A neat card based roguelike, although I wouldn't consider it groundbreaking. TLDR: If you're looking for thousands of hours of playtime, or a conventional tower defense game, you may want to skip this one. If you like rng heavy roguelikes, and deckbuilding from zero, you'll love this game. Introduction First off, the game is technically tower defense, but if you go into it expecting depth in that regard, then you are going to be disappointed. Heretics Fork is really a card game with tower defense going in the background. There is no positioning or enemy variance to speak of. All towers shoot from the middle, and all garrisons start from the middle. And the enemies are rather boring, with very little uniquity, aside from the occasional bosses, which just have loads more health. In true roguelike fashion, most of the core gameplay loop is rng and gambling. You start each level with a (mostly) predetermined strategy, based on the character you choose, and your starting towers. After that, just try to make the most of whatever good or bad situation the game gives you. The good The atmosphere is on point. You start a game on a desktop that really sells you the fact that you're working for a company in hell. You'll receive various helps, nudges, and simply annoying messages from a paperclip that doubles as your boss. There is also an email system, which (without spoiling anything) can give you some extra entertainment through ridiculous company wide messages, random spam, and bits related to the game's story. The soundtrack is amazing. My only feeling about it is that it's complete overkill, and I love this game for it. At least 100 tracks of dark synthwave, goa, and some hard rock/metal. Definitely something that I will enjoy outside of the game too. And since the game has a full desktop for you, you have full access to a music player, that allows you to skip and go back any time. You can even favorite tracks if not all of them are your cup of tea. The cards have a lot of variety, making sure that most random pulls and upgrades are interesting/exciting. I think they struck a nice balance where getting a good card is actually exciting, without feeling like you're repeatedly and hopelessly pulling the arm of slot machine. Well, *most of the time*. The characters that you can play with are quite interesting. Most of them are not straight upgrades, and their different abilities definitively affect you playstyle. The game's approach to different characters is also quite nice. You get enough choices in the beginning to interest you, but not enough to be overwhelming. However, you'll start unlocking variants later, which bumps up the total character count quite a bit. Variants retain the character's base defining ability, and adds a twist on top of it. Often simple, at times something that completely changes how you play the game. The bad Enemies are mostly boring. The only ones that stand out are the little buggers that accelerate near your tower, and that's about it. The rest are various levels of straight up meat shields. The bosses are just tankier blobs that try to reach your tower. The game mitigates this via different patterns the enemies approach in, but that novelty wears off quickly. There are a lot of gotchas in the wording of different game mechanics, and a few instances where the wording is simply ambiguous. There are major differences between power and item cards, and at no point does the game make this obvious. There is also a task that says "sacrifice 9 garrison cards". What do you mean sacrifice? You mean a card effect? You mean a character ability? You mean banish? (The last one is what it means). This seems like a nitpick, but clearly communicating what a card does and what the player has to do is vital in strategy and roguelike games. The amount of resources available for in-depth strategy is not great. This is a lesser known indie title, so it's not at all surprising. But you should be aware, if you have any questions beyond "How do I get this achievement", the only resource you'll have is steam discussions. I completed this game with 100% achievements, and I still don't know how damage is calculated. -_- The meh Balance could be better. Most shop cards are only useful on one character. Mixed garrison-tower builds are basically non-existent. Garrisons builds are often underpowered. Most of the strategy boils down to "this needs less cards, so less rng, so it's better". This isn't true in all cases, but most of the strategies that can clear torment 5 have this in common. There is a somewhat common issue with deck bloat. Remember when I said that this game has very few resources online? Well, if someone unlocks all the wrong cards (Good luck finding out what doing a task unlocks), it's entirely possible that that player will have a much harder time, because their card pool is bloated with a bunch of cards that are useless for any simple strategy. Around the middle of unlocking everything I did experience this, and with literally zero way of seeing what I should be doing (no info online or in-game, regarding what I should unlock) the game suddenly got a lot harder. Late-game has mitigation for this, but I think the devs should help out on making a lot of this info publicly available. Final words That's basically it. I think the devs truly made something unique. The game isn't perfect, but I think it's easy to love despite it's faults. This is likely not the type of game I'll pour hundreds of hours into, but I think it stands it's ground quite well. it took me 63~ hours to 100% the game, I suspect that for someone going in blind 40-80 hours of playtime is mostly realistic. Can't say I would play beyond that, but I also wouldn't be surprised if people did come back to do some runs once every few months.
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