Translated by
Microsoft from French
Microsoft from French
This game fails where most rogue-like modern succeed: at the level of replayability. The whole point of a "run" of binding of Isaac or FTL for example, is to succeed in adapting to the tools that the game gives us. The approach of Tangledeep is completely reversed and this is the major flaw of the game: the player chooses a "build" at the beginning of the game, must stick to it, and he only has to pray/grind to have the right objects that go with it. Two runs on Tangledeep with the same character will be almost similar, where 10 runs with the same ship on FTL will all be completely different for example.
Tangledeep also fails at the level of the strategic aspect: we pay attention to its placement during the first levels, but the monsters quickly gain movement abilities that make all positioning work obsolete. Some monsters even invoke tornadoes that move in a completely random way and periodically draw the player to the Center, without any possible cons. Fights quickly become stats-check where we spam spells and consumables hoping to survive.
And precisely, if the game is meant to be difficult, it is above all because it is extremely poorly balanced with ridiculous peaks of difficulty. The game severely restricts health regeneration, and since the body-to-body classes have few ways to gain resistance, they are completely useless compared to the remote classes that can hit & run. Elite monsters quickly start typing in the 20-25% Max life per turn, and most of their bonuses are limited to "done very badly" in different ways, without a way to play around.
The game also boasts of having a lot of progression mechanisms, but most are completely useless. For example, it is possible to capture and breed monsters to help combat, but they cannot gain levels and require too much time and resources to be ready for battle. There are a lot of different foods, but since we can only take all the X towers, all those that do not make life become useless. Merchants have a limited and low-level object choice, and upgrade items is very expensive and too risky.
It is also a failure in terms of QoL, the inventory is worthy of that of the first Pokémon, the movements are jerky, the character automatically equips equipment that is unintentionally used and that in disquipe others (especially the bows that defusing the shields), and it sometimes happens that peaceful monsters are attacked by designating a completely different box. I also noticed a particularly important number of missclick: If you play too quickly with the mouse, the aiming system is messed up and can point up to 3-4 boxes next to it.
Tangledeep is a game packed with interesting ideas, but that don't work at all once put together. It is obvious that the developers have worked a lot on the game when we see the variety of experiments they are trying to propose, but unfortunately the result is a bad rogue-like, and a bad turn-by-turn RPG.