Additional Information
This game is a bit like throwing card construction, Rogue elements and roulette mechanism into a lottery machine, and each game is different. The core idea is not complicated, but it is quite addictive to play.
It uses the Rogue mechanism to break up and reorganize each game, and the construction gameplay forces you to find order in the chaos. The roulette mechanism is like throwing the "choice" to fate. You want to control it, but you can only improvise in many cases. This uncertainty makes people want to play a few more rounds to see how ugly the arrangement will be next time.
The rhythm is not slow, and the operation pressure is not great. The real fun lies in the strategic adjustment brought by "randomness". You may have just thought of a set of ideas, but you will be drawn in the opposite direction in the next round, and you can only bite the bullet to change your tactics. This process of finding initiative in passivity is quite fascinating.
The map is grid-based, and the nodes are randomly generated. There are monsters, elites, and resource points such as treasure chests and shops. Weapons can be used for output (melee, ranged, spells), and they are divided into physical, bleeding, burning, poison and other types;
The overall rhythm is brisk, and the strategic space is quite large. The luck factor is full when pulling the lever, and the construction process requires eyesight and understanding. It is the type of "the next one will definitely be better", and it will be dawn when you are playing.