Full notes
Full Endless Voyage / 无尽航线 update
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What changed
- Gameplay
- Workshop
- Balance
Endless Voyage / 无尽航线 changes
- Trainmap
Many Roguelike card games sprang up since Slay the Spire went popular in 2019. Some were just mimic, like Lost In The Castle; some made improvements, like plotting-centered: Night of Full Moon, multiplayer online: Monster Train, Chinese painting style: Card master. There is few standout among a lot of newcomers. I ascribed this phenomena to two reasons: first, some were poor imitations without full understanding of the fun of strategy in Roguelike card games; second, current Roguelike card games share high homogeneity with card games, it seems hard to find unique joy among market, even for hardcore players in this genre. It is time for innovations in Roguelike card games.
Endless Voyage has shed new light on Roguelike card games.
Minions and Grid
The concept of minion cards and grid is one of the most important innovations of Endless Voyage.
Players might get bored in previous Roguelike card games as players was only able to handle one single hero and to deal flat in battles, after building sophisticated card patterns, these battles seemed platitudinal. While Endless Voyage introduced the concept of minions to help players summon extra strength and further designed the grid system: if there were block units at the front, common adversary unit could not do harm to units behind. So players may consider the position of own minions, posing an effective grid to shield harm strategically. Besides, the elements of rows and columns in grid regenerated card games.
Relic, Blueprints and Forge Hammer: perversely unreasonable addition
Relic is one of the most vital elements in Roguelike card games, a strong relic may turn a common card pattern into a legendary one. Endless Voyage did a satisfactory job in relic system.
Endless Voyage performed addition, compared to Slay the Spire. Players might obtain relics directly from battles, and probably gain blueprints and forge hammers, using forge hammers forging blueprints into relics.
The merit of this design
players enjoy more options while forging relics, picking the most appropriate relic from abundant blueprints. Helping palyers to round of their card patterns, making sophisticated palyers winning the game with less relics possible.
Well, the drawback of it
lifting the understand cost for beginners, making the game miscellaneous and complicated. It seems less intriguing, speaking as an acquisitive player. Kids make choices, grownup like me, want all of them!
Pros and cons. This is indeed a commendable design, as for a work developed by mere three members.
Superior gameplay, perfunctory detail
The core gameplay and card patterns of Endless Voyage are excellent.
It take players Spirit to deal cards instead of reusable resource. Players should be more resourceful and think twice before building their card patterns to strike a delicate balance between cards and Spirit.
There are many splendid card patterns even though there is only one hero. Within a couple hours, I respectively tried gernes of Spirit Crit, Strength, Minion, Barrel Bomb and Burn, having a great experience.
< Beginners learn primary patterns from the Training Mode>
It’s a pity that the art style of this game is rough, some minions share the same model, and the animation and music effects need to be polished. Besides, the design of some cards are rather conventional. I am optimistic that give it time, it is going to be perfect, being considerate of mere three members.
Summary
It is not finished yet.
Source
Changelog.gg summarizes and formats this update. How we read updates.
