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cover-Knights in Tight Spaces

Wednesday, March 5, 2025 8:44:27 PM

Knights in Tight Spaces Review (PickleMeThis)

Compared to a lot of other card games, this is by far the slowest, and least rewarding. It is entirely based on grindy and strange meta-progression, making game play repetitive. There are currently three game modes: Story, Daily Play, and Endless.
In Story mode you attempt to battle through various preset battles. However, there is no save or try again function if you fail (unless on the easiest difficulty). That means, its basically a rogue-like except reattempting the story will take you back to the SAME BATTLES EVERY TIME. Its tedious, lame and soul sucking as you have to do it over and over. I like a challenge, but sometimes you cannot negate damage (luck of the draw) so eventually you have a good chance of dying. To add insult on top of this, animations are slow.
In Daily Play, this is where they attempt to do the rogue-like aspect, where things are supposed to be more randomized. Except mine is bugged and I get drafted wizards cards every time with a non-wizard player making it impossible to play. So its basically useless for me to play.
Maybe this is what Endless is supposed to do, but there is no sense of progression, certain heroes do significantly better at the start, and card drafts are tied to the main story. Card unlocks are based on the Story mode, which then you can use in the other modes, which is straight BS since I font want to sit through the slowest game mode ever. PLEASE FOR THE LOVE OF GOD ADD A SKIP/SPEED UP BUTTON!!! This meta progression being locked through the worst game mode makes it feel boring to play other classes, and I font feel like I have control over the cards I get. Like its entirely based on luck.
UI is also strange, the camera angles are based on 4 locations but you often get clipping of the environment over the enemy information so you have to spend time shuffling around.
Ultimately, this game fails to be a good rogue-like deck builder, and I wonder if it should focus on more of the tactical combat with a good story-line, while scratching the card mechanics. Otherwise if it wants to be a good deck builder, alter how the meta progression works and speed up the pacing. There are also limited environmental hazards (other than being able to push outside of bounds) which I think is a serious oversight that would add to game play.
Some good: Fun card mechanics that actually utilize cool tactical play styles. Good art and some unique cards but others are blatantly stolen mechanics from other card games.