Does anyone else get really tired of the "Release this OP character, and then nerf the shit out of them, only after everyone buys them day one" shtick, that Nintendo's been doing for Smash? Or what most MOBA's do for their characters, no just me? Ok.
In fairness, I've stopped caring about Smash, forever ago. So let people have their sixteenth sword user, if that'll make'em happy.
So, on a separate note. I played/purchased a random app game forever ago. Called "Rogue Adventure". (It's a Slay The Spire knock off.)
And, for the awfulness of mobile ads and what it is, it's not too bad for a rogue-like cribbing of another superior/bigger budget game's style. Which is something I might've said, if I haven't been doing my damndest to find the slightest bit of enjoyment out of "Slay The Spire". (The original game, that I got on sale at least.)
Or as it should be called, "You lose, because we said so", the game. I mean, my god. Not one rogue-like has made me feel like I've just wasted my time over and over again, more than this one, after completing "a run". Even when I'm permitted to get the cards necessary to win something, I'm only glad it's over in the end.
Because, it doesn't even feel like RNG at all. It feels entirely pre-determined. (And genuinely, the mobile knock-off was better at keeping me engaged and wanting to play it. Since it felt like picking the right cards and items, would actually pay off in the end.) But I've done two of the four characters, and I'm basically continuing because of a sunken cost fallacy. (Like, I might as well finish unlocking this shit that I won't get to use.) Because if the end game is just "Play longer, but less fair somehow."
I'll pass, thanks.