One of the immortals decided to revive our hero and with his help mix cards to competitors. Review after passing the base plot.

Our hero wakes up in a coffin. Some kind of dick resurrects him, supposedly just to ensure that he goes to all four sides. As if not. Everything is much more confused here.

It turns out that the goals of our character and his savior partially coincide. The hero wants to return home, meet his friends and understand who killed him. And the muddy type has its own reasons. They become more understandable after passing.

In short, the local world has become an arena of the confrontation of creatures with divine forces. They cannot fight directly for some reason, and therefore use the chosen improvised.

The assistant to the enemy deity became the ruler of local lands, who was once a friend of the hero. Now the former comrades will have to fight not for life, but for death. Ideally, we must bang the "bad" deity.

The local world is quite unusual for card roofing. He is static. That is, in the same places the same events await us. You can enter them differently during new races.

In general, as far as I understood, we will be pushed by every new passage to explore new roads to the same bosses. This is explained by the need to study the secrets of the world in order to ultimately withstand the enemy deity, which by default is invulnerable to our attacks, and for us beats without a miss and immediately tightly.

There are ordinary battles, battles with elite and powerful bosses on the map.

The cuts are very tense, since the number of dangerous enemies goes off scale. They are found in almost any eve. And the health of our hero is not restored between battles automatically. Danger in accumulated damage. You can come somewhere beaten and already lose there. And there are no lack of relatively strong opponents.

Bosses are always the same at the same points in the world. As a rule, they have a couple of phases of the battle, sometimes there are called servants. Each champion, and even an elite, always has a small story that can be read in the description before the battle.

Fill almost all bosses. Only the final hassle delivered real troubles. He defeated him at the last move before he defeated me.

For victories, we collect new cards from enemies, strengthen the existing ones, we get objects of equipment or potions. Here it is how lucky and depending on how strong the enemy was.

The battle system is quite standard for card rocks, but with its own features. We have energy, we spend it on a draw of cards from our deck. The deck is replenished and improved over time.

Unusual abundance of equipment that we can find during adventure. Equipment radically affects the battle style. For example, the starting hero relies on strength and increases it, which means it is more profitable to collect and things for strength. But not necessarily, there is complete freedom of creativity. What I liked very much, when dressing equipment, the appearance of the hero also changes.

One or more skills can be located on weapons, armor can fold into sets that give powerful buffs.

A lot of various beneficial consumption potions. Some of them are ultimatically powerful, such as the complete ignoring of damage in the next move.

In the course of the passage there are events that are indicated by the sign of the question. They are also always the same in the same places. In addition, already passed points of interest will contain a description of what was here. If you need to replay, then you can return in one of the following races. But in general, of course, it is better to explore the unexplored parts of the world yet.

Events are very, very entertaining. There is always a small text description or dialogue for them. Sometimes it even happens that the matter ends simply with a conversation, but, as a rule, there is a battle with elite.

Also on the way there are all sorts of auxiliary objects:

Treasure chests. Everything is simple here, open and take the contents. Special skills do not need. Always inside some kind of equipment.

Altari. They need to sacrifice https://mindepositcasino.co.uk/dolphins-pearl/ gold, and for this they can improve cards or give some other improvements. I recommend not to skimp and give at least 250 monitor. I never drained all gold, it was too sorry, but maybe there will also be more powerful there.

Merchants. Personally, I liked them most in that they are able to take out cards from the deck from the deck. Enemies generously scatter them, and then getting rid of it is not so easy.

According to the results of the races, the hero gains experience and can get passive gain. Also, apparently, new heroes can be opened.

But the experience is gaining so tight that he could not pump something here, even having beaten the heels of the bosses and once passing the plot. But here “or/or”, it all depends on the level of complexity, the more difficult, the faster the pumping.

For the conditionally final boss in a new race, they gave a choice one not very strong temporary improvement.

The impressions of the game are excellent. Here is a huge world full of dangerous enemies and all kinds of events. At the same time, the game is clearly not infinite, the world can be explored completely if you set up such a purpose. For almost any sneezer there is a plot description. Our hero on the road constantly talks with a friendly deity in the context of the events taking place. I liked it very much that it was necessary to make new races thanks to the development of history, and not just “fight, because I fight”.

The whole thing is beautifully designed graphically, with good musical and sound accompaniment.

I liked that the easy difficulty is really easy. You can win calmly. And if you put difficulty higher, then the hero will get new skills and pump more faster.

For lovers of cards rohecks, Knock on the Coffin Lid can become one of the best and favorite games, she has the potential for this.

♥ very pretty 2D graphics.

~ Excellent musical and sound accompaniment.

♥ a good plot that develops through a few passages and motivates for new races.

⠀ Huge world for research.

♥ many types of enemies and bosses. Great card battles.

→ Many types of cards, equipment, potions. Cards can be improved.

→ Good complexity settings. Easy is easy, for five hours to stomp in the spot.

♥ Russian text of the text.

😐 The world is great, but still it is final. For several races, you can study completely.

❌ I did not like the design of a part of the dialogs and the filing of different stories and information in the event window. The text looks very faded against a dark background, you have to strain your vision to read. I would like the letters to be better.

Thank you for reading. All success and good mood!

The best comments

NUU, arcade flying on that and arcade, because they were launched on arcade machines and did not assume that the average player would stay behind them for a long time, because it is expensive. That is why the mechanics of “permanent death” are appropriate here, but a similar mechanic does not related to them with the pants, in which “permanent death” is due to other considerations. And as if a genre, this is a ligament mechanic, and not one single.

And so, I agree that purebred cuckaps will interest few people in the current realities.

But for me everything was not exactly resolved the question, but whether it was worth inventing a “new” genre in order to call the same horned a “lightweight horn”, but with another word. We need to read about it all ..

Interesting blog, I will definitely pay attention to the game. There is only a wish to correct the name of the genre, the game is not a “rock”, but at least a roof (possibly Rowlaik, but here the pronunciation of Yandex/Google is slightly different).

Roguelike (literally, as in the game Rogue, the ancestor of the genre), the meaning is clear, but the eye cuts a little)

Thanks for the kind words.

On the "Robite" I think it is written correctly. In the game, the hero pumps, albeit not quickly, receives new professions and cards in the base deck. Therefore, it turns out that the new races will be easier than the previous ones due to the intensified parameters of the hero. Hence the "Robite", which went from Roguelite, t.e. Simplified/lightweight pungent. It is in this game that the elements of the expansion is quite weak, the pumping is not fast very. But she is.

However … I did not know that the games were classified, I never met such a “term”, this is what is called, live a century – learn a century)

While I was reading information about these rocks, I was not left the persistent feeling that this division into roles and roles came up with nothing to do or purely show off.
Yes, they have a clear difference – the presence of permanent death, perhaps I do not know many games, but in what modern game there is now the same permanent death?

And many, when classifying a game to one or another genre, turn to the so -called “Berlin interpretation”, in which the canonical pants should have a step -by -step system and the symbols should be painted in ASCII, it should be said that the visual style should not affect the genre, replace the “%” of the chicken of the legs, nothing will change.

So it turns out, the genre died, but we were not called for the funeral?

From the bell tower of a man who does not fumble in the history of the video game, it seems to me that the pants simply changed under the influence of time, the influx of a new casual audience, rooflit is not a separate squeeze or branch, these are the same cirows, but modern. Perhaps this may even be a combination of genres (sorrilik +something).
Yes, and the name of the genre (horn-Lick) is still verbatime to the origins. About the same as Souls-Like, but we do not have a conditional suck Souls-Lite, where the game looks like Demon Souls, but it seems like it is not quite (it will be funny if this exists, but I am not in the know again)).

As if, if the developer of Rogue Legacy had not called the game a rock at one time, no one would have noticed anything)

But here, without complaints about the author, who like it, albeit called that, it was simply interesting to speculate on the topic)

As for me, cornflowers are, of course, evolving cuckle. The thing is that the splaships are simply more interesting, more filled with content on average and purely purely on Konukurentia, classical or near -classic pants were replaced.

What is a pungent, in my understanding? This is when we are given a hero, some (it doesn’t matter even in which sub-janra, it can be a shooter, for example) tests. If they are failed, the hero dies completely and the new race begins with full zero. Yes, the player has experience on the topic of interaction with the game. But physically we get a new hero of the same as the past. Then this is a horned.

If, after a loss, our hero gains strength, increases the chances of winning by pumping, then this is just a roof. In fact, each new race physically, regardless of the player’s skills, facilitate the game. Therefore, it is logical that this is a simplified pung.

I read the Berlin interpretation and, as for me, it is very outdated very much. But all the same, formally it remains correct, because, as far as I remember, there is no final categoricality and there are some basic requirements for the pants. If the game has them, then it can get such a designation. Roles are obtained by the successful evolution of the pants.

In this case, the question arises (rather rhetorical), whether it was worth inventing a new definition of “improved pants”?
The difference between them is understandable, but if if the developer Rogue Legacy at one time did not decide to call his game a rock, then it would be clear what it was about, and there would be no extra confusion. In fact, this is just a "modern" pungent.
I can understand that if the same sangals of the "old school" were still produced, together with modern ones and it would be necessary to distinguish them. But I can’t remember whether these days are produced by something similar to the old Rogue, so that it was directly critical to distinguish a span from the roof.

Now the echoes of the pants can be found in different old -school arcade lethals (this is where if you died, then back + without pumping) or pure sangs. But they really are very few.

As for me, the people steamed that we must re -reprise the same thing without progress. The value of a separate race is so very low. Pluses here only to the developer. He may, not particularly soaring, make, for example, the level of three and make them unrealistically difficult. And there seems to be a game. With rocks, this will not work, t.To. The player must constantly surround the new something and move on. You don’t want to, you need to cut many levels and so on, t.e. Make more content. Therefore, the rags occupied this niche almost completely.

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