Vivid Knight is an excellent game that, despite combining two genres that are very difficult to design properly, manages to get so many small things right, while remaining very simple and approachable. The core gameplay loop of this game is teambuilding: similar to the way that most PvP autobattlers play out, you draft copies of the game's many units to assemble and constantly adjust your composition to get stronger over time. Each unit has a unique skill and provides your team with specific traits, each of which unlocks a party-wide buff when you have a certain amount of one. Vivid Knight's twist on the formula is that after you upgrade a unit (by combining 3 copies of it,) their traits become permanently active for the remainder of your run. I've found this to be a brilliant part of the game for many reasons: the texture of your final party will always be heavily influenced by the upgrades you found throughout the entire run. At earlier difficulties, you're given plenty of time and breathing space to familiarize yourself with what each unit does and how traits alone can shore up your party's weaknesses throughout a run: if you're playing sustain traits that heal your party over time, you're that much less pressed to field a healer and you can play a much weaker front-line. If you quickly amassed traits for a certain damage type, you can already be formulating which end-game unit will make the best use of it. Overall, I think the trait design of the game is done very well: there's one chase-trait that does nothing for you unless you complete it, at which point it's game-winning, many powerful and flexible traits that require medium investment so that you have to spend some effort and resources unlocking them, and several accessible traits that can be activated easily but don't suit every composition. You have three slots for equipments that also provide traits and other bonuses, and that alone achieves this sweet spot where you can always consistently reach certain traits if you're willing to invest resources into finding them, but you're always second-guessing yourself over what would be the most efficient to play from what you already have. At any time, you're able to view floor details, from completion rewards to shops that only offer units of specific traits to what bosses you're going to face, which becomes a necessary part of gameplay at higher difficulties. Bosses eventually receive hefty enough buffs that you have to teambuild with them in mind, especially at the highest difficulty (Witch's Maze 9) where the final boss gains variations that you have to build to counter from the start. Which is a lot easier said than done. The tension of Vivid Knight, and I think the most successful angle of its design, is resource management: you're working with a limited amount of gold and given a shop every floor that has 5 units on offer, and you can pay half the price of a unit to refresh it any number of times. The prices never change, but the odds of finding higher rarity units increases each floor. Additionally, there's an item you can acquire as a floor reward that gives you 10% of your current gold (with several uses,) and an event that prompts you to toss away all your gold to receive twice the amount at the end of the next floor. The reason I'm mentioning these together is because they illustrate something the game communicates subtly: you're never told that you can't spend your gold, but there is always going to be a payoff for saving as much as you can. The more you have, the larger the percentage you gain. The more you save, the more you'll be able to invest into higher quality units at later floors. At face value, the game asks you to create a composition capable of clearing the unique requirements of each boss, but across most of your run, this is very easy to do if you roll for appropriate upgrades. The actual depth and skill expression of the game lies beneath: do it using as few resources as possible. Judging when you don't have to spend any more gold to clear the next challenge is the difference between whether you'll have gained enough to spike appropriately later on. Despite the simplicity and ease of the game's base mechanics, when you reach difficulties where you need every last cent to hit your upgrades against how brutal the final boss's forms become, you'll start to feel that every decision you make counts. I'm really enchanted by Vivid Knight; it's a game that I think a lot of people pass up because its mechanics appear to be very simple on the surface, its earlier difficulties are trivial, and the skills tested by the game aren't obvious (this last point is generally true of autobattlers as a genre.) But I've found myself coming back to it and genuinely stunned by how challenging the game eventually becomes, and as I find myself excitedly anticipating its sequel, I wanted to leave a review that reflects this rare side of the game and how well thought-out its design is.
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