You switch between these two modes of play as you venture towards the first boss and reach the expected difficulty spike. How does A Long Way Down handle progression? Instead, you just have a neat idea that fails to live up to its full potential. A more freeform fusion system a-la Yu-Gi-Oh! Forbidden Memories (and probably other, less obscure games) might give the system a bit of much-needed discovery. More interestingly, you can also fuse cards to make better attacks, but only after acquiring the know-how at set points in the campaign. Outside of battle, you can upgrade cards with a “dust” currency, and you can break down extras you don’t need for more of that currency. There’s nothing stopping you from just loading up on attacks and bashing enemies, especially since the support and healing options are surprisingly sparse. Compared to some of the more advanced contenders in the genre, there’s not a lot going on here, especially very early on. Both you and your opponents have turns, and each attack, buff and debuff ties into a card in your deck. Once you get into battle, it’s the same Spire combat that currently rules over the indie gaming world. As is, you just get random tiles from what’s available on the map, and you have to find more as you wander around if you want to keep moving. I do wish you could customize a deck of cards in this mode the same way you can build a deck of battle cards. This could leave you open to sneak attacks if you’re not careful since enemies also roam around and take advantage of any paths you construct. Placing a new square takes a movement action, and you only have three per turn. Building out a path for yourself and trying to block enemy encounters is engaging in a tabletop sort of way. If there’s anything truly positive I can say about my time with A Long Way Down in its early access period, it’s that the navigational aspects work great. Traverse a few maps, slay a boss monster, and you’ll find a whole new set of challenges to conquer on the other side. Each new map has you defeating a certain number of enemies or reaching an escape point and jetting away. Using these cards, you can strike back against the ghouls and ghosts in his employ and build a path around his floating platforms. There’s an evil dungeon master-type who wants to halt your progress, but you’ve somehow stolen a set of cards off him as you perished. You play as a recently deceased lost soul wandering through limbo. ALSO: Temtem is like a Pokemon MMO from an alternate universe
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