![]() The biggest puzzle is really what sort of party composition to make and to determine that I strongly suggest reading through this character creation guide. There are only a couple that require the use of specific items or codes based off obscure messages (and for those I suggest consulting a walkthrough). While I’m not a big fan of puzzles, most of the ones here are thankfully logic-based and can be solved with enough trial & error. Unlike the first game (which got kind of annoying with everything being underground), I actually managed to complete this one at character level 14. Specifically, one Gold Chest can only be found by dealing with a bandit and collecting all of Meve’s weapons requires a mixture of merciful and ruthless choices. One final thing of note is that unlocking all the achievements requires making some choices you might otherwise prefer not to. Lumber is what will be in shortest supply, so keep a lookout for choices that give more of it and try to avoid those that require it. Stay away from the Herald’s Study (recruits should never be in short supply), Cartographer’s Desk (a purely cosmetic effect), and Barracks (with a maxed-out Mess Tent you shouldn’t need more than the first rank of this at most) until everything else you need/want is built. Once all that’s done you can grab the Watchtower for the Scout feature if you don’t trust manual exploration (scouting is cheap and has a huge range) and then whichever Training/Workshop buildings affect the cards you want to use. Getting the Forager’s Quarters (and upgrading it on the second map) should be the #1 priority, followed by maxing out the Royal Tent (Trinkets are insanely powerful) and Mess Tent (the cost reduction is stronger than a straight cap increase). While it’s true you’ll end up with far more resources than you can spend by the end of the game if each map is thoroughly explored, you’ll always be needing more in the early/mid-game. Most of the resources you collect are going to be put toward upgrading your Camp buildings. Which brings me to the last part of the game: Base building. Jade Figurine) generally having a much easier time than others. Difficulty is of course also affected by what kind of deck you’ve built, with compositions heavy on direct damage and point removal (e.g. Most of the hard ones have a specific weakness of some kind to make them easier with the notable exception of the final battles on the 4th and 5th maps those two are pure endurance slogs. ![]() The Gwent battles range in difficulty from laughably easy (any ‘fair’ confrontation) to punishingly hard (the enemy cheats). The puzzles are intuitive and/or forgiving for the most part, using custom decks to guarantee each is solvable, but a handful are remarkably obtuse and may require looking up the solutions. Most of the choices are minor and only affect your resource totals or morale level, but quite a few determine what bonus cards you’ll have access to and some affect battles that may appear down the line (sometimes even several maps later). ![]() You wander around on 2D maps gathering resources, making roleplaying choices, solving card-based puzzles, and engaging in simplified/modified games of Gwent. Thronebreaker isn’t really much like either the main Witcher games nor Gwent as far as gameplay goes. The thought of going back and forth to kill the same group of molerats while fiddling with inventory/ammo management simply didn’t appeal to me at all. To be honest I didn’t get very far into it at all, quickly dropping it when I realized enemies respawned but health had to be restored in town. In comparison, Underrail is a conventional turn-based RPG in the vein of Fallout that’s quite thematically consistent in its goal of being an old-school resource-management hassle. Add on to that the point of hack&slash gameplay being to turn off your brain and you get a game that’s somewhat self-contradictory to play. The problem I ended up having with it is basically the same problem I had with RS Keeper puzzle-like gameplay + randomization adds up to annoyance more often than not. ![]() Like the former you play as an administrator overseeing an upgradable village supported by an infinite number of generic adventurers, and like the latter the main gameplay consists of taking a single adventurer through randomly generated puzzle-like hack&slash-focused dungeons. Desktop Dungeons can loosely be considered a combination of Darkest Dungeon and RuneStone Keeper. ![]()
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