Thanks for the tips.leet_x1337 said:In Act 1, you need to pick cards up just to be powerful enough to handle the boss. If you can start seriously building into a theme for your deck, that's a nice bonus, but for the time being you just need to be stronger. In Act 2, you can start being more choosy with your spoils of war, and hopefully your deck should be finished or only need one or two extras by Act 3.
Don't avoid elites; the relics they drop are often more useful than extra cards. Getting in regular fights as well early on can also help you build up gold to buy useful stuff (card removal, key relics/cards) from the merchant, as well as improving your deck, but later on when you don't need any more cards, it's better to avoid fighting regular enemies if possible. You can look at the map at any time to plan your route ahead.
You've probably worked all that out by now anyway, so regarding theme: try to pick cards that do the same thing, or affect other cards that you already have a lot of. If your Silent deck has a lot of Shiv generation, look for Accuracy. An Ironclad with a lot of block cards wants Entrench, Barricade, and Body Slam. The Act 1 and 2 bosses are guaranteed to drop three rare cards, so if you're still indecisive by the end of Act 1, that might help you decide on a theme for the deck.
I don't know if you've noticed yet, but it's possible to tell which boss you're due to fight at the end of each act by the icon that appears at the top of the map.
Overall: experience is the best teacher. The more runs you play, the more you'll be able to figure out when to take a risky route, when to take or leave cards, and how to handle an unfinished deck until you get what you need.
Phoenixmgs said:Well, I can't comment on Outer Wilds but the list of key features of a roguelike is stupid because they're just a list of features for the game Rogue. This thread probably won't even be a thing if roguelikes continued just being Rogue clones. I'm guessing 90% of the games listed in the thread aren't roguelikes if you go off that list of key features. Roguelikes actually became a genre because devs stopped trying to just make same game over and over again. This video by Mark Brown [https://www.youtube.com/watch?v=Lx7BWayWu08] goes over history of roguelikes.Drathnoxis said:Outer Wilds is a roguelike except it's nothing like a roguelike. There's no permadeath, there's no procedural generation, no randomness of any kind, the game is completely the same from run to run, there's no resource management, and no emergent gameplay. The game doesn't meet a single point of the key features of roguelikes listed on Wikipedia. I love the game but it's basically a walking simulator with a jetpack and a spaceship. If we are going to call Outer Wilds a roguelike the term has lost all meaning.
I'm not saying that to be a roguelike it needs to check off every item on that list, but it's gotta at least have one or two. Most of the games mentioned will tick at least a few of the things on that list. Mostly random generation, permadeath, and resource management. Outer Wilds doesn't hit a single one.Meiam said:Like most term rogue like is a vague description, but that doesn't have to be a bad thing. You can capture the idea of something even if you don't copy all the elements of it. The point is to give people a frame of reference when talking about game. If every time you had to describe a game from scratch it'd be a pain in the ass, and the usual vague description like "action/adventure" and so on are incredibly unhelpful.
Ultimately I think the only really important aspect of rogue like are the randomization and the expectation that player will die and have to restart the game. I think everything else is optional