
A roguelike autobattling deckbuilder. Draft an army of… Succubi? Tax Accountants? Whales? It’s up to you! Discover thousands of possible synergies based on what fighters you choose. Fights are snappy and turn-based. Recruit your army and let them fight for you!
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Languages: English
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Is there content here? Yes Have the devs made it fun? No. Learning at the start, you check out plenty of classes and feel the game has some serious depth. And it does! There are plenty of cool things that work with one another but the problem is that the rounds go too high without any sort of modifiers. You end up having to do the same sort of reliable combos over experimentation. This is something that can be easily fixed by adding more unique modifiers throughout the campaign but they struggle to do the bare minimum to even get you there. You unlock new starting teams but those starters don't even remotely matter because the goal you have set is so high. You can't reach it without a reliable infinitely stacking combo. It's a shame because the game is fun if it had some tweaks. The campaign just feels like the same thing over and over and not in the good way. Nothing feels unique. It's just boring. Can't recommend in its current state.
Really wanted to like the game, but some very strange design decisions. Being punished for doing well early forces you into very specific curves of build powers. Huge reliance on luck, which normally would be fine but the runs are very long. This is compounded by the fact that the game lacks basic QOL features like animation skips/options.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It starts fun, then reveals how little it cares about your input. At first glance, this game seems promising. The art's solid, the idea is interesting, and it feels like there's room for creative builds. But once you get past the honeymoon phase, it becomes clear: the whole thing is a dice roll pretending to be a strategy game. Everything relies on luck. There’s almost no player agency after the initial pick, and even that is manipulated. Challenges routinely hand you garbage units (zombies that heal bosses, for example), and the only "solution" is to replay the same scenario over and over until the RNG finally cuts you a break. Worse, the devs have confirmed that some units have intentionally lowered drop rates in certain challenges—meaning even if you figure out what build would work, the game goes out of its way to keep it from you. It’s like they’re daring you to have fun. And if you bring this up? You’ll get the usual canned “this might not be the game for you” response, or a smug “we meant for it to be this way.” It’s clear they’re not interested in feedback unless it’s praise. Honestly, it feels like they paced the game just well enough early on to get people past the Steam refund window before the real frustration kicks in. After that, it’s just grind and pray. If you enjoy watching chaos unfold with basically no control, maybe you’ll have fun here. But if you’re looking for something where your decisions actually matter? This ain’t it.
This was going to be a recommend from me, but as far as I can tell there are missions missing and no way to get the achievements.
Once I passed the Prologue it became far more difficult to synergize my build or be able to deal any considerable damage. The only builds I've had consistent success with are those that mark your units for destruction, the irony being if you destroy too much you won't be left with anything to deal damage in the first place.. Chaos and randomness is always fun but when there's too much it leads to frustration and not being able to progress, therefore I think I'm just going to uninstall this. I will say I enjoyed my time with the Prologue missions but after that my enjoyment crashed and burned. I can't say I'd recommend this game.
I've said this before in reviews and it has happened again. This game fails on the cardinal sin of the genre - failing to balance the scale of Skill and Luck. The honeymoon phase was great - felt like a decent chunk of units, a decent variety of builds, and a fun design. About halfway through you realize it was smoke and mirrors. Most of those builds fail to be able to keep up with ever scaling enemy health and unit limiting challenges. There's maybe 2 you can stick with that will ever do enough damage. Have a challenge where you can't use those units or it wipes those units off the map periodically? Oh well. Don't get those units at the end of enough rounds because its just a random roll who you can get? Oh well try again. The skill ceiling is a foot off the ground, the luck ceiling is in space.
Sat down to try out the game. Played for three hours. As a fan of Luck Be a Landlord, Endgame of Devil and emergent gameplay, I really dig this game! 18 hours in. Still enjoying the game BUT success IS HIGHLY dependent on RNG with little you can do to mitigate it, at least at 18 hours in. I have played the same battle over dozens of times only to come up short at the last boss. Difficult but enjoyable but I feel that it needs more ways to leverage the RNG and roll-overs for unit stats are sorely needed.
The more you play, the more the game opens up, the more fun you have. The intro helps guide players through the iterative process of learning from your mistakes and finding OP combos. Way more depth and fun than Luck Be a Landlord. This one's a blast.
Its like luck be a landlord but with more interactions. If you liked luck be a landlord you will like this game, this game has more builds and more ways to pivot a build mid run. Its not like it does laps around luck be a landlord, they are both good games. But i feel like MMM has expanded on the ideas of LBAL in a worthwhile way with its own (weird lol) spin on it. TLDR: A great slot machine roguelike on par with luck be a landlord
I like the premise of the game pretty well-- It is effectively Luck be a Landlord, but re-framed to be about a monster militia instead of a slot machine. The thing that eventually put me off, though, is that I just think the difficulty is tuned up too high. The big appeal of a game like this (and in fact one of its advertising points) is finding which units synergize with others to help you rack up massive point combos. But in this one, it feels like the developer tried to prevent as many overpowered strategies from emerging as possible. I could see many units and unit combinations that have the POTENTIAL to become overpowered, but then those units have a hard cap on how many times they can be used before they just disappear. On top of that, there are very limited options for luck manipulation when it comes time to add a new unit to your "deck." You'll be shown a choice of 6, with exactly 1 reroll, and sometimes the reroll shows you some of the same units as your first roll. Sometimes your choices are limited to the "common" rarity pool with none of the higher rarities showing up, and sometimes that's actually beneficial to your build, but other than that you don't have much influence on the choices you're given, and a run just ends due to not being offered anything that helps your build. I wrote this review after playing over a dozen unsuccessful runs in a row, and in a game where luck is such a pivotal factor, I'd prefer to play something that's more generous to the player. The game could benefit from more variety, like if some of the enemies had differences beyond their name and appearance, or again if there were more ways to manipulate your luck or units offered. The UI could also use some work. For example, sometimes a unit's description says that it transforms into a different unit or creates another unit; Could really use a pop-up describing what those other units are. I may give it another chance one day, but as of now I think I hit the tipping point from fun to frustration.
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