Railroads & Catacombs: Prologue

Railroads & Catacombs: Prologue

Mecahawk 31 Jul, 2023 @ 10:53am
Difficulty
Is it just me or is it nigh impossible beat the bosses in this game? The infinite spawning makes it tough to gauge how much you should focus the boss vs focus his minions.
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Showing 1-3 of 3 comments
󰀚Juki󰀚 31 Jul, 2023 @ 2:25pm 
i think the trick is to make some OP cards before you get to the boss. i did 50 damage to him in 1 turnm and it was ok. btw i think its better to ignore his minions cause they respawn anyways.
YetiChow 31 Jul, 2023 @ 5:35pm 
Comparing the 'prologue' to the 'demo' version, the boss fights feel very different -- part of it is simply the fact that different characters have different strengths, and certain bosses become "build filters" e.g. the giant grub absolutely requires that you either have a way to deal with disease, or can nuke it down in just a couple of turns. Bosses with 100+ health feel like they're designed to be unbeatable; and even when I'm playing well there is simply a limit to how many 'good draw turns' I'll get where I'll be able to pull off combos. I play a lot of deckbuilding and roguelite games so I understand the strategies that can improve your deck construction and draw odds; but R+C currently lacks any good way to remove unhelpful cards and the card rewards from fights are much less controllable than they were in the demo build. It was obvious that the demo was stacked in your favour (it was quite easy to build busted combos), but that's fine because it was a demo -- you want the player to feel powerful! In this prologue build, however, it's the opposite problem: I can see the strategies that are supposed to be available, but since none of them really are, it feels like I'm not only under-powered but intentionally hobbled.

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.
pretahouse  [developer] 1 Aug, 2023 @ 4:11pm 
Originally posted by YetiChow:
Comparing the 'prologue' to the 'demo' version, the boss fights feel very different -- part of it is simply the fact that different characters have different strengths, and certain bosses become "build filters" e.g. the giant grub absolutely requires that you either have a way to deal with disease, or can nuke it down in just a couple of turns. Bosses with 100+ health feel like they're designed to be unbeatable; and even when I'm playing well there is simply a limit to how many 'good draw turns' I'll get where I'll be able to pull off combos. I play a lot of deckbuilding and roguelite games so I understand the strategies that can improve your deck construction and draw odds; but R+C currently lacks any good way to remove unhelpful cards and the card rewards from fights are much less controllable than they were in the demo build. It was obvious that the demo was stacked in your favour (it was quite easy to build busted combos), but that's fine because it was a demo -- you want the player to feel powerful! In this prologue build, however, it's the opposite problem: I can see the strategies that are supposed to be available, but since none of them really are, it feels like I'm not only under-powered but intentionally hobbled.

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.
Hey! Nice comment! I would be glad if you could help me testing the beta. I am fixing things because the prologue feedback. So would be nice to have your help!

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
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