Shotgun King: the Final Checkmate Review (Phetecile)
Let me preface this by saying I'd love to actually complete this game, and think it has a lot of potential given the right execution. It just doesn't feel like a good roguelike currently.
Bad balancing
This game relies way too much on raw rng to get anywhere. I've gotten to rank 9 and can say with 100% confidence that the "difficulty" depends extremely hard on how lucky you get with specific builds.
Take the knockback shotgun for example - it starts at 50% knockback, which can be rounded to 100% if you get the knockback card. Having 100% knockback means you're guaranteed to instakill anything that's on the board's edge as long as you do 1 damage to it. So an otherwise cool mechanic is now broken...
There's also plenty of cards like sawed off which are incredibly strtong. (Lose 1 range, get more firepower and knock yourself backwards.) - This card is almost always a good pick as range doesn't matter. As long as you can 1 shot enemy pieces you've won half the battle, so this card simply adds 2 advantages.
Compare this to a card like the tile - simply giving a teleport spot on the board (at random), which you probably can't use half the time because the enemy pieces cover nearly the entire field's range.
Then there's enemy cards like giving king and queen +2 hp... This does absolutely nothing of consequence in 99% of games. Compare that to iron maiden, which makes queens invincible, and thus an instant fail if multiple enter the board. Cards just don't feel fair comparitively to each other, and only being able to choose between 2 choices at a time often leaves you picking the least bad one.
Bullets make no sense
Every level of firepower seems to add 1 extra projectile to your shots. This sounds good on paper, but does not work in execution. Bullets are randomly spread across your fire arc (meaning you will probably miss at 100 or more) - and thus you can either kill half the field, or miss everything...
This becomes pretty unfun when you need a game saving shot, yet all your bullets ignore the 1 hp queen standing right next to you. You've now lost the run because the game decided you should not have hit the enemy because you didn't get enough accuracy related cards.
This also means a lot of the time your bullets will accidentally kill pawns in front of a different piece, allowing them to "discovered check" you - instantly losing you the game. Fun right?
This game needs a lot of work
I checked it out again due to the latest update, expecting the game to be a little more fun. What I actually got was a bunch more cards (and thus more rng), which seem fairly poorly balanced. At the same time having most of the bad cards still staying bad. Considering this update took more than a year to come out, I doubt that the developers care enough to properly balance test it.
-So many cards are either game-enders or just plain bad/of no consequence, so what's the point in them?
-Most shotguns either feel the same, or offer less than the basic one (the melee and pierce ones just feel weak). So using them on higher ranks just feels worthless as you'll probably die within the first floor or 2 if you don't get a good synergy.
-Grenades are still mostly worthless, and will eat 1-2 of your valuable card slots to buy you a few extra turns per floor.
-90% of runs will end before floor 5 as you just can't deal with the massive spam of white pieces.
-And most important of all: This game is incredibly short on actual winning runs. A full run realistically takes 10-30 mins and you'll have seen most of the content within the main "campaign". Do about 5 runs and you've seen every card.