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In the demo build, because we could use teeth to craft upgrades and because there was only one set of warpaths available, it was easier to ensure 'key' combos for the build. Because of the RNG-chosen warpaths on new survivors in this prologue build, however, you have no guarantee that you'll even get options that you need -- e.g. as far as I can tell Gambler has no AoE attacks and only one way to spread damage across multiple targets (which is random selection), so if you're going up against a 'swarming' boss your only hope is to have a high-powered attack that can kill it before it swarms you.
Overall I think that this prologue build is actually a less interesting game than the old demo build -- sure it has a lot more 'content', but as a player you also have a lot less agency. In fact, the restricted systems mean that you actually have even less agency than you're clearly 'supposed to' in the early-game; since the base build is balanced around having access to classes and upgrades that the prologue won't actually let you use. Moreover, you have to move on from the first boss to the second; you can't re-run the boss/area that you've already figured out how to beat in order to build up a powerful character ready for the second boss.
The demo build had me excited for a short-ish but tight game. This prologue makes me worry that R+C is becoming more of an RNG-heavy, grindy "you're supposed to die a bunch to things you have no control over, at least until you've brute-forced some upgrades" kind of roguelite rather than one that rewards you for understanding its systems.
All the cards and upgrades has been balanced, now you can skip getting a new card, and there is a new function in the train that let you remove cards.
Come to the game discord and say hellow,I´ll give you a key:
https://discord.gg/v7Ff9cbd