To be honest, I noticed barely any difference between the modes, despite the fact there’s a whole other difficulty setting between them. I did fairly well on Hard, although I eventually got fed up and turned it down to Easy in pursuit of a winning streak. Trials of Fire puts an interesting twist on the formula by integrating turn-based tactics with grid traversal and distance-gated attacks, although it seems as if your opponent almost always has the upper hand. I’m a huge fan of deckbuilding roguelikes and have pumped dozens of hours into Slay the Spire and Monster Train. That’s just one of Trials of Fire’s many beauties - you’ll soon realize that smart play doesn’t always equal, er… nice play.Ĭombat is excellent and intuitive for the most part, although I have some qualms. The Ratlings give you a pretty good deal, allowing you to stock up on waterskins and mystic herbs, when all of a sudden… bang! You’re beyond well-equipped for the boss battle below. So instead you decide to say “hello Ratlings” and trade with them as your fellow humans look on in horror and disgust. You’ll realize that you can’t save the humans from the Ratlings because there’s a boss below and you haven’t got enough resources to set up camp, heal your elementalist, and upgrade your warrior’s cards for increased damage output. If you’re willing to give Trials of Fire the benefit of the doubt, however, the jigsaw will start falling into place in a refreshingly organic way. There’s an almost daunting array of distinct cards on offer, most of which are dizzyingly compounded by progress, weapon, and armour-based add-ons. I had no idea what I was doing for the entirety of my first run, and I didn’t fare much better during my second. There’s a lot going on, which makes the whole ordeal a little bit intimidating. Admittedly, it seems a bit messy at first.
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