


It still is inspired by Slay the Spire and is closer to that inspiration in game mechanics than Monster Train. Griftlands has an additional year of high quality Klei development and polish to show. Unlike some grand strategy game developers Klei retains its superb quality and provides this additional content in a very non-exploitative way. They will create additional content and expansions depending on success. Lastly Klei is able to adjust based on reception. It allows them to handle these different projects at the same time without being dependent on one big hit every 5 years. Which I personally like as I think production quality is much more important that pure production value. The games they create also have a comparatively limited budget. Instead the company focuses on several games in development at different stages and individual employees are more or less fluidly tied to specific games, depending on the individual stage in the development process. Artists don’t sit idle or get fired when a big project is done. Klei works on several games at once, so all the departments always have a use. Klei was founded with the idea of a healthy company culture and proper work-life balance in mind. The way their team and game development is structured is somewhat unconventional. Countless kickstarter failures and under-deliveries, as well as hype disappointments and outright disasters cultivated an earned scepticism towards unfinished games.Īs the prime counter example I can point at Klei. I expect many people will still have a justified reluctance towards EA titles. Of course I might have overlooked some buff they had floating around. Like sometimes I take damage from hitting an enemy (I think it’s because I can’t break their defense with an attack)? But other times I don’t in that same situation. That’s the gist of it, if you have any specific questions I can try to answer, but some stuff still is mystery to me. Generally speaking extra damage to the opponent’s intents “trample” (for lack of a better term) over to their main “health” so it’s usually good to just take them out, though sometimes they give you debuffs or them buffs when you do.īy the same token your stuff can be attacked, so you often want to put defense on your own good buffs to save them if they’re going to get hit. Some abilities work off one or the other. There are intimidations (red) and persuasions (green) as “classes” of attacks. And of course it uses it’s own deck and grafts. Negotiation is basically combat, but instead of extra enemies and the like you have Intents and buffs/debuffs that you can target to stop them from doing something/get something from.
