Terracards

Terracards

released on Nov 07, 2023

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Terracards

released on Nov 07, 2023

Farm, sell, learn, repeat. Terracards is a tactical roguelike-deckbuilder where you manage your own farm, You'll utilize animals, crops, and structures through cards, transforming them into valuable resources and wealth with each turn. But beware - deplete your funds, and it's game over.


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From my few runs of play, what I quickly realized is this game does a very poor job in displaying and communicating the information about your farm. Be it output of crops being relegated to a setting that is off by default, the multi-level menus you have to go down to find out basic information, to the visual explanation of the impacts of an items placement. Playing this game feels like a chore.

Also, I did not enjoy how it handles the use of cards. Functionally, you get rewards every couple of in game turns/days that give you a certain number of one card. Those cards you get are finite and once used are removed from the deck. The problem for me though was especially early on you run through cards so quick that there feels like there is absolutely no reason for this to be a deck builder because you have no deck let alone a full hand that has variety in it. When the core mechanic is poorly executed then that would explain why I had such a poor time.

The concept of placing structures, crops, animals, etc that interact with each other to reach a certain gold count by a deadline sounds like a simple but interesting concept you can do some fun things with. Doing this via a deck builder I think was either just a wrong call, or executed in a manor that doesn't work. I think a great example of this is Luck be a Landlord in how you can mix RNG with resource generation where each resource or tool interacts with each other in a unique way.

It is really adicting, but has its flaws. Once you get to play for a while, you will have no idea what's going on because you can't check additional information about the production or consumption of stuff. There is a "nerd mode", but it's not clear or helpful. There's also no indication about how many resources each machine can process or in which order, which makes the complicated recipes feel overwhelming.
As a roguelike, I think there's some balance between really niche cards and generally good cards, but the card system is stupid. The cards get consumed when you use them, so there is not a deck in a classical way, which defeats the whole purpose of using cards. In these kind of games, you rarely need to get a certain card more than once or twice for assembling a synergy and you can control the number of cards (by not adding them or removing old cards), but here you either get lucky and roll the specific cards you need everytime, you play a bit of everything and hope the crops don't interfere with each other or you have some way to produce cards from other cards, which basically breaks the game.
I played until I got the "you win" message at round 200 and kept playing until my farm collapsed at 220. There was so many stuff in screen that the game lagged every new turn. I think the game can be a pretty decent roguelike, but it needs several changes to the core gameplay.