![]() ![]() Shorter games offer fewer rewards and gold, longer games offer more, though there exists some invisible balancing algorithm that tweaks drop quality to level out the length options. Pushing the player-first philosophy further, the game offers a sliding scale of game size, which can be adjusted after every section of a dungeon is completed. All of this feeds into the game’s predictable inspirations, though target distance is nebulous and requires some time to get accustomed to, and dodging projectiles while being forced down a linear path of movement is completely clumsy there will be plenty of times you are simply bopping away backwards through rooms to avoid a single projectile that was specifically fired along your exact path. Each player character has a basic attack, which can be improved through equipping and swapping certain cards, as well as special card-based skills like arrow barrages for the Rogue and a spinning attack for the Warrior. The player moves through predetermined linear paths in cardinal directions, clicking on the free-range enemies and dodging attacks, projectiles, and area-of-effect spells, while countering with their own skills. So what is there to focus on, here? The player’s goal is to make it through a series of subterranean levels, split up into different sections full of enemy mobs, minibosses, treasure, and 3 chapter bosses (including the Archdemon himself, a kind of cutesy pop-up book version of Diablo’s titular Prime Evil). ![]() ![]() There’s something about clickers that will feel inescapably distasteful to certain players, while others will find that they enjoy the reduced amount of focus and attention normally required. This usually takes the form of repeated clicking or tapping on a specific part of the screen, or just waiting for something to happen, two aspects which link to the basic combat and game flow in Book of Demons. ![]() For those unfamiliar with the term, clickers are casual-oriented games which are often optimized for mobile phones, and provide a mixture of idle rewards and simplistic incremental mechanics. It’s interesting that Thing Trunk is so upfront about their game’s inspirations and genre affiliations, while being somewhat opaque about Book of Demons’ most galling and pervasive influence: idle/clicker games. ![]()
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