For some of the events with options that require 50 followers or 26 Altruism to maaaaybe not proc in the first area where I don’t see reasonable ways of achieving this? That last one, honestly, is mostly a grump, these events can happen anywhere down the line, but… Yes, I’ve had a lot of enjoyment with Nowhere Prophet so far, and foresee more, because it makes interesting choices, has a cool art style, tutorialises well, and its mechanics sync well with its narrative. Obviously, the areas that are already coming. But the writing is good, the art style really sets the tone for each faction, and my main criticisms right now can be fixed with time. That isn’t to say it’s perfect, but what imperfections it has? Well, it’s early days. Use them too harshly, and… Well, you don’t have followers anymore.Īs you might tell, I like and enjoy this game. Do you keep a lot of weaker followers that synergise well, but might die in droves if the fight doesn’t go the way you want it to? Maybe bigger folks, buying time with your followers. Take out the enemy leader, or make them run away. You start with 23 followers, and the clothes on your back, and, no matter how much you want to preserve these people you promised, if you die, everybody loses. Do you take that nastier route because it has food, even knowing that it’s going to cost food to get the food, and that said food is probably already claimed by animals, ancient and malfunctioning robots using it as bait, bandits, or an end-times cult? Or do you take the easier route in the hope that something comes along?Ĭombat, similarly, has options, due to the deckbuilding system. You sort of need that to live, last I checked. It sounds cynical as hell, but it can’t be denied that yeah, a little luxury makes a journey go faster. But mostly, you’re passing round shinies, in the hope that it will distract them. While it’s not perfect, the game has this: How do you return hope? Well, the birth of a child can happen, that helps. Hrm… Possibility of painful death, or Possibility of painfu… New followers? Sold! But how, in the end, will you lead your people? Praise knowledge? Kindness? How will you keep their hope up, when you aren’t there yet, and the journey seems so long… How will you defend them, in these hostile lands? During travel you navigate across a procedurally generated map. At its heart are two distinct parts of gameplay: Travel and combat. Isn’t that enough to make a grand journey for, and to share with others?īut here’s the thing: It’s all very well to promise a Promised Land. Nowhere Prophet is a single-player card game with procedurally generated maps, high difficulty and permadeath. The basic idea, storywise, is that you are a latter day Moses, except, of course, I really do mean “Latter” day, as the world has kind of gone to ruin, with some technology still being known, and used, but others, such as the satellite that crash lands near our titular Prophet, mystified and referred to in the simple terms of the day. Even for a game that currently has two areas playable. And Nowhere Prophet, by Sharkbomb Studio, does this so very well. It’s intriguing, isn’t it, how games imply a world with mechanics. The combat plays *somewhat* like Hearthstone with the Momentum.
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