Gordian Quest Review (OptimusPrimordial)
There are two features that make a good card game, combos and synergies, the devs seem to think the answer is number and bigger number.
In this game your character builds are defined by their stats, their equipment, their talents and their deck. Stats come in red, green and blue and affect the damage of your cards of the same colour deal. Your equipment has effects which boost your damage or boost your stats which also means your damage. Your talents are unlocked on the level up grid, the vast majority of which are a modifier which will amount to more damage.
On your level up grid you can instead pick more health or stats, a new card, removing a card, upgrading a card or empowering a card. Picking new cards would normally be the way to a more interesting deck except the game lets you see all the cards you could get, you'll be hard pressed to find cards which synergise with each other, let alone your two other characters.
Upgrading a card means increasing the number on the card. It never lowers the play cost, removes a limitation, adds an additional effect or improves a card beyond number going up. You can upgrade a single card 4 times for the biggest number but this has an adverse effect on your desire to create new cards since every card means you're less likely to draw the card you invested points in. Empowering a card does offer some genuine upgrades like changing an attack into an aoe or increasing its range (along with bigger number) however the game won't give you many options for this.
The game's equipment system offers a further anti-synergy by having rare equipment give you a card. You can't decide what card, the card you're given has its normal cost and effects and along with being useless to your deck strategy, might be the wrong stat colour. If you want to avoid filling your deck with bricks the dev has unwittingly created a system where rare gear will often be worse gear.
Since this is a game with lanes and movement I have to comment on that too. You don't know how many lanes will appear in a battle, might be 4 or it might be 2. If you're using characters or equipment which boosts your numbers by moving around you'll find yourself stepping on your own toes while repositioning since your normal characters have to spend a special sp point to move back into position, a point they could have spent on a more powerful card. This goes double if you play any characters which summon minions or are joined by an npc who will step off the front line to push your archer there instead.
Since the devs are on another planet from what I'm looking for in a card game I'll lay out what I'd hope to see in a subsequent game:
1. Keep the number of lanes static and let the player decide the exact position their characters will appear in the starting formation, not just the row.
2. Put an indicator over the enemy's head what their next move will be so the player can plan around it instead of having to click the enemy portrait and see what cards are in their hand.
3. Tie formation and positioning bonuses to characters and equipment not just cards. This will give the player more reason to care about gear and give the devs more room to work with than raw numbers.
4. Give characters cards which synergise with each other. This could be simple like: Rogue places bomb, wizard creates gust of air pushing enemies into bomb. Or it could be an involved combo like: Golemancer adds boulder ammo to each character as a ranged attack card. Artillery commander plays cannon which also gets the boulder as it counts as a character, forest guardian summons Wojtek the bear who reduces the cost of all ammo cards for adjacent characters to 0.
5. Dumb down your equipment system but make it meaningful. Characters don't need 13 slots of randomly generated +1 stats they need a few slots for artefacts which make a meaningful difference in game. Players of Binding of Isaac or slay the spire are familiar with this, a few effects which you can build your deck around and which synergise with each other are far more impactful than a dozen number changers. For example one artefact could cause you to reveal the top card of your deck and if its a different colour than the card you previously played an effect triggers while another could let you draw an additional card from the bottom of your deck then make you place a card on top each turn.
I know creating interesting effects and interactions is much harder to balance so it'd mean fewer modifiers, fewer stats, less equipment and fewer characters but I think that'd be to the game's benefit. I bought this game with Alina of the Arena, that position based card game only has one character with starting builds separated by the starting artefact and two alternate cards yet its gameplay was immediately more engaging as reflected by its better review score.