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That's not to say I don't like what you're doing - these are amazing characters and creative ways to play. I'm just hoping there's some lower-complexity characters to come in future additions.
I'm not a coder on this game, but I do spend a lot of hours whittling away at tabletop and general writing, so I can certainly appreciate how much work must've gone into making this, getting the art together, and everything else. I'm eager to see what else you all have in store! Thank you for making a hard time fun!
But i can't ignore the love and passion that has been quietly dripping into this for some time now.
Highlights;
Tombstone and Sundown: Tombstone wins as my favorite villain of the pack on sheer flavor alone. There's nothing complex, deep, or sympathetic. He's an evil bank robber who's a more than a bit past his prime, and right in home in comic book insanity of having the dead rise from their graves and run off to rob banks and get in fights with people in spandex.
Rook: What feels like an X-com commander for a hero, which i haven't seen anyone else try to do.
Duskveil Falls: My favorite Environment of the set, it feels like rook City thematically, and it does add new challenges. But unlike Rook city it doesn't make me want to pull my hair out in frustration.
Anyway, thank you for posting this mod Gaist
Beyond that, Rook can help accelerate setup and provide hand / deck cycling for her team by getting past dead draws / plays so they can dig for what they're after, if you lean into the damage side she can push out numerous instances of recurring / 'free' damage to hand out which all scale with any broad damage increases you bring to a team, and she has strong draw support in general.
It may just be a playstyle thing, though. I think generally speaking a lot of sentinels players underestimate just how powerful hero targets are at all, but that's a broader discussion.
Since you're still working on content for this game, could I pass along to you an idea I had for a deck at one point?