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	<id>https://wiki.bryanbibat.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zero</id>
	<title>Zero's Stream Notes - User contributions [en]</title>
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	<updated>2026-05-07T12:59:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=172</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=172"/>
		<updated>2026-01-29T00:38:32Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki contains notes for Zero's (datenshi zero) [https://www.twitch.tv/datenshizero Twitch streams] and [https://www.youtube.com/channel/UCvjx7FLkj6kygN0o7WCg-PQ YouTube videos].&lt;br /&gt;
&lt;br /&gt;
== The City Runs ==&lt;br /&gt;
&lt;br /&gt;
[[Lobotomy Corporation Lore Run]] episode guide&lt;br /&gt;
&lt;br /&gt;
== The City Guides ==&lt;br /&gt;
&lt;br /&gt;
* [[The_Road_Not_Taken_script|The Road Not Taken]] - a history and overview of Library of Ruina and Limbus Company's unique combat system&lt;br /&gt;
* [[A Guide to Live-Streaming Project Moon Games for New Players]]&lt;br /&gt;
&lt;br /&gt;
=== Lobotomy Corporation ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Lobotomy Corporation&lt;br /&gt;
* [[Lobotomy_Corporation_Essential_Beginner_Tips_script|Essential Beginner Tips]]&lt;br /&gt;
* [[Lobotomy_Corporation_Stats_and_XP_script|Lobotomy Corporation's weirdly complex Stats and XP Mechanics (No Spoilers&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;)]]&lt;br /&gt;
&lt;br /&gt;
=== Library of Ruina ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Library of Ruina pt1&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 English Script]]&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 Notes]]&lt;br /&gt;
&lt;br /&gt;
=== Limbus Company ===&lt;br /&gt;
&lt;br /&gt;
* A quick and dirty guide for confused players&lt;br /&gt;
** full script&lt;br /&gt;
* [[Limbus_Company_Possible_QoL_Changes_Season_5_Script|Quality of Life Changes that I keep thinking about (season 5 edition)]]&lt;br /&gt;
&lt;br /&gt;
== The Outskirts of Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
* [[Ruina-lternatives Script|10+ Games with Unique and Experimental Combat Mechanics | Ruina-lternatives]]&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Ruina-lternatives_Script&amp;diff=171</id>
		<title>Ruina-lternatives Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Ruina-lternatives_Script&amp;diff=171"/>
		<updated>2026-01-29T00:37:46Z</updated>

		<summary type="html">&lt;p&gt;Zero: Zero moved page Ruina-lternatives to Ruina-lternatives Script without leaving a redirect: add script to name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 10+ Games with Unique and Experimental Combat Mechanics | Ruina-lternatives =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes and credits&lt;br /&gt;
|-&lt;br /&gt;
| Let's face it, Game Development is Hard.&lt;br /&gt;
&lt;br /&gt;
So it's no surprise that game developers tend to follow trends or stick with tried and true genres and mechanics.&lt;br /&gt;
| Why devs stick with established genres:&lt;br /&gt;
* Easier to advertise (&amp;quot;It's X with Y as a twist&amp;quot;)&lt;br /&gt;
* Large audience already proven to exist&lt;br /&gt;
* Extensive tutorials aren't required to bring players in&lt;br /&gt;
* More resources available to help build the game (eg. plugins, packs, or genre specific tools like RPG Maker)&lt;br /&gt;
| [https://youtube.com/watch?v=NitUinQSV6s Call of Duty： Modern Warfare 3 - Gameplay Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| But once in a while, a game comes along to shake things up.&lt;br /&gt;
| &lt;br /&gt;
| [https://www.gog.com/en/game/doom_doom_ii Doom II]&lt;br /&gt;
|-&lt;br /&gt;
| Some turn out to be quite successful, and the innovations they brought to the table were easy enough to copy that other games follow suit, eventually becoming a new genre.&lt;br /&gt;
| &lt;br /&gt;
| [https://store.steampowered.com/app/2379780/Balatro/ Balatro - LocalThunk]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire - Mega Crit]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/1794680/Vampire_Survivors/ Vampire Survivors - poncle]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1966900/20_Minutes_Till_Dawn/ 20 Minutes Till Dawn - flanne]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/2218750/Halls_of_Torment/ Halls of Torment - Chasing Carrots]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/2066020/Soulstone_Survivors/ Soulstone Survivors - Game Smithing Limited]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/3405340/Megabonk/ Megabonk - vedinad]&lt;br /&gt;
|-&lt;br /&gt;
| Other innovative games are much harder to copy, but their wide cultural impact or massive sales mean that many studios will still try, often to disastrous results.&lt;br /&gt;
|&lt;br /&gt;
| [https://youtube.com/watch?v=1Jlyhs7yOLY Escape from Tarkov Beta - 0.15 Patch trailer (feat. Partisan)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtube.com/watch?v=WLu7e8RZoYc Super Smash Bros. Ultimate - Overview Trailer feat. The Announcer - Nintendo Switch]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/List_of_best-selling_video_games List of Best-Selling Video Games]&lt;br /&gt;
&lt;br /&gt;
[https://youtube.com/watch?v=dAydKj4j0IA MultiVersus – Official Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://gamerant.com/multiversus-shut-down-date/ MultiVersus is Shutting Down - Game Rant]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Then there's Library of Ruina a game who strayed way too far from the norm that it took me two videos to properly explain just the basics.&lt;br /&gt;
&lt;br /&gt;
And while it can be considered very successful for an indie game, it's not that successful.&lt;br /&gt;
&lt;br /&gt;
And so we don't see hordes of developers falling over themselves trying to copy it.&lt;br /&gt;
&lt;br /&gt;
However, after spending a long time playing the game and making videos on it, I can't help but wonder if there are clones out there just waiting to be discovered.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=vUQA4tldJ3c Spoiler Free Guide to Library of Ruina]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=HpQBSQj6bHU The Road Not Taken: Library of Ruina's Unique Take on Combat]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=Bg3Bbl4KRq4 A Guide to Live-Streaming Project Moon Games for New Players]&lt;br /&gt;
|-&lt;br /&gt;
| Hi, I'm Zero, and I've been searching for games with devs crazy enough to copy Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as of this video, only one other game has come close to copying most of its mechanics.&lt;br /&gt;
&lt;br /&gt;
Limbus Company.&lt;br /&gt;
&lt;br /&gt;
You know, its spin-off sequel.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company]&lt;br /&gt;
|-&lt;br /&gt;
| Instead of scrapping this video, I decided to lower the bar and expand my search to games that share the same general idea.&lt;br /&gt;
&lt;br /&gt;
Ones with very unique takes on combat, and those that expand upon existing but very niche game mechanics.&lt;br /&gt;
&lt;br /&gt;
They're not what I'd call Ruina-likes.&lt;br /&gt;
&lt;br /&gt;
They're more like alternatives to Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Or Ruina-lternatives if we remove the extra A.&lt;br /&gt;
| Ruina-lternatives: 10+ Games with Unique or Experimental Combat Mechanics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Outline&lt;br /&gt;
|-&lt;br /&gt;
| Before we start, I'm gonna have to briefly discuss what I'm looking for in a game for them to be in this video.&lt;br /&gt;
&lt;br /&gt;
If you watched the other video, you already have a good idea what the criteria are, so you can skip to the first game via the chapter markers.&lt;br /&gt;
&lt;br /&gt;
Or perhaps watch the disclaimer part first so you won't be confused about the review format.&lt;br /&gt;
&lt;br /&gt;
The game section is split into two parts: &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In the first half are the games that I played last year on stream.&lt;br /&gt;
&lt;br /&gt;
You could check them out for extra gameplay footage as well as my initial reactions.&lt;br /&gt;
&lt;br /&gt;
The second half are games that I've played offstream so they'll be new even to long time subscribers.&lt;br /&gt;
&lt;br /&gt;
Anyway, let's begin with the criteria.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=dijhkKcs7SE&amp;amp;list=PLq4hiTpnKWr4dqz2deMsyV8Q1Mx1m8hND Ruin-alternatives Stream Playlist]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Criteria&lt;br /&gt;
|-&lt;br /&gt;
| First off, I'm looking for Turn-Based games.&lt;br /&gt;
&lt;br /&gt;
I like turn-based combat...&lt;br /&gt;
&lt;br /&gt;
It's not perfect, nor do I want all games to be turn-based, but I sometimes I want to be given all the time in the world to think of the right moves to win.&lt;br /&gt;
&lt;br /&gt;
Some games have tried to spice up turn-based combat with quick-time events or other real-time elements, but it can end up as a slippery slope, with the devs eventually ditching the turn-based altogether&lt;br /&gt;
&lt;br /&gt;
So how do we make turn-based games, often perceived to be boring and slow, to being more challenging and cinematic without relying on real-time elements as a crutch?&lt;br /&gt;
|&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Final_Fantasy_VI Final Fantasy VI]&lt;br /&gt;
[https://www.youtube.com/watch?v=bNulcTtGU9Q Final Fantasy 16 - Combat Gameplay Overview]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1113000/Persona_4_Golden/ Persona 4: Golden]&lt;br /&gt;
|-&lt;br /&gt;
| That leads us to the full version of the criteria.&lt;br /&gt;
&lt;br /&gt;
The game shouldn't be the usual turn-based scheme where players and units take turns performing their actions.&lt;br /&gt;
&lt;br /&gt;
That is: &amp;quot;I go first, and you go next.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Or IGOUGO for short.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This is simple and intuitive, but it leads to weird situations if you stop and think about it.&lt;br /&gt;
&lt;br /&gt;
Like units standing around like dumbasses getting hit when they can dodge, parry, or block the attack.&lt;br /&gt;
&lt;br /&gt;
The lesser known alternative to IGOUGO is WEGO.&lt;br /&gt;
&lt;br /&gt;
That is, We Go at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| If IGOUGO is taking turns like tic-tac-toe, WEGO is rock-paper-scissors.&lt;br /&gt;
&lt;br /&gt;
We don't have time to cover all the nuances of IGOUGO vs. WEGO, so I'll just summarize WEGO as:&lt;br /&gt;
&lt;br /&gt;
Combat orders should be processed in a separate hands-off resolution phase.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.pexels.com/video/children-playing-tic-tac-toe-8440121/ Tic Tac Toe - Norma Mortenson]&lt;br /&gt;
[https://www.pexels.com/video/close-up-of-skaters-playing-rock-paper-scissors-9724550/ Rock Paper Scissors - KoolShooters]&lt;br /&gt;
|-&lt;br /&gt;
| The processing doesn't have to be simultaneous.&lt;br /&gt;
&lt;br /&gt;
A good example would be Pokémon taking turns to perform their moves.&lt;br /&gt;
&lt;br /&gt;
Though I'd still prefer that the game maintain the illusion that the participants are all duking it out at the same time.&lt;br /&gt;
|&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Pok%C3%A9mon_Ruby_and_Sapphire Pokemon Ruby and Sapphire]&lt;br /&gt;
|-&lt;br /&gt;
| If that sounds like Auto-battlers, yes, some Auto-Battlers can fit in this criteria.&lt;br /&gt;
&lt;br /&gt;
And considering that Library of Ruina has Auto-Battler roots, that gives us our next criteria:&lt;br /&gt;
&lt;br /&gt;
I can also look into games with Unconventional Auto-Battling mechanics.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game - Konfa Games]&lt;br /&gt;
|-&lt;br /&gt;
| You might have noticed that we skipped a criteria.&lt;br /&gt;
&lt;br /&gt;
That's because the second is more of a sub-criteria under the WEGO turn-based.&lt;br /&gt;
&lt;br /&gt;
Namely, there has to be a Clashing mechanic.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, Clashing allows two actions to face off against each other at the same time.&lt;br /&gt;
&lt;br /&gt;
This one comes naturally with WEGO, and a step up from the Pokémon style where they still stand around like idiots taking damage.&lt;br /&gt;
&lt;br /&gt;
While adding Clashing adds a bit of believability to the combat realism isn't the goal here.&lt;br /&gt;
&lt;br /&gt;
The main thing we get are more tactical options compared to non-Clashing combat.&lt;br /&gt;
&lt;br /&gt;
And it's just more fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| And our last major criteria:&lt;br /&gt;
&lt;br /&gt;
It's a Card Game with a unique gimmick.&lt;br /&gt;
&lt;br /&gt;
I'm being intentionally vague here, but we'll explain this further once we get to a certain game later.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Here's our final checklist.&lt;br /&gt;
&lt;br /&gt;
Every game featured in this video will tick at least one box on this list.&lt;br /&gt;
| What I'm looking for:&lt;br /&gt;
* WEGO Turn-based, limited real-time elements&lt;br /&gt;
* Clashing&lt;br /&gt;
* Unconventional Auto-Battler&lt;br /&gt;
* Unconventional Card Game&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina has even more &amp;quot;unconventional&amp;quot; mechanics, but for this video, we'll limit it to these 4.&lt;br /&gt;
&lt;br /&gt;
Now for the disclaimers.&lt;br /&gt;
|&lt;br /&gt;
* Interception&lt;br /&gt;
* Combos as Standard Attacks&lt;br /&gt;
* Discourage Focus-Fire &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Disclaimers&lt;br /&gt;
|-&lt;br /&gt;
| I'm mostly going to review the games' mechanics and will try to keep the review of the games themselves to a minimum.&lt;br /&gt;
&lt;br /&gt;
Because of this, I have to remind you that while gameplay forms a crucial part of what makes a game good or enjoyable, it's not the only thing that will determine a game's overall quality.&lt;br /&gt;
&lt;br /&gt;
To spoil a major point I made in the other video, Library of Ruina wasn't successful because of its unique gameplay.&lt;br /&gt;
&lt;br /&gt;
On the contrary, its weird and unfamiliar mechanics can be the biggest hurdle new players have to face before they can enjoy it.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=HpQBSQj6bHU The Road Not Taken: Library of Ruina's Unique Take on Combat]&lt;br /&gt;
|-&lt;br /&gt;
| Another point why you shouldn't treat my comments as full reviews: most of the games I'll feature are either in their Demo stage are still in Early Access.&lt;br /&gt;
&lt;br /&gt;
At this point in development, anything can happen.&lt;br /&gt;
&lt;br /&gt;
Some of them may stall and fail to release.&lt;br /&gt;
&lt;br /&gt;
In fact, at least one of the games I'll feature already has suspended development.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On a more optimistic note, even the most crude and incomplete prototype may eventually become a breakout hit and turn into a multimedia franchise in a decade.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=NOXWaRb8yk 1Lobotomy Early Dev Footage]&lt;br /&gt;
[https://www.youtube.com/watch?v=rJy_MchSCpM Limbus Company - PV The 6th Walpurgis Night]&lt;br /&gt;
|-&lt;br /&gt;
| Early in development also means I won't have enough playtime with many of these games, and unfortunately I've been recently burned by games where the critical problems only show up after 5 hours of playing.&lt;br /&gt;
&lt;br /&gt;
Or worse, after 50 hours of slogging through them.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2455350/The_Deadly_Path/ The Deadly Path - Owlskip Enterprises]&lt;br /&gt;
[https://store.steampowered.com/app/1569580/Blue_Prince/ Blue Prince - Dogubomb]&lt;br /&gt;
|-&lt;br /&gt;
| In short, I won't be giving a &amp;quot;Buy&amp;quot; or &amp;quot;Don't Buy&amp;quot; recommendation.&lt;br /&gt;
&lt;br /&gt;
The most that I can do for mechanics that I like is to tell you to check the games out.&lt;br /&gt;
&lt;br /&gt;
If after playing the demos or watching other reviews, you also find them interesting, it's up to you to decide whether to buy them or not.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To save some time and to not insult your gaming experience,&lt;br /&gt;
&lt;br /&gt;
I'll be focusing on the new things that the games bring to the table.&lt;br /&gt;
&lt;br /&gt;
So if it's a Slay the Spire clone, I'll straight out say that it's one before moving on to explain its gimmick.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As always, Captions and Chapter Markers are available for this video.&lt;br /&gt;
&lt;br /&gt;
If you want a more comprehensive, spoiler-filled outline with sub-chapter timestamps, check the pinned comment.&lt;br /&gt;
&lt;br /&gt;
Speaking of spoilers, I will try my best not to spoil any of these games, including Library of Ruina and Limbus Company.&lt;br /&gt;
&lt;br /&gt;
But I can't guarantee that none will slip through.&lt;br /&gt;
&lt;br /&gt;
With the intro out of the way, let's proceed to our first game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 1: Corrupted: Dawn of Havoc&lt;br /&gt;
|-&lt;br /&gt;
| Corrupted: Dawn of Havoc.&lt;br /&gt;
| Developer: 36Litters&lt;br /&gt;
&lt;br /&gt;
Version reviewed: Early Access v0.8&lt;br /&gt;
| [https://store.steampowered.com/app/2007770/Corrupted_Dawn_of_Havoc/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| When I thought about doing this series, this was the first game that came into mind as&lt;br /&gt;
&lt;br /&gt;
it's practically an alternate universe version of Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Putting the game side by side, you can see the similarities.&lt;br /&gt;
&lt;br /&gt;
Both are Deckbuilding Auto-Battlers, and both employ a less realistic, cartoon-y art style to tone down the gore and body horror aspects of the setting.&lt;br /&gt;
| ...they even got music from the same producer (Studio EIM)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| But Ruina decided to go a different route, choosing early on to be more melee and clash-focused, even having to retcon the guns from the previous game.&lt;br /&gt;
&lt;br /&gt;
Corrupted's combat, on the other hand, is what you might expect from a typical Auto-Battler.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream Of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
| Onto the basics.&lt;br /&gt;
&lt;br /&gt;
You start a run by assembling a party of three members.&lt;br /&gt;
&lt;br /&gt;
Then the game proceeds in typical Roguelike fashion, your party progressing through stages until you reach the end.&lt;br /&gt;
&lt;br /&gt;
Or, more likely, until your whole team is wiped.&lt;br /&gt;
&lt;br /&gt;
Each stage can be a shop, a supply chest, an event, or even a &amp;quot;Slay the Spire&amp;quot;-like rest stop where you can upgrade or heal up.&lt;br /&gt;
&lt;br /&gt;
But most of the time you'll be in a battle.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| At its core, Corrupted is a wave-based Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
Your party will face waves of enemies, and at the start of every wave, you can position your team anywhere on your side of the battlefield, with some hex grid tiles providing buffs or debuffs.&lt;br /&gt;
&lt;br /&gt;
Like with most Auto-Battlers, your units automatically move towards and attack the closest enemy.&lt;br /&gt;
&lt;br /&gt;
A wave ends once all the units on one side is eliminated.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've discussed the familiar Roguelike and Auto-Battler parts, let's talk about the most obvious change: the Card Battler element.&lt;br /&gt;
&lt;br /&gt;
Unlike in Library of Ruina, where every unit has their own deck, here all the party's cards are pooled together to form a single deck.&lt;br /&gt;
&lt;br /&gt;
At the start of the run, this will consist of two Bandages and three starter cards from each member.&lt;br /&gt;
&lt;br /&gt;
You earn new cards by winning battles and also through shops and supply chests.&lt;br /&gt;
&lt;br /&gt;
At the start of combat, you draw an initial hand and begin with three Energy, the latter of which will be used to play cards.&lt;br /&gt;
&lt;br /&gt;
As with other real-time card games, you draw and gain Energy at regular intervals.&lt;br /&gt;
&lt;br /&gt;
Since deck sizes are small, the discard pile is shuffled back to the deck once the latter runs out.&lt;br /&gt;
&lt;br /&gt;
Though note that single-use cards are very common in the game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This card game aspect adds an extra layer to the Auto-Battler:&lt;br /&gt;
&lt;br /&gt;
You can't order your units to move or attack, but if you have the cards and energy, you can make them perform special actions.&lt;br /&gt;
&lt;br /&gt;
Cards aren't the only special actions though, and this leads us to the next main feature of the game, the SP and Skill system.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Units gain SP every time they attack, similar to how some fighting games do it with Super meters.&lt;br /&gt;
&lt;br /&gt;
Then once their SP bars are full, they immediately activate their Skills.&lt;br /&gt;
|&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Street_Fighter_III Street Fighter III]&lt;br /&gt;
|-&lt;br /&gt;
| Note that this applies to all units, and not just your party.&lt;br /&gt;
&lt;br /&gt;
Just like how your team's Skills can turn the tide of battle, enemy Skills can also be fatal to your team.&lt;br /&gt;
&lt;br /&gt;
Fortunately, Skills can be interrupted by special effects like Stun or Electrocute, canceling the Skill and reducing the SP so it will take some time before they can attempt again.&lt;br /&gt;
&lt;br /&gt;
You have to time it correctly though, right as they are channeling the skill.&lt;br /&gt;
&lt;br /&gt;
Too early and it won't lower the SP, and too late, well, is too late.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Timing can be a problem, but thankfully the game isn't purely real-time, but real-time with pause.&lt;br /&gt;
&lt;br /&gt;
Things are also practically paused when you're hovering over or using cards.&lt;br /&gt;
&lt;br /&gt;
But what if you don't have a card on hand with an effect that can counter a skill?&lt;br /&gt;
&lt;br /&gt;
Obviously, you can kill them before they activate their ability.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can just let them happen.&lt;br /&gt;
&lt;br /&gt;
And lastly, you can also try to Break or stagger the enemy.&lt;br /&gt;
&lt;br /&gt;
Like Ruina, actually more like Limbus Company, if you deal enough damage to an enemy, a threshold denoted by the white part of their HP bar, you can put them into a Break status, and this also cancels any skills they are channeling.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I can't stress enough how much of the game revolves around the countering and Break mechanics.&lt;br /&gt;
&lt;br /&gt;
When deck building, you want to have enough cards in your deck that can counter skills.&lt;br /&gt;
&lt;br /&gt;
And in combat, you want to hold onto those cards as long as possible, saving them to only be used on dangerous enemies, potentially stun-locking them.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| There's other mechanics like equipment and fusing, but they're fairly typical for the genre.&lt;br /&gt;
&lt;br /&gt;
So let's skip all that and go straight to my critiques.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Corrupted can have what I call the &amp;quot;Overwhelming Force Problem&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is a long tangent but it will be relevant for other games so I'd rather take time to fully explain it here than do it as we go along.&lt;br /&gt;
&lt;br /&gt;
If you just want to know my final thoughts on Corrupted, you can skip to the timestamp on screen.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tangent: The &amp;quot;Overwhelming Force Problem&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Back to the topic...&lt;br /&gt;
&lt;br /&gt;
In order to complete or win in a video game, you generally have to overcome a certain threshold of difficulty.&lt;br /&gt;
&lt;br /&gt;
The simplest way to overcome this is through personal skill.&lt;br /&gt;
&lt;br /&gt;
Maybe you're good at games so you often win at the first try.&lt;br /&gt;
&lt;br /&gt;
Or the game is just too easy so winning isn't a problem.&lt;br /&gt;
&lt;br /&gt;
Or the game is initially too hard, but you eventually learn enough to overcome it.&lt;br /&gt;
|&lt;br /&gt;
| (do I need to link Super Mario Bros wiki page?)&lt;br /&gt;
|-&lt;br /&gt;
| Of course, most games aren't all skill.&lt;br /&gt;
&lt;br /&gt;
Some have progression mechanics that help a player to get over that threshold.&lt;br /&gt;
&lt;br /&gt;
There's leveling and meta progression which unfortunately includes pay-to-win microtransactions.&lt;br /&gt;
|&lt;br /&gt;
| P4G and VS already linked above&lt;br /&gt;
|-&lt;br /&gt;
| Then there's the Randomness factor.&lt;br /&gt;
&lt;br /&gt;
By dynamically changing the overall difficulty,&lt;br /&gt;
&lt;br /&gt;
we can prevent games from being too predictable and boring.&lt;br /&gt;
&lt;br /&gt;
Sometimes this means that the game is harder than usual, but sometimes it might give you an easier cycle for a boss.&lt;br /&gt;
&lt;br /&gt;
For this graph, however, we'll keep the threshold static and put Randomness alongside the other factors.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This leads us to a formula:&lt;br /&gt;
&lt;br /&gt;
Your Skill plus Progression plus Randomness must be greater than the Difficulty threshold in order to win the game.&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;Overwhelming Force&amp;quot; scenario is what happens when your character becomes so powerful that Skill doesn't really matter anymore.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Note that this isn't a problem yet, as in some games getting to this point is intentional, like in JRPGs or other grinding-heavy genres.&lt;br /&gt;
&lt;br /&gt;
In those, the Progression factor can make both Skill and Randomness seem insignificant.&lt;br /&gt;
&lt;br /&gt;
What can turn this into a problem is if this wasn't the intent of the game, and players just ended up grinding levels because it's easier or more fun than actually learning to be better at it.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea - Nipon Ichi Software]&lt;br /&gt;
|-&lt;br /&gt;
| The Overwhelming Force scenario can also happen with the Randomness factor, with a good example being Roguelikes.&lt;br /&gt;
&lt;br /&gt;
Again, this isn't a problem on its own.&lt;br /&gt;
&lt;br /&gt;
You can win in well-designed Roguelikes with a good mix of all 3 factors.&lt;br /&gt;
&lt;br /&gt;
Sure, sometimes RNG screws you over, but experience can help make up for it.&lt;br /&gt;
&lt;br /&gt;
And sometimes you get too lucky that Randomness alone gives you the Overwhelming Force.&lt;br /&gt;
&lt;br /&gt;
The problem arises in poorly designed Roguelikes, or in higher difficulty challenges.&lt;br /&gt;
&lt;br /&gt;
There, you absolutely need the RNG to give you broken builds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you'll outright lose the run.&lt;br /&gt;
&lt;br /&gt;
The skill here is relatively minimal, mostly just the knowledge of broken builds and not blundering.&lt;br /&gt;
| I didn't bother after (The Silent's) Ascension 1 lol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then there's Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
I'm not going to argue whether this is a problem or not, but point is, you generally need&lt;br /&gt;
&lt;br /&gt;
Overwhelming Force to win in Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
In the other video, I theorized that this was the reason why Project Moon switched from a pure Auto-Battler to a more tactical setup:&lt;br /&gt;
&lt;br /&gt;
It's simply not fun to lose because your units are being silly.&lt;br /&gt;
&lt;br /&gt;
Conversely, it's much more fun to be able to win a potentially losing situation by figuring out how to turn things around.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Corrupted Critiques&lt;br /&gt;
|-&lt;br /&gt;
| To wrap up this long tangent, I'm just gonna point out that Corrupted is a Roguelike Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
In its defense, Corrupted does have a way to address this problem through its card mechanics.&lt;br /&gt;
&lt;br /&gt;
But at this point in development, it's not quite there yet.&lt;br /&gt;
&lt;br /&gt;
Even if you do get to build a good deck, if you don't have the right team composition and weren't able to find the right equipment and upgrades in the early game, you won't have the tankiness and DPS needed to beat the later levels.&lt;br /&gt;
&lt;br /&gt;
Basically, the devs just need to add a bit more depth to the card battler part to make up for the inherent flaws of Roguelike Auto-Battlers.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As for other the problems, well, it's an Early Access Game that was last updated last year.&lt;br /&gt;
&lt;br /&gt;
So you've got your usual localization problems, all the way to repeatable crashes.&lt;br /&gt;
&lt;br /&gt;
Which is unfortunate, as the game can be fun to play when things work as intended.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But the biggest problem, at least for this video, is that, on top of the lack of updates, there is no demo.&lt;br /&gt;
&lt;br /&gt;
Like I said in the intro, it's up to you to decide whether shelling out money just to try out the game at this point is a good idea or not.&lt;br /&gt;
&lt;br /&gt;
And that's all I have to say about Corrupted, an alternate universe version of Library of Ruina's combat mechanics, where the normal part is a weird one, and vice versa.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 2: Private Military Manager&lt;br /&gt;
|-&lt;br /&gt;
| The next game I played on stream was Private Military Manager.&lt;br /&gt;
&lt;br /&gt;
Coincidentally, its tagline, &amp;quot;Tactical Auto Battler&amp;quot; is what I'd use if I have to describe Project Moon's combat system in as few words as possible.&lt;br /&gt;
&lt;br /&gt;
Let's see how the game compares...&lt;br /&gt;
| Developer: 5minlab Corp.&lt;br /&gt;
Version Reviewed: Demo&lt;br /&gt;
| [https://store.steampowered.com/app/2564320/Private_Military_Manager_Tactical_Auto_Battler/  Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| In Private Military Manager, you're the boss of a PMC working in a fictional South American nation after the fall of the Soviet Union.&lt;br /&gt;
&lt;br /&gt;
You're then contacted by someone in The Company who hires you to sow some chaos among the cartels by blowing up a warehouse and abducting a facility manager.&lt;br /&gt;
&lt;br /&gt;
You have 3 weeks to train your team and plan how they will execute the operation.&lt;br /&gt;
&lt;br /&gt;
You can test out the plan in a kill house built by your crew based on the information provided by the client.&lt;br /&gt;
&lt;br /&gt;
The demo tutorial begins with one such test, with your default team kitted with default equipment and performing default orders.&lt;br /&gt;
&lt;br /&gt;
It doesn't turn out well with a good portion of your team &amp;quot;dying&amp;quot; in the simulation.&lt;br /&gt;
| The Company AKA The CIA &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So for the next 3 weeks, you'll be working towards a perfect operation.&lt;br /&gt;
&lt;br /&gt;
You set the training schedule of each of your members, building up stats that they lack.&lt;br /&gt;
&lt;br /&gt;
At the same time, you also have to keep an eye on other stats like health, mood, and discipline.&lt;br /&gt;
&lt;br /&gt;
And there will be events that randomly happen that will raise or lower them.&lt;br /&gt;
&lt;br /&gt;
Eventually, you'll be able to hire new recruits, preferably some with roles that you don't have yet like a Breacher or a Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
The market will also open, letting you buy better gear for your team.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Enough of the side content, and let's go back to the Auto-Battler part.&lt;br /&gt;
&lt;br /&gt;
In the Squad screen, you can assign who will participate in the operation, what they will bring, and more importantly, what they will do.&lt;br /&gt;
&lt;br /&gt;
The demo scenario is split into six sections, and there will be special actions available for each of the phases of the operation.&lt;br /&gt;
&lt;br /&gt;
For example, the 2nd part can be breached by explosives if you've got a Breacher.&lt;br /&gt;
&lt;br /&gt;
You can run through a simulation every day, and you don't suffer any penalties in losing.&lt;br /&gt;
&lt;br /&gt;
At the end of every week, however, your client will visit and watch how your team performs.&lt;br /&gt;
&lt;br /&gt;
Failing that will result in an immediate game over.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| If you succeed, the simulation's difficulty is raised the following week.&lt;br /&gt;
&lt;br /&gt;
You'll get more guards, and some of them may have better gear like shields.&lt;br /&gt;
&lt;br /&gt;
As the loop continues, train your team, improve their gear, test run some simulations, and get evaluated at the end of the week.&lt;br /&gt;
&lt;br /&gt;
If you pass all 3 inspections, you have 7 days to complete the real operation.&lt;br /&gt;
&lt;br /&gt;
And after doing your final preparations, you conduct it, and the demo ends.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's Private Military Manager, at least what the demo is about.&lt;br /&gt;
&lt;br /&gt;
I may have skipped a couple of stuff, like Dispatch mechanics, or how grenades and formation orders prevent the game from being a pure Auto-Battler, but I've covered what needs to be covered.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Onto the critiques, starting with the tagline: &amp;quot;Tactical Auto-Battler&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For one, it's definitely nothing compared to Project Moon's combat.&lt;br /&gt;
&lt;br /&gt;
And compared to other tactical simulators like Door Kickers or the OG Rainbow Six, PMM is also doing its own thing despite the similarities.&lt;br /&gt;
&lt;br /&gt;
In the end, I couldn't really say that they got the tagline right, mainly because the demo is pretty limited.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1239080/Door_Kickers_2_Task_Force_North/ Door Kickers 2: Task Force North]&lt;br /&gt;
[https://www.youtube.com/watch?v=A-Cldz20iGo PC Longplay - Tom Clancy's Rainbow Six (Part 1 of 2) ]&lt;br /&gt;
|-&lt;br /&gt;
| Which in turn is my biggest problem with reviewing it:&lt;br /&gt;
&lt;br /&gt;
Despite its three-week in-game length, there's really not much to see here.&lt;br /&gt;
&lt;br /&gt;
The scenario's also too easy; as long as you're not screwed by events like your PMC's getting sick or fighting each other, it's hard to lose.&lt;br /&gt;
&lt;br /&gt;
If this wasn't supposed to be a tutorial level, I'd say this is another prime example of the Overwhelming Force problem that I mentioned in the last game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But the real problem with Private Military Manager is it has stopped development.&lt;br /&gt;
&lt;br /&gt;
That game I mentioned in the intro?&lt;br /&gt;
&lt;br /&gt;
Yep, it's this game.&lt;br /&gt;
&lt;br /&gt;
They've offered refunds to those who bought into Early Access, though if the demo left you wanting for more and you're somehow curious how far they've gone into building the game, it's still available at a heavily discounted price.&lt;br /&gt;
&lt;br /&gt;
Anyway, moving on to games from the next stream.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 3: Tarnished Blood&lt;br /&gt;
|-&lt;br /&gt;
| First is Tarnished Blood, a game set in a dark fantasy nightmare horror world.&lt;br /&gt;
| Developer: Juggler Games&lt;br /&gt;
Version Reviewed: Early Access (Demo available)&lt;br /&gt;
| [https://store.steampowered.com/app/2291700/Tarnished_Blood__Tactic_RPG/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| In the intro, we see our apparent protagonist wake up face to face with a monster.&lt;br /&gt;
&lt;br /&gt;
He eventually kills it with some help from a newly arrived archer.&lt;br /&gt;
&lt;br /&gt;
Then they return to a settlement where you can assemble a party, gear up, and go hunt the next monster.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You might be thinking, doesn't this sound familiar?&lt;br /&gt;
&lt;br /&gt;
And you would be right.&lt;br /&gt;
&lt;br /&gt;
This game is heavily inspired by another game:&lt;br /&gt;
&lt;br /&gt;
Kingdom Death: Monster.&lt;br /&gt;
&lt;br /&gt;
The brutal cooperative tabletop game that's often sold out despite its price tag.&lt;br /&gt;
|&lt;br /&gt;
| [https://shop.kingdomdeath.com/products/kingdom-death-monster-1-5 Kingdom Death: Monster]&lt;br /&gt;
|-&lt;br /&gt;
| Okay, I'm sure you were thinking more of Monster Hunter or perhaps the Souls series, but when you look at the game loop as well as the overall vibe, it's definitely much closer to KDM than those other games.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/582010/Monster_Hunter_World/ Monster Hunter: World - CAPCOM]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, the main reason why I'm featuring Tarnished Blood is its combat, a Timeline-based system where you can assign orders at specific points in time.&lt;br /&gt;
&lt;br /&gt;
This is similar to the tactical planning we've seen with PMM and its predecessors, with the main difference being that you can run simulations before committing, scrubbing through the timeline forward and backward as needed.&lt;br /&gt;
&lt;br /&gt;
While we've seen this attempted in other games before, most notably Frozen Synapse in 2011, and Phantom Brigade in 2020, I haven't seen a game fully iron out its problems as much as Tarnished Blood has.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse - Mode 7]&lt;br /&gt;
[https://store.steampowered.com/app/553540/Phantom_Brigade/ Phantom Brigade - Brace Yourself Games]&lt;br /&gt;
|-&lt;br /&gt;
| Take for example Frozen Synapse.&lt;br /&gt;
&lt;br /&gt;
My main gripe with the game is how in the single player campaign, the stages are randomized and you're not told how the enemy will act.&lt;br /&gt;
&lt;br /&gt;
You can try to predict how they will move, but if you're new to the game and not familiar with the AI, more often than not your predictions will be way off track.&lt;br /&gt;
&lt;br /&gt;
There are obvious reasons why the devs went with this, like PvP, but I think the most likely reason is they thought the game would be too easy if the player knows the enemy's actions.&lt;br /&gt;
&lt;br /&gt;
Basically, what we saw in PMM.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tarnished Blood takes the most obvious solution: crank up the threat posed by the enemy.&lt;br /&gt;
&lt;br /&gt;
This way, despite the timeline appearing overpowered and feel almost like cheating, you have to take full advantage of it just to survive.&lt;br /&gt;
&lt;br /&gt;
But even the timeline may not be enough; it only deals with 60 frames of combat, and the monsters can have attack patterns that play beyond that time span.&lt;br /&gt;
&lt;br /&gt;
So until you're familiar with the monster, you'll have to play safe and avoid giving your team orders that may put them in a bad position in the upcoming rounds.&lt;br /&gt;
| will get hit because we didn't play safe last turn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As for problems with Phantom Brigade's timeline system,&lt;br /&gt;
&lt;br /&gt;
I can't really say much as I haven't bought the game myself.&lt;br /&gt;
&lt;br /&gt;
But from what I've seen from gameplay, timeline predictions aren't that accurate, especially when it comes to attacks.&lt;br /&gt;
&lt;br /&gt;
It kinda makes sense since damage is random, and this system has to ignore the potential branching paths when attacks may or may not destroy a unit.&lt;br /&gt;
| (branching timeline diagram)&lt;br /&gt;
&lt;br /&gt;
Which branch will the timeline show?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the other hand, Tarnished Blood's timeline is mostly deterministic.&lt;br /&gt;
&lt;br /&gt;
It avoids the branching paths problem by giving everything that isn't the monster a single HP.&lt;br /&gt;
&lt;br /&gt;
So attacking any adds, projectiles, or environmental hazards will guarantee their destruction.&lt;br /&gt;
&lt;br /&gt;
And the timeline assumes that attacking the monster wouldn't kill it.&lt;br /&gt;
&lt;br /&gt;
Though if you do kill it, the hunt immediately ends.&lt;br /&gt;
&lt;br /&gt;
Conversely, hits on your units stun them for such a long time that even if they faint, the timeline isn't affected that much.&lt;br /&gt;
&lt;br /&gt;
The timeline even takes into account homing attacks, like this vine originally snaking its way down to this guy.&lt;br /&gt;
&lt;br /&gt;
It changes direction if I tell that guy to jump.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &amp;quot;mostly&amp;quot;, predictions still break sometimes&lt;br /&gt;
&lt;br /&gt;
all of these rocks have only 1 HP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, that's enough for the comparisons and overview of the system, time to talk about how the game actually plays.&lt;br /&gt;
&lt;br /&gt;
In Tarnished Blood, monster hunts can have a party of up to 4 members.&lt;br /&gt;
&lt;br /&gt;
Before the actual Showdown, your team will have to Hunt their target first.&lt;br /&gt;
&lt;br /&gt;
Basically, there will be your usual stops, and in each you'll be given a choice of an event to tackle.&lt;br /&gt;
&lt;br /&gt;
The results of the events can give temporary buffs or debuffs for the upcoming battle, or more permanent effects.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Once that phase is done, you finally get to fight the monster.&lt;br /&gt;
&lt;br /&gt;
They've got a set amount of hit points, and your team has to destroy enough of their parts to kill them.&lt;br /&gt;
&lt;br /&gt;
Like this one which has 6 parts, but one is worth 2 hit points, so you'll need to destroy 3 to 4 parts to win.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As we've talked about earlier, combat is timeline based.&lt;br /&gt;
&lt;br /&gt;
You're given a timeline that shows what will happen in each of the 60 frames of the current round.&lt;br /&gt;
&lt;br /&gt;
However, the markers on the timeline don't tell the whole story, so you'll generally have to scrub forwards and backwards to actually see how the round will play out.&lt;br /&gt;
&lt;br /&gt;
To order your units, you select them on their track on the left side of the timeline.&lt;br /&gt;
&lt;br /&gt;
Then you scroll towards the frame you want them to perform an action, then choose the said action.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Each unit can move and attack a number of times depending on their gear and traits.&lt;br /&gt;
&lt;br /&gt;
The green diamonds are the movement points, running a certain distance requires one, and so does a small jump.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can spend two to perform a stronger jump.&lt;br /&gt;
&lt;br /&gt;
The purple ovals are attack points, and usually your units can only attack once a round.&lt;br /&gt;
&lt;br /&gt;
Whatever action you take, the game will not commit that action to the timeline yet until you confirm it.&lt;br /&gt;
&lt;br /&gt;
This will allow you to play around with the timeline to see how it will play out, and adjust the action as necessary.&lt;br /&gt;
&lt;br /&gt;
Canceling the action will, as you might expect, cancel the order, removing it from the timeline.&lt;br /&gt;
&lt;br /&gt;
Confirming will plant the order into the timeline, allowing you to move on to other actions.&lt;br /&gt;
&lt;br /&gt;
While you can still cancel confirmed orders with a right-click, note that whenever you confirm an order, roots will slowly creep into the timeline, preventing you from modifying actions covered by it.&lt;br /&gt;
&lt;br /&gt;
If this root mechanic is a bit too harsh for your taste, don't worry, you can disable it in the options.&lt;br /&gt;
| 1 Movement Pt. = Run or Small jump&lt;br /&gt;
&lt;br /&gt;
Stronger jumps (second ring) cost 2 MovPts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now let's talk about the weapons a big deal in the monster hunting genre as some monster parts can be strong or weak against certain weapons.&lt;br /&gt;
&lt;br /&gt;
Tarnished Blood doesn't go wild with the resistances, only going for Slash, Blunt, and Pierce.&lt;br /&gt;
&lt;br /&gt;
However, there's an interesting spread of abilities among the different weapon types.&lt;br /&gt;
&lt;br /&gt;
From Swords that charge up a special attack every time it's used,&lt;br /&gt;
&lt;br /&gt;
to Hammers with a spin attack that smashes through projectiles and hazards,&lt;br /&gt;
&lt;br /&gt;
to Bows that can deal increased damage if the unit jumps to certain spots on the field before shooting.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then there's Harpoons, the one that best takes advantage of the timeline system.&lt;br /&gt;
&lt;br /&gt;
It's thrown like a typical spear-like weapon, but it sticks to the monster and a rope showing the tension will be added to the timeline.&lt;br /&gt;
&lt;br /&gt;
You'll then try to position the thrower at the right distance for optimal tension.&lt;br /&gt;
&lt;br /&gt;
(You'll see it as the red rope on the timeline)&lt;br /&gt;
&lt;br /&gt;
Then you can spend a movement point to rip and tear the harpoon off for extra damage.&lt;br /&gt;
&lt;br /&gt;
Getting it right can be tricky, but it's fun once you figure out how to consistently pull it off.&lt;br /&gt;
&lt;br /&gt;
Once you're done with your commands, you can click the Play button to resolve the round.&lt;br /&gt;
&lt;br /&gt;
You get to watch the results, then the next round begins after that.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The fight continues until the monster, or your team, is dead.&lt;br /&gt;
&lt;br /&gt;
I could go on with other stuff about the game, but I think I've covered enough and we've got a lot more games to go through.&lt;br /&gt;
&lt;br /&gt;
I'll wrap this up by pointing out a very important feature in this game that unfortunately, a lot of other games don't have.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A replay function.&lt;br /&gt;
&lt;br /&gt;
Okay, it's not that important, but it can be a great quality of life feature to help you learn from your mistakes.&lt;br /&gt;
&lt;br /&gt;
And it's simply fun to watch.&lt;br /&gt;
&lt;br /&gt;
Seeing units fly around dodging and attacking like this makes me think that the devs accidentally created the blueprint for a turn-based Attack on Titan game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While I love to see replays on more games,&lt;br /&gt;
&lt;br /&gt;
I understand that it's not for every game.  &lt;br /&gt;
&lt;br /&gt;
It's great for WEGO turn-based games, and almost necessary for timeline-based ones.&lt;br /&gt;
&lt;br /&gt;
Frozen Synapse has it, though it's a bit clunky in my opinion.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, Project Moon's combat is an exception, as every turn, Library of Ruina teleports units to their initial positions, screwing up the smoothness of the replay.&lt;br /&gt;
&lt;br /&gt;
I think it's possible with Limbus Company, though it would look very janky.&lt;br /&gt;
| Replays would have to show their actual positions on the field per turn instad of this simplified speed-based &amp;quot;formation&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As for IGOUGO, it can definitely work, with the best example in watching replays of chess games, but it's a bit iffy for JRPGs or tactics games as it highlights the silliness of standing around like idiots.&lt;br /&gt;
| Auto/Quick Battle gives a glimpse of how replays would look like&lt;br /&gt;
| [https://store.steampowered.com/app/1413480/Shin_Megami_Tensei_III_Nocturne_HD_Remaster/ Shin Megami Tensei III: Nocturne - Atlus]&lt;br /&gt;
[https://commons.wikimedia.org/wiki/File:Immortal_Game,_1851.gif Animation of Immortal Game (1851) by Morn, Wikimedia Commons]&lt;br /&gt;
|-&lt;br /&gt;
| And that's Tarnished Blood, hands down the best timeline-based combat I've seen so far.&lt;br /&gt;
&lt;br /&gt;
I do wish the updates were more frequent, though I couldn't really blame the devs considering the small player base.&lt;br /&gt;
&lt;br /&gt;
Anyway, go check it out if you're new to timeline combat and find all of this interesting.&lt;br /&gt;
&lt;br /&gt;
Or if you've already tried Frozen Synapse or Phantom Brigade before and ended up wanting more, maybe this new take on the combat will finally scratch that time-bending itch.&lt;br /&gt;
&lt;br /&gt;
The demo's available on Steam along with its Early Access.&lt;br /&gt;
| these changes would've saved me so much time recording footage...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the way, I didn't talk too much about the Dark Fantasy setting to avoid spoilers...&lt;br /&gt;
&lt;br /&gt;
Let's just say if you're gonna jump in, expect to see darker and weirder stuff compared to your usual monster hunting game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Intro to Card Games&lt;br /&gt;
|-&lt;br /&gt;
| The next game is the reason why there's &amp;quot;Unconventional Card Games&amp;quot; in our criteria.&lt;br /&gt;
&lt;br /&gt;
But first, let's talk about &amp;quot;Conventional&amp;quot; Card Games.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In the beginning, there were Traditional Card Games: Poker, Blackjack, the works...&lt;br /&gt;
&lt;br /&gt;
We can even include adjacent tabletop games here, like Uno and card-based board games.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.pexels.com/video/people-playing-poker-6961922/ People playing Poker - cottonbro studio]&lt;br /&gt;
|-&lt;br /&gt;
| Then Magic: the Gathering came along and introduced a new type of card game:&lt;br /&gt;
&lt;br /&gt;
one where you build a deck from tradeable cards and fight with other players.&lt;br /&gt;
&lt;br /&gt;
This dueling Collectible Card Game style is our 2nd type.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=RZyXU1L3JXk How to Play Magic - The Gathering]&lt;br /&gt;
|-&lt;br /&gt;
| Then things exponentially became more digital, and both got their own video game counterparts.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for CCGs, there was one big problem holding them back in this digital age:&lt;br /&gt;
&lt;br /&gt;
a problem even bigger than making a stable card economy or how to get infinite loops working.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/384180/Prominence_Poker/ Prominence Poker - Pipeworks Studios]&lt;br /&gt;
[https://magic.wizards.com/en/mtgarena Magic: The Gathering Arena]&lt;br /&gt;
|-&lt;br /&gt;
| Single player doesn't work.&lt;br /&gt;
&lt;br /&gt;
The systems are just too complicated to code an AI that is both competent and doesn't feel like cheating.&lt;br /&gt;
&lt;br /&gt;
Sure, there have been attempts like Shandalar and Yu-Gi-Oh! games, but they just don't compare to the real thing.&lt;br /&gt;
&lt;br /&gt;
To make a single player CCG work as a video game, you have to make one from scratch with simpler mechanics.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=NBVKDzti4TI Magic： The Gathering Arena – First Gameplay Video]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Magic:_The_Gathering_(1997_video_game) Magic (1997) aka Shandalar]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Yu-Gi-Oh!_Forbidden_Memories Yu-Gi-Oh! Forbidden Memories]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Yu-Gi-Oh!_Dark_Duel_Stories Yu-Gi-Oh! Dark Duel Stories]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=GCrFIiBWFqc GWENT： The Witcher Card Game – Official Gameplay Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Eventually, Slay the Spire figured things out by going even further and ditching the PvP core altogether, instead going for a far simpler, reactive combat around the Intent system.&lt;br /&gt;
&lt;br /&gt;
It also replaced the deck building with Roguelike mechanics to draft new decks every run.&lt;br /&gt;
&lt;br /&gt;
This ends up creating the 3rd type: Single Player Roguelike Card Games.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Right now, if you search for card games in in Steam or any other video game store or list, pretty much all of the games you'll see fall into these 3 categories.&lt;br /&gt;
&lt;br /&gt;
Yes, even the mostly unconventional Library of Ruina is a mix of the deck building style of the 2nd and the predictive combat of the 3rd.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But there are outliers, one of which is the Mega Man Battle Network series.&lt;br /&gt;
&lt;br /&gt;
A grid-based deckbuilder that sets itself apart from the others by not being turn-based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1798010/Mega_Man_Battle_Network_Legacy_Collection_Vol_1/ Mega Man Battle Network Legacy Collection - CAPCOM]&lt;br /&gt;
|-&lt;br /&gt;
| This particular mix of action-oriented gameplay and tactical card game elements is so unique that, outside of fan games, only one other game has taken the risk to follow it.&lt;br /&gt;
&lt;br /&gt;
One Step from Eden.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/960690/One_Step_From_Eden/ One Step from Eden - Thomas Moon Kang]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 4: Card-en-Ciel&lt;br /&gt;
|-&lt;br /&gt;
| So when a demo popped up in my Steam feed for Card-en-Ciel, I was certain that we finally got another one.&lt;br /&gt;
| Developer: INTI CREATES CO LTD.&lt;br /&gt;
Version Reviewed: Demo&lt;br /&gt;
| [https://store.steampowered.com/app/2730540/CardenCiel/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| Sorry for stringing you along with that long intro, but no, Card-en-Ciel is not a Battle Network-like.&lt;br /&gt;
&lt;br /&gt;
At least, not like how One Step from Eden does it.&lt;br /&gt;
&lt;br /&gt;
It's very much &amp;quot;Slay the Spire&amp;quot;-like, while heavily inspired by Battle Network's combat.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| We'll skip the Roguelike Deckbuilding part, as we've already covered it before, and go straight to the combat.&lt;br /&gt;
&lt;br /&gt;
The battlefield is composed of two 3x3 grids, with your side being the blue on the left.&lt;br /&gt;
&lt;br /&gt;
You can see where the enemy is going to attack by the glowing tiles, and to make this a turn-based version of Battle Network combat, you will see a time value on each enemy.&lt;br /&gt;
&lt;br /&gt;
And if you're familiar with a particularly annoying enemy in Slay the Spire, you should know where this is going...&lt;br /&gt;
&lt;br /&gt;
Every action you make lowers the timer of every enemy.&lt;br /&gt;
&lt;br /&gt;
Once an enemy's timer hits zero, they will attack, dealing their Attack Power as damage to their target, and after which they'll then move to a different location.&lt;br /&gt;
&lt;br /&gt;
The enemy will also do it when you end the turn, so make sure you're not standing on a glowing tile when you do so.&lt;br /&gt;
|&lt;br /&gt;
| [https://slaythespire.wiki.gg/wiki/Time_Eater (Slay the Spire spoiler) where this is going]&lt;br /&gt;
|-&lt;br /&gt;
| Unlike Battle Network, however, you can't directly move your character with the keyboard or controller in Card-en-Ciel.&lt;br /&gt;
&lt;br /&gt;
Instead, each card has a direction under its cost, and right-clicking will move your character towards that direction.  this is free, but will count as an action and lowers enemy timers.&lt;br /&gt;
&lt;br /&gt;
The obvious downside to this is sometimes you won't be able to move in the direction you want, even after building a deck with a good spread of directions.&lt;br /&gt;
&lt;br /&gt;
The game has a couple of other ways to address this problem...&lt;br /&gt;
&lt;br /&gt;
...that we won't cover in this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, you have two attack types.&lt;br /&gt;
&lt;br /&gt;
First is Normal Damage.&lt;br /&gt;
&lt;br /&gt;
This lowers the enemy health, which is displayed as a bar on their right.&lt;br /&gt;
&lt;br /&gt;
Like with Battle Network and One Step from Eden, different cards have different attack patterns.&lt;br /&gt;
&lt;br /&gt;
So some attacks may hit multiple enemies, but if you're out of position, may not even hit any enemies at all.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The next damage type is Break.&lt;br /&gt;
&lt;br /&gt;
This lowers enemy attack and damages their Balance.&lt;br /&gt;
&lt;br /&gt;
Once you fully deplete an enemy's Balance, they will enter Breakdown:&lt;br /&gt;
&lt;br /&gt;
They're stunned and won't act for the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
Any damage they take while in this state is doubled, making it easier to finish them off.&lt;br /&gt;
&lt;br /&gt;
And to top it off, you also get a Cost resource as a bonus for stunning an enemy.&lt;br /&gt;
&lt;br /&gt;
So basically, Break is Stagger Damage from Library of Ruina, with the extra benefit of lowering enemy Attack power, though the stagger lasts one less turn.&lt;br /&gt;
| Stagger DMG ~= Break&lt;br /&gt;
&lt;br /&gt;
* (Stagger Damage)&lt;br /&gt;
* Recover 1 Light when Staggering an enemy&lt;br /&gt;
* Damage resist is Fatal when Staggered&lt;br /&gt;
* Stagger lasts until end of next turn&lt;br /&gt;
&lt;br /&gt;
* Break lowers enemy Attack Power&lt;br /&gt;
* Gain 1 Cost per enemy entering Breakdown&lt;br /&gt;
* Takes double damage when in Breakdown&lt;br /&gt;
* Breakdown lasts until end of turn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Card-en-Ciel has a large amount of keywords even in the demo.&lt;br /&gt;
&lt;br /&gt;
First are the Amps: when you use these cards for movement, you'll get a boost to the next Damage, Break or Draw.&lt;br /&gt;
&lt;br /&gt;
This lasts until you use them so you can charge them up for the next turn.&lt;br /&gt;
&lt;br /&gt;
Then there's Forge, which creates new cards,&lt;br /&gt;
&lt;br /&gt;
Summon, which adds a unit on your grid, providing passives,&lt;br /&gt;
&lt;br /&gt;
and the list goes on....&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Card-en-Ciel's strongest passives, at least in the demo, come in the form of Muses, special additions to your deck that are activated once you fulfill their requirements.&lt;br /&gt;
&lt;br /&gt;
You can recruit Muses by winning certain fights in dungeons, and it seems that there's no limits to how many you can get or activate, so it's not unusual to end up spamming them late in a run.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's Card-en-Ciel, a decent attempt at turning Mega Man Battle Network into a turn-based game.&lt;br /&gt;
&lt;br /&gt;
I kinda prefer some parts of it over the original, but at the end of the day, it's still too much of a departure from the source that One Step from Eden would still be my go-to recommendation for someone looking for a Battle Network fix.&lt;br /&gt;
&lt;br /&gt;
Or just go play the originals.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Normally this would be the time where I'd wrap it up and tell you to try out the demo for yourself...&lt;br /&gt;
&lt;br /&gt;
But first, I have to address the elephant in the room.&lt;br /&gt;
&lt;br /&gt;
The game's overall presentation.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In case you're not familiar with Mega Man Battle Network, that series is a Rockman / Mega Man spin-off that takes place in a separate universe.&lt;br /&gt;
&lt;br /&gt;
It's pretty meta, with many references to the main franchise, from the characters to combat moves.&lt;br /&gt;
&lt;br /&gt;
Card-en-Ciel takes that metaness and dials it up to 11.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In the game, you play as Neon, a hacker that answers a request to save the world.&lt;br /&gt;
&lt;br /&gt;
Well, VR worlds at least.&lt;br /&gt;
&lt;br /&gt;
Some shenanigans have been happening and somehow Mad Obstructive Data or MODs are showing up in games where they shouldn't be.&lt;br /&gt;
&lt;br /&gt;
It's Neon's job to fix this corruption in various game worlds through the power of violence&lt;br /&gt;
&lt;br /&gt;
Or friendship.&lt;br /&gt;
&lt;br /&gt;
Actually violence.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=yNaTZV8qS1I Skyrim - Thomas the Tank Engine Mod (HD)]&lt;br /&gt;
|-&lt;br /&gt;
| This whole multiverse crossover thing is a huge step up from Battle Network's Mega Man-only references, and a weird decision from the developers.&lt;br /&gt;
&lt;br /&gt;
Inti Creates may have their own Mega Man in Gunvolt, as well as other original games, some more infamous than others, but this is not enough to fill a multiverse of different games needed by the setting.&lt;br /&gt;
&lt;br /&gt;
They had to make up a number of fake titles for different genres.&lt;br /&gt;
&lt;br /&gt;
And since they can't really spend too much time on world building, they made the most stereotypical, trope-filled versions of the titles they're referencing.&lt;br /&gt;
&lt;br /&gt;
So you've got legally distinct monster collection game, and generic JRPG, both even more tropey than usual.&lt;br /&gt;
&lt;br /&gt;
They even threw in genres that I didn't expect, like horror-mystery visual novels, 4X strategy games, and even weirder stuff that I won't spoil.&lt;br /&gt;
&lt;br /&gt;
As if that trope overdose isn't enough, don't forget that this is a card game, and every time you play a card or activate a Muse, you will be bombarded by voice lines and scenes...&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/developer/INTICREATES Inti Creates Steam creator page]&lt;br /&gt;
|-&lt;br /&gt;
| Long story short, even as a big Card Game and Tactics fan, Card-en-Ciel might not be your cup of tea.&lt;br /&gt;
&lt;br /&gt;
To be fair to the game, it isn't as bad as some other games we've seen recently.&lt;br /&gt;
&lt;br /&gt;
It's tonally consistent enough that if I somehow convinced myself to fully buy into the setting,&lt;br /&gt;
I could see myself playing through the game with no problems, albeit with tongue fully in cheek.&lt;br /&gt;
&lt;br /&gt;
If you're okay with all of that, the demo's available for you to try out.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| One last thing to point out before we move on, note that I played this game on stream right after Tarnished Blood...&lt;br /&gt;
&lt;br /&gt;
So yeah, in a single stream, I went from a brutal dark fantasy setting,&lt;br /&gt;
&lt;br /&gt;
to a literal RGB Gaming Chair.&lt;br /&gt;
&lt;br /&gt;
Crazy, I know.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Turn Based Fighting Games&lt;br /&gt;
|-&lt;br /&gt;
| For the third stream, I started off with a game that's somewhat related to Tarnished Blood.&lt;br /&gt;
&lt;br /&gt;
When I pointed out that game wasn't mainly based on Monster Hunter but instead Kingdom Death: Monster, it's not because I'm some tabletop gaming connoisseur.&lt;br /&gt;
&lt;br /&gt;
I actually just found out about KDM through the game's Steam description.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| That description mentions another inspiration:&lt;br /&gt;
&lt;br /&gt;
Your Only Move Is HUSTLE.&lt;br /&gt;
&lt;br /&gt;
I didn't talk about this because Tarnished Blood ended up resembling timeline-based games like Phantom Brigade rather than YOMI HUSTLE.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2212330/Your_Only_Move_Is_HUSTLE/ Your Only Move Is Hustle - Ivy Sly]&lt;br /&gt;
|-&lt;br /&gt;
| But what's YOMI HUSTLE, you might ask?&lt;br /&gt;
&lt;br /&gt;
It's a turn-based fighting game.&lt;br /&gt;
&lt;br /&gt;
If that brings up images of people taking turns slapping each other, that's only because you're so used to IGOUGO.&lt;br /&gt;
&lt;br /&gt;
It makes much more sense with WEGO turn-based.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=2oR_1WBmkHM John Cena vs Daniel Bryan, SummerSlam 2013]&lt;br /&gt;
[https://tenor.com/view/slap-wwe-john-cena-daniel-bryan-gif-13365193 looped meme format]&lt;br /&gt;
|-&lt;br /&gt;
| In fact, practically every fighting game nowadays are, at their core, compatible with WEGO, as there's mechanics like frame data and priority rules to determine outcomes of simultaneous actions, like one attack hitting first because it's faster, or an attack overpowering another because it's stronger.&lt;br /&gt;
&lt;br /&gt;
And YOMI HUSTLE is just that, with players submitting moves for their fighters every turn, and the game calculating the outcome.&lt;br /&gt;
|&lt;br /&gt;
| [https://glossary.infil.net/?t=Frame%20Data Frame Data]&lt;br /&gt;
[https://glossary.infil.net/?t=Priority%20System Priority System]&lt;br /&gt;
|-&lt;br /&gt;
| Now, I can't talk about YOMI HUSTLE without also talking about an older turn-based fighting game:&lt;br /&gt;
&lt;br /&gt;
Toribash.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/248570/Toribash/ Toribash - Nabi Studios]&lt;br /&gt;
|-&lt;br /&gt;
| Basically, if YOMI HUSTLE uses the so-called Modern control scheme in fighting games,&lt;br /&gt;
&lt;br /&gt;
Toribash uses a QWOP control scheme.&lt;br /&gt;
&lt;br /&gt;
No, seriously.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.foddy.net/Athletics.html QWOP]&lt;br /&gt;
|-&lt;br /&gt;
| Apart from being one of the few notable turn-based fighting games out there,&lt;br /&gt;
&lt;br /&gt;
Toribash is also notable for being heavily physics and rigging based.&lt;br /&gt;
&lt;br /&gt;
Rather than choose from a list of actions, you decide what your fighter's muscles will do this turn.&lt;br /&gt;
&lt;br /&gt;
So if you tell your fighter to contract their left pec(toral muscles), they will do that for the entirety of the next set of frames dictated by the game mode.&lt;br /&gt;
&lt;br /&gt;
In this case, the next 10 frames.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| If this all sounds painfully difficult,&lt;br /&gt;
&lt;br /&gt;
it actually is.&lt;br /&gt;
&lt;br /&gt;
Though with practice, you can learn to perform some impressive moves under this weird control scheme.&lt;br /&gt;
&lt;br /&gt;
Just to be clear, someone else made this replay, and I'm not showing off for this video.&lt;br /&gt;
&lt;br /&gt;
But this allows me to segue back to YOMI HUSTLE, which also has replay functionality.&lt;br /&gt;
&lt;br /&gt;
And in turn likely inspired Tarnished Blood to have one too.&lt;br /&gt;
&lt;br /&gt;
Anyway, back to introducing the next game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| One of the biggest challenges of this genre is the wide gap in complexity.&lt;br /&gt;
&lt;br /&gt;
Any newbie game developer learning networking can build their own rock-paper-scissors game.&lt;br /&gt;
&lt;br /&gt;
But for a long time, no one's really built a turn-based fighting game that goes between those simple games and Toribash.&lt;br /&gt;
&lt;br /&gt;
Thankfully, YOMI HUSTLE showed up and narrowed the gap.&lt;br /&gt;
&lt;br /&gt;
But even it can look too complicated for outsiders.&lt;br /&gt;
&lt;br /&gt;
So right now, there's still room for more accessible games in this genre.&lt;br /&gt;
&lt;br /&gt;
And the next game might just fill that gap.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 5: Mecha Simultactics&lt;br /&gt;
|-&lt;br /&gt;
| Mecha Simultactics&lt;br /&gt;
| Developer: RJ Arcade&lt;br /&gt;
Version Reviewed: Alpha (ie. demo)&lt;br /&gt;
| [https://store.steampowered.com/app/2898880/Mecha_Simultactics_Alpha/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| As the name implies, it's a turn-based fighting game with mecha.&lt;br /&gt;
&lt;br /&gt;
Battles take place in 3D isometric environments.&lt;br /&gt;
&lt;br /&gt;
And similar to YOMI HUSTLE, each turn players choose between moving, attacking, or performing a special.&lt;br /&gt;
&lt;br /&gt;
Then the game takes all of the units' actions together and resolves the outcome.&lt;br /&gt;
&lt;br /&gt;
If both moves, they just move.&lt;br /&gt;
&lt;br /&gt;
When one side attacks and the other doesn't get out of the way, the latter gets hit.&lt;br /&gt;
&lt;br /&gt;
Pretty basic stuff.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now when one side attacks and the other either attacks or tries to get away, the action Speeds determine which side wins.&lt;br /&gt;
&lt;br /&gt;
That is, higher is better.&lt;br /&gt;
&lt;br /&gt;
It gets more interesting when both sides attack with the same Speed: this ends up as a Clash.&lt;br /&gt;
&lt;br /&gt;
Finally, we see that criteria.&lt;br /&gt;
&lt;br /&gt;
In a Clash, both sides can choose one of 3 possible actions, with a rock-paper-scissors-like outcome.&lt;br /&gt;
&lt;br /&gt;
Or they can choose to spend a Burst to end the clash immediately, sending the enemy flying.&lt;br /&gt;
&lt;br /&gt;
Though if the Clash is two tiles away,&lt;br /&gt;
&lt;br /&gt;
it will miss and will leave the Bursting mech vulnerable.&lt;br /&gt;
| Parry beats Thrust&lt;br /&gt;
Feint beats Parry&lt;br /&gt;
Thrust beats Feint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Burst can also cancel knockdowns and enemy combos, and puts a mech into Overdrive, increasing its speed for a few turns.&lt;br /&gt;
&lt;br /&gt;
Mechs can only have one Burst however, and must be replenished by filling up the Guts meter through melee attacks.&lt;br /&gt;
&lt;br /&gt;
Then finally, there are Special attacks which are either limited use, or can be replenished by Guts.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fight ends when one side is eliminated, then we're shown a replay of the battle.&lt;br /&gt;
&lt;br /&gt;
Like the other turn-based fighting games, the game saves the replay and you can view it again later.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's pretty much what's in Mecha Simultactics right now.&lt;br /&gt;
&lt;br /&gt;
Overall, it's okay as an initial public demo, and has still a lot of room for updates.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, that also means I don't have much else to say about its current state.&lt;br /&gt;
&lt;br /&gt;
As of this recording, the Alpha is still available for free on Steam and you can even play multiplayer if you've got friends you can drag along for the ride.&lt;br /&gt;
&lt;br /&gt;
If the game leaves you wanting for more, remember there's always YOMI HUSTLE and Toribash, with the latter being free although with modern monetization practices tacked on.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 6: Rune Coliseum&lt;br /&gt;
|-&lt;br /&gt;
| Last game I streamed, but definitely not the least,&lt;br /&gt;
&lt;br /&gt;
Rune Coliseum.&lt;br /&gt;
| Developer: Rafale Software&lt;br /&gt;
Version Reviewed: Early Access v4.5&lt;br /&gt;
| [https://store.steampowered.com/app/2360210/Rune_Coliseum/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| Not gonna bury the lede here: If you're a Slay the Spire enjoyer but is kinda sick of seeing every clone doing the same thing over and over again and wish for a game that uses Project Moon combat elements like clashing and combo strings, check out Rune Coliseum.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1385380/Across_the_Obelisk/ Across the Obelisk - Dreamsite Games]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/2644610/Menace_from_the_Deep/ Menace from the Deep - Flat Lab]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/1232580/Knock_on_the_Coffin_Lid/ Knock on the Coffin Lid - RedBoon]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/981430/Gordian_Quest/ Gordian Quest - Mixed Realms Pte Ltd]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/1140150/Touhou_Lost_Branch_of_Legend/ Touhou: Lost Branch of Legend - Alioth Studio]&lt;br /&gt;
|-&lt;br /&gt;
| Instead of Slaying a Spire, in this game you're a gladiator competing in a Coliseum.&lt;br /&gt;
&lt;br /&gt;
Apart from that, it's the same Roguelike game loop that we've seen in 3 other games before in this video alone.&lt;br /&gt;
&lt;br /&gt;
So let's go straight to the combat...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Every turn has a Preparation phase followed by a Battle phase.&lt;br /&gt;
&lt;br /&gt;
Pretty typical WEGO setup.&lt;br /&gt;
&lt;br /&gt;
In the Preparation Phase, we are shown the enemy's intent and we have to choose how to respond.&lt;br /&gt;
&lt;br /&gt;
Here we also see that Rune Coliseum decided that all gladiatorial battles must be one-on-one duels.&lt;br /&gt;
&lt;br /&gt;
Unlike other games in the genre that pits one against many, or teams against each other.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This one-on-one scheme sidesteps the complicated timing and priority problems that WEGO games have to deal with, with the only downside being that Project Moon veterans will be briefly confused about how the action slots work.&lt;br /&gt;
&lt;br /&gt;
Basically, these are not your typical Action Slots.&lt;br /&gt;
&lt;br /&gt;
These are Action Queues.&lt;br /&gt;
&lt;br /&gt;
In other words, we skip the targeting part and go straight to this thing.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So yeah, action queue.&lt;br /&gt;
&lt;br /&gt;
Your actions are on the left, while the enemy's are on the right.&lt;br /&gt;
&lt;br /&gt;
Actions are resolved from the center outward in the Battle Phase.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| We're getting a bit ahead of ourselves, so let's go back to the Preparation Phase.&lt;br /&gt;
&lt;br /&gt;
Like we said before, the queue shows the enemy's intent.&lt;br /&gt;
&lt;br /&gt;
You can hover over each of the slots to see what they are, and this also conveniently highlights the corresponding slot on the other side.&lt;br /&gt;
&lt;br /&gt;
Another thing to hover over are the small rectangles over the slots to see a ghost preview of the action.&lt;br /&gt;
&lt;br /&gt;
The queue also shows important info so you don't need to hover as much, like the combat outcome in the ghost rectangle.&lt;br /&gt;
&lt;br /&gt;
The check and number refers to unopposed attack damage, and it's also mirrored by the heart and number referring to the taken damage.&lt;br /&gt;
&lt;br /&gt;
There's also numbers in diamonds under the attacks, which we'll get back to in a bit.&lt;br /&gt;
&lt;br /&gt;
And finally, the top of the queue can show special effects&lt;br /&gt;
&lt;br /&gt;
like ranged attacks or stage-specific hazards or buffs.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To play your cards, you drag them up from your hand.&lt;br /&gt;
&lt;br /&gt;
No need to choose slots; it's a queue so most actions can only go to the end of the line.&lt;br /&gt;
&lt;br /&gt;
Canceling can be done by right-click.&lt;br /&gt;
&lt;br /&gt;
Hovering over your cards shows their info, like their costs and effects.&lt;br /&gt;
&lt;br /&gt;
In addition, attacks also show how many actions their startup and recovery will eat up as you play them.&lt;br /&gt;
| Startup Slots ie. how many slots will be used before the attack, if any; can also be a window to interrupt the attack via knockdown or other effects&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, when an attack clashes against another attack, also called a Duel in game terms, the higher value wins.&lt;br /&gt;
&lt;br /&gt;
Unlike Ruina with its all-or-nothing damage, Duel damage is the difference between the winner and the loser.&lt;br /&gt;
&lt;br /&gt;
You might think this reduced damage would lead to slower combat, but many effects in the game can be triggered when an attack wins a Duel, like some attack cards dealing extra damage after winning.&lt;br /&gt;
&lt;br /&gt;
This is what the diamond numbers at the bottom mean.&lt;br /&gt;
&lt;br /&gt;
The blue diamond refers to attack power, while the green is the extra damage if it wins the Duel.&lt;br /&gt;
&lt;br /&gt;
So to avoid taking any damage, you just need to find an attack that matches or exceeds the blue diamond.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alternatively, you can also use Block cards, which work like in Slay the Spire, that is, you get some shields that absorb damage.&lt;br /&gt;
&lt;br /&gt;
What's new here is that the game has a built-in counter mechanic.&lt;br /&gt;
&lt;br /&gt;
Whenever you completely block an attack, you automatically use any Block Pursuit cards in your hand to riposte for free.&lt;br /&gt;
&lt;br /&gt;
This only works if you have a shield, and the number of free counters are limited by your shield's counter count.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I guess it's a good time to mention that Rune Coliseum has an equipment system, and also a class system which restricts to which items they can use.&lt;br /&gt;
&lt;br /&gt;
We won't go too much into detail about either, but for now, we'll just point out that equipment are heavy, and will add Overburdened cards to your deck.&lt;br /&gt;
&lt;br /&gt;
While that may sound like it's gonna be a problem, cluttering up your deck and hand with useless cards, they do have an important use in combat.&lt;br /&gt;
&lt;br /&gt;
You see, by going with the action queue, clashing to attacks isn't as easy as with Ruina.&lt;br /&gt;
&lt;br /&gt;
Your attack has to exactly match the order in the queue for a Duel to occur.&lt;br /&gt;
&lt;br /&gt;
So if your attack is in the 2nd slot, and the enemy is in the 3rd, they won't clash with each other.&lt;br /&gt;
&lt;br /&gt;
And somehow the devs chose not to give a free Wait action.&lt;br /&gt;
&lt;br /&gt;
So here's where Overburdened comes into play.&lt;br /&gt;
&lt;br /&gt;
It's a free card that eats up a slot.&lt;br /&gt;
&lt;br /&gt;
Now the attack matches up.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another way is to just walk forward.&lt;br /&gt;
&lt;br /&gt;
However, this costs 1 resource compared to the free Overburdened.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you don't want to clash or block, you can also jump backwards for 2.&lt;br /&gt;
&lt;br /&gt;
This is also pretty much equivalent to Ruina's Evade mechanic, as it dodges most non-lunging attacks.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now, as much as I'd love to go on talking about all of Rune Coliseum's unique mechanics, there's just too many to cover in a video like this.&lt;br /&gt;
&lt;br /&gt;
I haven't talked about the Ultimate abilities, or how they added a fighting game-themed character to the roster.&lt;br /&gt;
&lt;br /&gt;
Heck, the tutorial even teaches you how to do an infinite combo.&lt;br /&gt;
&lt;br /&gt;
So I'll wrap this up with some critiques about the game, leaving all of those features unexplained for you to find out for yourselves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Before that, however, I do have to point out that this game has two of my most requested features in games.&lt;br /&gt;
&lt;br /&gt;
We've already covered my most requested feature before, a Replay function.&lt;br /&gt;
&lt;br /&gt;
At the end of every battle, Rune Coliseum lets you re-watch full matches in real time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| It also has my 2nd most requested feature, A battle log.&lt;br /&gt;
&lt;br /&gt;
Great for those &amp;quot;what the hell just happened&amp;quot; moments.&lt;br /&gt;
&lt;br /&gt;
Rune Coliseum has this, though sad to say it still needs a lot of work.&lt;br /&gt;
&lt;br /&gt;
On to my critiques.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles - PlayWithFurcifer]&lt;br /&gt;
|-&lt;br /&gt;
| First off, while the sheer amount of content makes it stand out from the sea of bare-bones Slay the Spire clones, it can be daunting to new players.&lt;br /&gt;
&lt;br /&gt;
It's even worse for the developers, who have to figure out how to translate all those concepts to other languages.&lt;br /&gt;
&lt;br /&gt;
A good example would be Parry, an action that's somewhere between a normal attack and a block.&lt;br /&gt;
&lt;br /&gt;
And there's also another Parry keyword, which means that if that action is successful, you get to play a card as a quick, uninterruptible action.&lt;br /&gt;
&lt;br /&gt;
The kicker?&lt;br /&gt;
&lt;br /&gt;
Only Parry Cards can have the latter Parry Keyword, though by default they don't.&lt;br /&gt;
&lt;br /&gt;
Yes, it's that confusing.&lt;br /&gt;
&lt;br /&gt;
Fortunately, they've fixed that in a more recent patch, replacing the latter with &amp;quot;Deflect&amp;quot;, and overall the devs are prioritizing localization issues like this one.&lt;br /&gt;
&lt;br /&gt;
But the point still stands, this is a complicated game and expect to see similar quirks if you plan to dive into the Early Access.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Speaking of Early Access, that's our next problem: there's no demo.&lt;br /&gt;
&lt;br /&gt;
Like Corrupted, Rune Coliseum delisted their demo when their Early Access period started.&lt;br /&gt;
&lt;br /&gt;
To be clear, I'd rather have the devs spend more resources on the main game than maintain a separate demo build, backports and all.&lt;br /&gt;
&lt;br /&gt;
But the thing is, they're kinda expensive outside of sales, and without demos, its hard to recommend checking them out over just getting some other full game.&lt;br /&gt;
&lt;br /&gt;
That said, there are 2 more games in this video that don't have a demo, though I won't be complaining again to avoid sounding like a broken record.&lt;br /&gt;
| technically won't be complaining about no demo game #3&lt;br /&gt;
&lt;br /&gt;
no demo game #4 is also the cheapest among them&lt;br /&gt;
| [https://steamdb.info/app/2007770/ Corrupted: Dawn of Havoc price history]&lt;br /&gt;
[https://steamdb.info/app/2360210/ Rune Coliseum price history]&lt;br /&gt;
|-&lt;br /&gt;
| Now before anyone points out that Library of Ruina also didn't have a demo on its Early Access, and was even more expensive,&lt;br /&gt;
&lt;br /&gt;
in hindsight, it was such a unique experience that it was well worth it.&lt;br /&gt;
&lt;br /&gt;
Most Early Access games nowadays would only dream of delivering what Project Moon did back then.&lt;br /&gt;
| $24.99 Early Access launch price&lt;br /&gt;
&lt;br /&gt;
$60 / ₩60,000 crowdfunding backer package (game + name in credits + OST)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Anyway, back to Rune Coliseum...&lt;br /&gt;
&lt;br /&gt;
My biggest concern with the game right now is how they will change up the combat in Early Access Version 5.&lt;br /&gt;
&lt;br /&gt;
As of this writing, they haven't released the full details yet, so I don't know if I just wasted your time explaining a very different game from what you might have right now.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/news/app/2360210/view/496081831875052100 Early Access v5.0 details]&lt;br /&gt;
|-&lt;br /&gt;
| And that's Rune Coliseum, Slay the Spire with actual Project Moon-like combat, and not just a mod adding Project Moon stuff to Slay the Spire.&lt;br /&gt;
&lt;br /&gt;
Next up are games that I've tried out off-stream, so as I said, all of them will be new even for long-time subscribers.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 7: Sentinel Point Heroes&lt;br /&gt;
|-&lt;br /&gt;
| First is Sentinel Point Heroes,&lt;br /&gt;
&lt;br /&gt;
Yet another Slay the Spire clone.&lt;br /&gt;
| Developer: Jellybane&lt;br /&gt;
&lt;br /&gt;
Version Reviewed: Demo (Early Access available)&lt;br /&gt;
| [https://store.steampowered.com/app/1966810/Sentinel_Point_Heroes/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| Before you close the video, this one has a combat system that we haven't talked about yet:&lt;br /&gt;
&lt;br /&gt;
A Time Cost system.&lt;br /&gt;
&lt;br /&gt;
Not a timeline based system...&lt;br /&gt;
&lt;br /&gt;
well, there is a timeline in this game, but we're getting ahead of ourselves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, the main idea behind a Time Cost system is that each unit is given a set amount of Time Units and every action requires spending those Time Units,&lt;br /&gt;
&lt;br /&gt;
with more significant actions requiring more to execute.&lt;br /&gt;
&lt;br /&gt;
A good example would be X-COM: moving requires few time units per block, while firing depends on the weapon and shooting style.&lt;br /&gt;
&lt;br /&gt;
Say an &amp;quot;Aimed Shot&amp;quot; will require much more time units than a &amp;quot;Snap Shot&amp;quot;.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/7760/XCOM_UFO_Defense/ X-COM: UFO Defense - Mythos Games, MicroProse (aka OG X-COM 1)]&lt;br /&gt;
|-&lt;br /&gt;
| What's different with Sentinel Point Heroes' style of Time Cost is it's a predictive system.&lt;br /&gt;
&lt;br /&gt;
One that goes beyond the expected Slay the Spire style Intent system, and goes straight to Timeline territory.&lt;br /&gt;
&lt;br /&gt;
So yeah, you do have a Timeline so you know what your enemies will be doing.&lt;br /&gt;
&lt;br /&gt;
Then you get to decide whether you're going to use a fast, low time cost action to interrupt the enemy, or use an even slower action if you think that's worth it.&lt;br /&gt;
&lt;br /&gt;
And that's pretty much the game in a nutshell.&lt;br /&gt;
&lt;br /&gt;
Now let's go into the specifics...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Instead of Slaying a Spire, here you're a Superhero out to defend the city from Supervillains.&lt;br /&gt;
&lt;br /&gt;
Same old Type 3 Roguelike Deckbuilding game loop:&lt;br /&gt;
&lt;br /&gt;
You fight, then use the rewards to get new cards and upgrade your hero, and the whole thing repeats until the run ends.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Like we showed earlier, combat also revolves around a timeline where you can see your enemies' next actions.&lt;br /&gt;
&lt;br /&gt;
At the start of the game, you'll only have one enemy, but later on you may see multiple enemies, each with their own actions in the timeline.&lt;br /&gt;
&lt;br /&gt;
You'll then have to play your cards accordingly, say, queuing up a block when there's incoming attacks, or attacking when their guards are down.&lt;br /&gt;
&lt;br /&gt;
The game gives you a couple of tools to help you know if your timing is right.&lt;br /&gt;
&lt;br /&gt;
First, all actions in the timeline tell you how many seconds are left before they resolve.&lt;br /&gt;
&lt;br /&gt;
And conveniently, all enemy actions have a tiny delay, so you won't need to worry about things happening at the same time.&lt;br /&gt;
| resolves in 3.0 seconds&lt;br /&gt;
&lt;br /&gt;
0.1s delay to every enemy = no ties/overlap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then there's the Planning Mode.&lt;br /&gt;
&lt;br /&gt;
Normally clicking or dragging a card only lets you preview how it would look like in the timeline, but when you activate Planning Mode, you will be able to add multiple cards.&lt;br /&gt;
&lt;br /&gt;
It's just a preview though, you don't actually add them to the timeline, but it can be useful for long-term planning if you're not good at mental math.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now let's talk about the tricky parts, especially if you're coming from other card games.&lt;br /&gt;
&lt;br /&gt;
First is the Time Cost itself.&lt;br /&gt;
&lt;br /&gt;
As a deck builder, you kinda expect there to be some sort of mana or resource system.&lt;br /&gt;
&lt;br /&gt;
I mean, for all the innovations Rune Coliseum brings to the table, the cards still require energy to play.&lt;br /&gt;
&lt;br /&gt;
But in Sentinel Point Heroes, it's all Time Cost, which means you'll have to rethink long-standing concepts like mana curves.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=x9vOgnbWaG8 Taking Your Turn ｜ Magic Foundations ｜ Learn To Play Magic： The Gathering]&lt;br /&gt;
|-&lt;br /&gt;
| The next one is trickier: the concept of a Turn.&lt;br /&gt;
&lt;br /&gt;
In other card games, a turn involves a certain set of phases&lt;br /&gt;
&lt;br /&gt;
Say you draw cards, refresh your mana, do your stuff, then pass the turn.&lt;br /&gt;
&lt;br /&gt;
In this system, a turn only refers to the period between the last action and the next action.&lt;br /&gt;
&lt;br /&gt;
This throws a lot of familiar mechanics into different directions.&lt;br /&gt;
| a &amp;quot;Turn&amp;quot;&lt;br /&gt;
&lt;br /&gt;
we will avoid one hit in htis window because we played a Dodge card&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Take the Blocking mechanic (for example), it's the same old Slay the Spire shields, and also lasts 1 turn...&lt;br /&gt;
&lt;br /&gt;
On one hand, you won't be able to stack shields and you also have to time them correctly to not waste them.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you do time them correctly, you could block multiple attacks with a single card.&lt;br /&gt;
| Block only lasts one turn and doesn't stack (ie. didn't get 6+6 block)&lt;br /&gt;
&lt;br /&gt;
Attacks blocked: 0, 1, 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Note that this relative concept of turns also applies to enemies, like here where you can see 2 different Block time windows.&lt;br /&gt;
&lt;br /&gt;
You could hit the 2nd dude with a Cheap Shot, but not the 1st as they will block it.&lt;br /&gt;
&lt;br /&gt;
However, you can hit the 1st with a Sword Slash at the cost of getting hit by their Whip Arms.&lt;br /&gt;
| 2nd Block will resolve too late (4.2 seconds from now)&lt;br /&gt;
&lt;br /&gt;
1st Block will resolve in time (3.1 seconds from now)&lt;br /&gt;
&lt;br /&gt;
1st Block would expire 8.1 seconds from now, Whip Arms would hit 8.1 seconds from now&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another thing about the Turn change, since Turns are per action, there's no Draw at the start, nor a Discard at the end of turn.&lt;br /&gt;
&lt;br /&gt;
Instead, drawing has a special action on its own called Recovery: you spend time to draw some cards.&lt;br /&gt;
&lt;br /&gt;
You can use Recovery anytime you want,&lt;br /&gt;
&lt;br /&gt;
Though the game automatically discards the leftmost cards when you reach a maximum hand size of 5, pretty small for a game like this.&lt;br /&gt;
&lt;br /&gt;
It's also balanced out by the fact that some mechanics treat Recovery as if it marks the start or end of a &amp;quot;super turn&amp;quot; consisting of multiple turns.&lt;br /&gt;
&lt;br /&gt;
For instance, Combo resets to 0 on Recovery, and Rupture's damage triggers when it's still up when a unit Recovers.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's the gist of the Predictive Time-Cost combat system.&lt;br /&gt;
&lt;br /&gt;
There are other stuff like Sidekicks and Resolve, but they're not as groundbreaking, and similar mechanics are present in other Slay the Spire-likes.&lt;br /&gt;
&lt;br /&gt;
Overall, it's a decent enough attempt at a hybrid combat system, and I have no major complaints.&lt;br /&gt;
&lt;br /&gt;
I think the best part about it is while it is technically a WEGO system, it feels like a more conventional IGOUGO turn-based game, so it's a lot easier to pick up for players who aren't really familiar with the former.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| It is, however, a very short demo, and you may end up wanting to see more of the unique combat.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, like Library of Ruina, Sentinel Point Heroes' blend of mechanics is so unique that there really isn't anything out there like it.&lt;br /&gt;
&lt;br /&gt;
But like Ruina, you can find a few out there if you adjust your expectations.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The closest I've found so far is the Polish Persona-like, The Thaumaturge.&lt;br /&gt;
&lt;br /&gt;
It doesn't have the deckbuilding and card game elements, but the Time Cost combined with seeing your opponent's moves in the timeline is there.&lt;br /&gt;
&lt;br /&gt;
And more importantly, it's a full game.&lt;br /&gt;
&lt;br /&gt;
I can't personally recommend it since I haven't tried it myself, but it does seem to be worth checking out.&lt;br /&gt;
&lt;br /&gt;
If you lower your expectations further, you can find stuff like StarCrawlers, which doesn't show the enemy's future attack.&lt;br /&gt;
&lt;br /&gt;
And even further, you'll get to plain old Time Unit and Action Point based games.&lt;br /&gt;
| perhaps &amp;quot;Devil Summoner&amp;quot;-like would be a better SMT analogue&lt;br /&gt;
| [https://store.steampowered.com/app/1684350/The_Thaumaturge/ The Thaumaturge - Fool's Theory]&lt;br /&gt;
[https://store.steampowered.com/app/318970/StarCrawlers/ StarCrawlers - Juggernaut Games]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 8: NITRO GEN OMEGA&lt;br /&gt;
|-&lt;br /&gt;
| For the next game, I have to confess that I don't have any personal footage of it, only some notes that I took the last time I played the demo.&lt;br /&gt;
&lt;br /&gt;
I originally tried it out back in the February Steam Next Fest, same as Sentinel Point Heroes, but I somehow didn't record it.&lt;br /&gt;
&lt;br /&gt;
Anyway, the game is NITRO GEN OMEGA.&lt;br /&gt;
| Developer: DESTINYbit&lt;br /&gt;
&lt;br /&gt;
Version &amp;quot;Reviewed&amp;quot;: Demo (Early Access available)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I couldn't record any new footage of it because they delisted the demo for the Early Access launch, and unlike other games in this video, this one didn't impress me enough to shell out for it.&lt;br /&gt;
&lt;br /&gt;
So this section will be brief and only contain footage from the developer's promo material.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=sg9jsg3cPS4 NITRO GEN OMEGA - Early Access Launch Trailer]&lt;br /&gt;
[https://www.youtube.com/watch?v=-WT-uXee3gY You've seen nothing like this game's combat - NITRO GEN OMEGA Explained]&lt;br /&gt;
|-&lt;br /&gt;
| NITRO GEN OMEGA is a retro-inspired mecha game with a relationship system and, more importantly for this video, a Timeline-based combat system with a hint of...&lt;br /&gt;
&lt;br /&gt;
Battleship?&lt;br /&gt;
&lt;br /&gt;
Let's talk about the mecha part first.&lt;br /&gt;
|&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Battleship_(game) Battleship (game)] &lt;br /&gt;
|-&lt;br /&gt;
| Similar to how real-world tanks have 3-4 roles, in NGO, your mech has a crew of 4, each with a specific role.&lt;br /&gt;
&lt;br /&gt;
The Driver and Gunner roles are similar to their real-world counterparts, responsible for maneuvering and the weapons respectively.&lt;br /&gt;
&lt;br /&gt;
Instead of a Commander, there's an Operator, akin to real-world Combat Systems Officers in aircraft, and is responsible for electronic surveillance and countermeasures.&lt;br /&gt;
&lt;br /&gt;
And finally, the Engineer is part Loader, part... well...&lt;br /&gt;
&lt;br /&gt;
Engineer from other military vehicles like ships or aircraft, responsible for reloading and making sure the systems are working correctly.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
[https://en.wikipedia.org/wiki/Tank#Crew Tank crew]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://commons.wikimedia.org/wiki/File:T72_crew.svg T72 crew by Alexpl, Wikimedia Commons]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Weapon_systems_officer Weapon Systems Officer]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Combat_systems_officer Combat Systems Officer]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Flight_engineer Flight Enginer]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Engine_officer Engine officer]&lt;br /&gt;
|-&lt;br /&gt;
| Combat gives you a timeline where you add your mech's crew's actions, but it's not quite the same as Tarnished Blood or Phantom Brigade's timeline system, as you don't scrub the timeline back and forth to find the optimal frame to move or attack.&lt;br /&gt;
&lt;br /&gt;
Instead, there's a fog of war and a Battleship-like element...&lt;br /&gt;
&lt;br /&gt;
Your enemy's actions are hidden unless you order your Operator to Scan a part of the timeline.&lt;br /&gt;
&lt;br /&gt;
In addition, the enemies can have orders in reserve, which they'll use once you give out orders.&lt;br /&gt;
&lt;br /&gt;
In other words, you'll be taking turns plopping down orders on the timeline.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And once you're done giving orders, you can proceed to the Resolution Phase to see the outcome of the turn.&lt;br /&gt;
&lt;br /&gt;
That's a quick summary of the combat.&lt;br /&gt;
&lt;br /&gt;
So what does my notes say about the February demo?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Main gripe: the animations might quickly get old.&lt;br /&gt;
&lt;br /&gt;
I understand that they're going for an 80s to 90s anime feel, but coming from that era, it just reminded me of how much some titles reused footage over and over.&lt;br /&gt;
&lt;br /&gt;
Perhaps provide a more zoomed out Tactical View as alternative?&lt;br /&gt;
&lt;br /&gt;
It's just weird that the positioning info only takes up a very small part of the screen, with most given to the cinematic stuff.&lt;br /&gt;
| &lt;br /&gt;
| [https://en.wikipedia.org/wiki/Mobile_Suit_Gundam_Wing Gundam Wing] animation reuse meme, couldn't find original compliler&lt;br /&gt;
|-&lt;br /&gt;
| As for the combat mechanics as a whole, I haven't tested it long enough to give a strong opinion.&lt;br /&gt;
&lt;br /&gt;
However, I have a feeling that the fog of war element would lead to the same determinism and branching problems that other Timeline-based combat games face.&lt;br /&gt;
&lt;br /&gt;
The relationship system seems fine, I guess, so maybe check this one out if you want to build your own crew of plucky young pilots and recreate your favorite mecha anime.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 9: Timelake&lt;br /&gt;
|-&lt;br /&gt;
| Next game is another take on Timeline-based combat:&lt;br /&gt;
&lt;br /&gt;
Time-Lake: Time Travel Tactics.&lt;br /&gt;
| Developer: Catenary Games&lt;br /&gt;
&lt;br /&gt;
Version Reviewed: Demo v0.0.6&lt;br /&gt;
| [https://store.steampowered.com/app/3480810/Timelake_Time_Travel_Tactics_Demo/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| As the name implies, this game has an actual time travel element to go along with the timeline scrubbing mechanic, and not just a sci-fi prediction algorithm or whatever magical thing that Tarnished Blood isn't going to explain.&lt;br /&gt;
&lt;br /&gt;
Say you've got an enemy that heals too fast or blinks to a different location every time you hit it, you can Time Jump to the past and bring extra firepower to the battlefield.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's pretty much it.&lt;br /&gt;
&lt;br /&gt;
The rest of the game has stuff like Roguelike elements, but overall the main gimmick is the time travel aspect.&lt;br /&gt;
&lt;br /&gt;
And on paper this should add a puzzle aspect to set it apart, turning it to some sort of Portal for Timeline-based games.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, if you've been paying attention, you should already know my opinion on it.&lt;br /&gt;
&lt;br /&gt;
That is, its timeline mechanics aren't as good as Tarnished Blood.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=TluRVBhmf8w Portal Teaser Trailer] not in Valve's channel as this was pre YouTube, reuploaded by Gamehelper&lt;br /&gt;
|-&lt;br /&gt;
| My full opinion is a bit harsher, so if you do find this concept interesting, just go play the demo to form your own opinions.&lt;br /&gt;
&lt;br /&gt;
And skip to the next game instead of listening to my mini rant on a game that is very early on in development.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Okay, where do I start?&lt;br /&gt;
&lt;br /&gt;
The stylized Art Deco-ish design of the Dream is pretty with all its lights and glimmers, but it's horribly unoptimized.&lt;br /&gt;
&lt;br /&gt;
This game, at its default settings, stresses my system more than demanding FPS games.&lt;br /&gt;
&lt;br /&gt;
Thankfully, they've addressed this by adding Low graphics settings but this is still a reminder for devs regarding demos:&lt;br /&gt;
&lt;br /&gt;
You want to wow prospective players with fancy graphics, but if it's too much for the average gaming rig, you'll just turn them off.&lt;br /&gt;
&lt;br /&gt;
So finding a balance is key.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another problem is with the UI.&lt;br /&gt;
&lt;br /&gt;
It takes some time to get used to, but even after a few hours of playing,&lt;br /&gt;
&lt;br /&gt;
I still can't get over how huge the timeline's default size is.&lt;br /&gt;
&lt;br /&gt;
Yes, you can zoom out and even move it around to make it actually usable, but these changes don't stick.&lt;br /&gt;
&lt;br /&gt;
Next time you'll be in a combat encounter, the enormous timeline's gonna be shoved in your face again.&lt;br /&gt;
| Other Timeline-based games have much narrower track heights&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then there's the time travel mechanic.&lt;br /&gt;
&lt;br /&gt;
This is where that Portal mention comes into play again.&lt;br /&gt;
&lt;br /&gt;
I was expecting the game to encourage you to use the time travel cloning as much and as creatively as possible to do wacky mind-bending stuff in the battlefield.&lt;br /&gt;
&lt;br /&gt;
But no, Time Jumping requires Rubies, a limited resource.&lt;br /&gt;
&lt;br /&gt;
So you end up using it only as a last resort, until you grind enough lower levels to get enough Rubies to last a run.&lt;br /&gt;
| we started stage with 4, currently using 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Which unfortunately leads to other problems.&lt;br /&gt;
&lt;br /&gt;
Not only do you learn to NOT rely on Time Jumping that much, you can also get enough upgrades to Speed and Attack that you end up not needing the time travel mechanic anyway.&lt;br /&gt;
&lt;br /&gt;
Why bother spending Rubies when you can just walk and blast your enemies with one shot?&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Remember what I said about the Roguelike and Auto-Battler problem of upgrades turning your team into an Overwhelming Force, which in turn removes all the player skill from combat, and how in Tarnished Blood it's the opposite and you have to make full use of the tactical options the timeline mechanic gives you just to survive?&lt;br /&gt;
&lt;br /&gt;
Yeah, in Timelake, you can easily become an Overwhelming Force, almost removing the need to use the time travel mechanic.&lt;br /&gt;
&lt;br /&gt;
I hope they remove the Ruby requirement for Time Jumps, or at least be more generous with them.&lt;br /&gt;
&lt;br /&gt;
And instead of powerful upgrades, I'd rather see battles that are more puzzle-like.&lt;br /&gt;
&lt;br /&gt;
Again, like Portal.&lt;br /&gt;
| Expensive Time Travel leads to over-grinding other stats&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Auto-battler Tangent&lt;br /&gt;
|-&lt;br /&gt;
| All this talk about Overwhelming Force might make you think&lt;br /&gt;
&lt;br /&gt;
I really don't like Roguelikes, or the even worse offender, Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But despite this inherent problem with the genres, I still do enjoy playing them.&lt;br /&gt;
&lt;br /&gt;
For Auto-Battlers, I enjoyed the 9 Kings and The King is Watching demo, though not enough to buy them, and I've apparently spent a lot more time than I expected on the Heroes for Hire demo.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
[https://store.steampowered.com/app/2784470/9_Kings/ 9 Kings - Sad Socket]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/2753900/The_King_is_Watching/ The King is Watching - Hypnohead]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/2836070/Heroes_For_Hire__Guild_Micromanagement_Simulator/ Heroes for Hire - Untouch]&lt;br /&gt;
|-&lt;br /&gt;
| However, I can't deny that the lack of tactical decision making makes the battles less satisfying.&lt;br /&gt;
&lt;br /&gt;
It's not uncommon to have Overwhelming Force and steamroll the enemy, or the other extreme where your troops are just too weak,&lt;br /&gt;
&lt;br /&gt;
or worse, do something stupid and you lose in the most unsatisfying way possible.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Some Auto-Battlers try to spice things up by letting you try to optimize the positioning of the units, as well as add some rock-paper-scissors system where some units are much better than others.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/669330/Mechabellum/ Mechabellum - Game River]&lt;br /&gt;
|-&lt;br /&gt;
| But here's what rarely gets mentioned: those have been around since the beginning of Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
The Ancient Art of War, the ancestor to Strategy games, RTSs, and yes, Auto-Battlers, had them way back in 1984.&lt;br /&gt;
|&lt;br /&gt;
| [https://en.wikipedia.org/wiki/The_Ancient_Art_of_War The Ancient Art of War - Dave and Burry Murry]&lt;br /&gt;
|-&lt;br /&gt;
| Positioning your units for optimal performance?  Check.&lt;br /&gt;
&lt;br /&gt;
Rock-Paper-Scissors or a weapon triangle?  Check.&lt;br /&gt;
&lt;br /&gt;
Simple, non-micro level commands like Attack and Retreat?&lt;br /&gt;
&lt;br /&gt;
Lots of Auto-Battlers nowadays don't even have this feature.&lt;br /&gt;
&lt;br /&gt;
We're at the point where it's normal for games in the genre to have less core gameplay elements compared to its 40-year-old ancestor.&lt;br /&gt;
| Barbarians beat Archers&lt;br /&gt;
Archers beat Knights&lt;br /&gt;
Knights beat Barbarians&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then again, you could say Auto-Battlers didn't really stagnate or regress, they just decided to go different directions, like Auto-Chess and whatever we call Backpack Battles' genre is right now.&lt;br /&gt;
|&lt;br /&gt;
| [https://teamfighttactics.leagueoflegends.com/ Teamfight Tactics - Riot Games]&lt;br /&gt;
[https://store.steampowered.com/app/1617400/The_Bazaar/ The Bazaar - Tempo]&lt;br /&gt;
|-&lt;br /&gt;
| However, I'm gonna be blunt here: I don't want all that flash and spectacle.&lt;br /&gt;
&lt;br /&gt;
I still want a genre where I have an army or a party, and I can send them off to attack the enemy without needing to micro them.&lt;br /&gt;
&lt;br /&gt;
But as I said, if you remove the micro-level tactical decision-making, automatically attacking units tend to be very stupid.&lt;br /&gt;
&lt;br /&gt;
What we need is a way for our armies to stop doing stupid things in battle while still retaining their autonomy.&lt;br /&gt;
&lt;br /&gt;
Basically, programming your army.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1127400/Mindustry/ Mindustry - AnukenDev]&lt;br /&gt;
|-&lt;br /&gt;
| Of course, bot programming is way out of many gamers' league.&lt;br /&gt;
&lt;br /&gt;
But the next game might give devs an idea how to address Auto-Battlers' flaws, and maybe even programming games' flaws too.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 10: Auto Rogue&lt;br /&gt;
|-&lt;br /&gt;
| Auto Rogue is yet another game in this list with a familiar Roguelike game loop.&lt;br /&gt;
&lt;br /&gt;
Though this time you're a round bunny thing(?)&lt;br /&gt;
&lt;br /&gt;
You're also running away from Mama, which sort of makes it more like FTL than Slay the Spire.&lt;br /&gt;
| Developer: 定期的な宝物 (@Teitara_Game)&lt;br /&gt;
&lt;br /&gt;
Version Reviewed: Retail V1.05 (Demo available)&lt;br /&gt;
| [https://store.steampowered.com/app/3553210/Auto_Rogue/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, let's start with the familiar parts.&lt;br /&gt;
&lt;br /&gt;
You got your HP, then your Energy, which is used by Skills.&lt;br /&gt;
&lt;br /&gt;
As for the Skills, you start with your basic Strike and Defend.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The intent system here is slightly different, with the game showing the full turn-by-turn action pattern of the enemy.&lt;br /&gt;
&lt;br /&gt;
For example, this slime will alternate between Defending for 3 and Attacking for 5.&lt;br /&gt;
&lt;br /&gt;
By Turn 3, they'll go back to Defending for 3.&lt;br /&gt;
&lt;br /&gt;
Given this info, you have to program your Auto-Battle behavior to win the encounter.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And here's where the conditions come into play.&lt;br /&gt;
&lt;br /&gt;
We want to block when the enemy is attacking,&lt;br /&gt;
&lt;br /&gt;
so we add the &amp;quot;Enemy Attacking&amp;quot; Condition to our block.&lt;br /&gt;
&lt;br /&gt;
This works.&lt;br /&gt;
&lt;br /&gt;
We don't block on the 1st turn, only on the 2nd.&lt;br /&gt;
| Keep using block when &amp;quot;Enemy Attacking&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, notice that we are still adding shields even after fully blocking the attack.&lt;br /&gt;
&lt;br /&gt;
So a more efficient condition would be &amp;quot;Defense Lower Than Attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This way, you still don't block the first turn.&lt;br /&gt;
&lt;br /&gt;
And once we have enough shields on the second turn, we can attack so we finish one turn earlier.&lt;br /&gt;
| Only use block skill when our Defense is lower than their Attack to avoid generating extra shields &lt;br /&gt;
(Also prevents blocking if the enemy isn't attacking)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Depending on your level of programming experience, all of what I just talked about may either confuse you, or feel familiar,&lt;br /&gt;
&lt;br /&gt;
or both.&lt;br /&gt;
&lt;br /&gt;
That's because this isn't your usual programming scheme.&lt;br /&gt;
&lt;br /&gt;
It's not the Procedural Programming that many associate with coding, nor is it even the &amp;quot;Event-Driven&amp;quot; that we see in very high-level beginner programming environments.&lt;br /&gt;
| Lobotomy Corporation decompiled source as example of Procedural Programming&lt;br /&gt;
|&lt;br /&gt;
[https://en.wikipedia.org/wiki/Imperative_programming Imperative (step by step) programming]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Event-driven_programming Event-driven programming]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://commons.wikimedia.org/wiki/File:Scratch_editor_screenshot.png Scratch editor screenshot by MouseCursor, Wikimedia Commons]&lt;br /&gt;
|-&lt;br /&gt;
| It's a Rule-based system.&lt;br /&gt;
&lt;br /&gt;
A lesser-known, but well-established paradigm that's used in lots of places, from text processing, to firewalls, to proprietary business software.&lt;br /&gt;
| &lt;br /&gt;
| [https://en.wikipedia.org/wiki/Rule-based_system Rule-based system]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/AWK AWK]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://opnsense.org/ OPNSense] default firewall rules&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Non-disclosure_agreement Non-disclosure agreement], Limbus Company E.G.O Gift joke&lt;br /&gt;
|-&lt;br /&gt;
| Going back to our program, it's important to not think of these as a series of steps happening one after the other.&lt;br /&gt;
&lt;br /&gt;
Instead, think of it as a &amp;quot;Rule List&amp;quot; that the game repeatedly checks over and over, running only the FIRST entry that you have the resources for and whose conditions are satisfied, if present.&lt;br /&gt;
&lt;br /&gt;
That entry might be at the top of the list or it could be at the bottom.&lt;br /&gt;
&lt;br /&gt;
Regardless, only one entry will be executed per loop.&lt;br /&gt;
| (just pause the video, there's way too much to copy here)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The easiest way to see this in action is if we move the Head-Butt to the 1st slot.&lt;br /&gt;
&lt;br /&gt;
If this was normal programming, you might think that at turn 2, after the first attack, we'll go to the block.&lt;br /&gt;
&lt;br /&gt;
But we don't.&lt;br /&gt;
&lt;br /&gt;
Again, only the 1st entry that satisfies the conditions will be executed.&lt;br /&gt;
&lt;br /&gt;
In this case, the Head-Butt.&lt;br /&gt;
&lt;br /&gt;
Being a later entry, Puff is never used.&lt;br /&gt;
| Head-Butt - 1st action, Puff - 2nd action? (condition is satisfied)&lt;br /&gt;
&lt;br /&gt;
Head-Butt - actual 2nd action for Turn 2&lt;br /&gt;
&lt;br /&gt;
Puff will never be executed because another entry with less strict conditions is in the list with higher priority&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Luckily, we still end up with the same result.&lt;br /&gt;
&lt;br /&gt;
But in higher difficulties, that simple change of order can make a huge difference.&lt;br /&gt;
| Doing the same in Hard mode will result in losing 5 HP (25% of max) and 1 Mama-meter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Despite what I just explained, there are ways to get the familiar step-by-step processing for those that somehow miss it.&lt;br /&gt;
&lt;br /&gt;
The most obvious is to treat the whole program as an infinite loop, and each entry having a &amp;quot;continue&amp;quot; tacked on.&lt;br /&gt;
&lt;br /&gt;
Then finally, a &amp;quot;break&amp;quot; to terminate if no match is found.&lt;br /&gt;
&lt;br /&gt;
Not a fan of this one, even though it's probably what's happening behind the scenes.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there are ways to get that step-by-step thing without totally breaking the paradigm.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| First is nesting.&lt;br /&gt;
&lt;br /&gt;
Dragging Skills to another will push it one level down.&lt;br /&gt;
&lt;br /&gt;
As long as a parent is triggered, all entries under it will be executed in series, ignoring the priority system at the top level.&lt;br /&gt;
| When a parent is triggered, all entries under it will be executed in series (each condition will still be checked first)&lt;br /&gt;
&lt;br /&gt;
(4) still executed after 2 (and 3)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alternatively, there are keywords that limit how many times a Skill is triggered per turn.&lt;br /&gt;
&lt;br /&gt;
There's &amp;quot;Limit&amp;quot;, which can only be triggered once a battle, and &amp;quot;Rest&amp;quot;, which can only be used once a turn.&lt;br /&gt;
&lt;br /&gt;
When you add Skills of these types at the top of the list, it can feel like they're being processed one after the other, even though it's only happening because they're disabled in future iterations.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Normally this is the part where I give another example, but I understand that many of you would be better off just skipping to the next game.&lt;br /&gt;
&lt;br /&gt;
Maybe you're just not into programming, or maybe you're too into programming, and me explaining further would just take the fun out of exploring the free demo for yourself.&lt;br /&gt;
| Consider skipping to the next game if:&lt;br /&gt;
&lt;br /&gt;
* you don't care about programming&lt;br /&gt;
* you love programming (I might spoil the fun out of figuring out how things work, so go try the demo instead)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Either way, here's my overall thoughts on Auto Rogue so you can skip to the next game.&lt;br /&gt;
&lt;br /&gt;
Yes, I think this is going the right direction to address the problems with both Auto-Battler's stupid units and Programming Games' rigid adherence to conventional paradigms.&lt;br /&gt;
| Even basic automation may go a long way in making auto-battling units a lot smarter&lt;br /&gt;
&lt;br /&gt;
Programming games should try paradigms other than the usual &amp;quot;high-level procedural&amp;quot; (it's too rigid and limitng, a big reason why low-level circuit programming get way more attention eg. Minecraft, Factorio, Terraria, etc)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But I'm not confident that this is the answer we're looking for.&lt;br /&gt;
&lt;br /&gt;
It's still a bit too &amp;quot;program&amp;quot;-y, if that's a term, and I'm not sure how you'd scale it to over dozens of units.&lt;br /&gt;
&lt;br /&gt;
On the plus side, it does a good job of cutting down on the unwinable situations in the Overwhelming Force problem.&lt;br /&gt;
&lt;br /&gt;
Out of all the Roguelikes I've played, I don't recall any other game where I had more success in saving a seemingly lost run just by messing around with the programming conditions.&lt;br /&gt;
&lt;br /&gt;
All in all, I enjoyed the programming-based combat, and I hope other Auto-Battler and Programming Games follow the dev's lead.&lt;br /&gt;
&lt;br /&gt;
Go check out the demo if you're interested.&lt;br /&gt;
&lt;br /&gt;
By the way, I'm also going to spoil the first boss in the demo, so this is your last chance to back out.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Extra Auto Rogue Example&lt;br /&gt;
|-&lt;br /&gt;
| Alright, back to explaining the combat to those that might need it.&lt;br /&gt;
&lt;br /&gt;
Like I said, here I am facing the first boss.&lt;br /&gt;
&lt;br /&gt;
My build revolves around Ice Lance, which deals damage equal to my shields.&lt;br /&gt;
&lt;br /&gt;
The only downside is that it's &amp;quot;Rest&amp;quot;, so I can only use it once a turn.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Before I pop it, I've got to pump up my shields.&lt;br /&gt;
&lt;br /&gt;
And for this, I use Puff with a condition to use it when I have at least 4 Energy.&lt;br /&gt;
&lt;br /&gt;
This condition will make sure I still have 2 Energy for Ice Lance, and it will work even if I have 5 Energy left, leaving the Ice Lance 3 Energy.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As for the rest of the build, I've got strong Relics that give me Shield and Sturdy, and at the start of the battle, I activate 2 Limit skills that give me even more one-time permanent buffs related to Shields.&lt;br /&gt;
&lt;br /&gt;
Let's see how this goes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As mentioned, at the first turn, I activate my Limit Skills.&lt;br /&gt;
&lt;br /&gt;
This leaves me with no energy for Puff, but I still have enough for Ice Lance.&lt;br /&gt;
&lt;br /&gt;
For the rest of the turns, I get to use Puff twice, then attack with Ice Lance to end them.&lt;br /&gt;
&lt;br /&gt;
I also pretty much ignore the enemy's attacks as I have way too much shields.&lt;br /&gt;
&lt;br /&gt;
And this works, winning in 6 Turns.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But if we rewind to Turn 4, we get to see this Egg's gimmick.&lt;br /&gt;
&lt;br /&gt;
Once they go below 50% HP, they get a huge Strength buff in later turns.&lt;br /&gt;
&lt;br /&gt;
Thankfully, they also get a huge debuff when the Egg cracks.&lt;br /&gt;
&lt;br /&gt;
Not only are they stunned, but they also take double damage for that turn.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So to take advantage of that, we could add, say, a Head-Butt before we use the Ice Lance.&lt;br /&gt;
&lt;br /&gt;
Well, let's do it with style.&lt;br /&gt;
&lt;br /&gt;
We're gonna use a Poison Potion and set it to activate on Turn 4.&lt;br /&gt;
&lt;br /&gt;
Potions are, well, potions: single-use items that are removed from your inventory once consumed.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And with that, we win on turn 4.&lt;br /&gt;
&lt;br /&gt;
The battle plays like before until the said turn, wherein we chuck the Poison, then blast them with the Ice Lance for massive damage.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's Auto Rogue's programming combat.&lt;br /&gt;
&lt;br /&gt;
It can't get a while to get used to, but you can always replay your fights, walking through them step by step to help you understand why a Skill was activated at a certain turn or iteration.&lt;br /&gt;
&lt;br /&gt;
There's still other stuff, like the nesting I mentioned earlier, and if you get the full version, other resources to manage, like MP and Research.&lt;br /&gt;
&lt;br /&gt;
But they're out of the scope of this review, so let's move on...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 5: Mecha Simultactics&lt;br /&gt;
|-&lt;br /&gt;
| Our next game is LONESTAR.&lt;br /&gt;
&lt;br /&gt;
Again, I'm not gonna bury the lede here,&lt;br /&gt;
&lt;br /&gt;
If you're a Slay the Spire enjoyer that prefers Ruina combat, but don't wanna go too crazy with new mechanics like in Rune Coliseum, LONESTAR might be for you.&lt;br /&gt;
| Developer: Math Tide&lt;br /&gt;
&lt;br /&gt;
Version Reviewed: Retail V1.0.08&lt;br /&gt;
| [https://store.steampowered.com/app/2056210/LONESTAR/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, you know the drill.&lt;br /&gt;
&lt;br /&gt;
It's Slay the Spire, but with space bounty hunters hunting bounty.&lt;br /&gt;
&lt;br /&gt;
In this universe, beam weapons follow Dragon Ball rules and can clash with each other.&lt;br /&gt;
&lt;br /&gt;
Stronger beam wins and deals damage.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LONESTAR also has a unique take on card mechanics, but before that, let's talk about ship components or Units as they're referred to in the game.&lt;br /&gt;
&lt;br /&gt;
They're what you get to pick from after winning battles and come in two classes: Attack and Support.&lt;br /&gt;
&lt;br /&gt;
You can fit these Units into your ship as long as you don't go over the weight limit.&lt;br /&gt;
&lt;br /&gt;
Rearranging them between battles is also free.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Most Units have slots for Energy, and here we get to our card system.&lt;br /&gt;
&lt;br /&gt;
The cards you draw are Energy Resources, each having a Point value and a Color.&lt;br /&gt;
&lt;br /&gt;
What's different about LONESTAR is that, in your deck, Points and Colors are separate.&lt;br /&gt;
&lt;br /&gt;
For example, your default deck for the Shielder ship has a Point deck with point values from 1 to 5, and a Color deck with 3 White, 2 Blue, and 1 Orange.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Every time you draw, a Point and Color are drawn at random and combined into a single resource.&lt;br /&gt;
&lt;br /&gt;
Note that the Energy in your hand and the resources used to generate them are also separate entities.&lt;br /&gt;
&lt;br /&gt;
This way, when either the Point or Color deck runs out, the respective resources will be reshuffled back to the main pool.&lt;br /&gt;
&lt;br /&gt;
Also, the ones in your hand don't go into any discard pile once used or otherwise consumed.&lt;br /&gt;
| 5 + White&lt;br /&gt;
&lt;br /&gt;
used or destroyed Energy won't go into a &amp;quot;discard pile&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Because of these differences, the game refers to drawing a card with a more appropriate term: &amp;quot;Generating Energy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
We generate three Energy a turn, four in the first turn.&lt;br /&gt;
&lt;br /&gt;
We retain our hand between turns, but can only hold 10 Energy resources;&lt;br /&gt;
&lt;br /&gt;
Any Energy generated when you have a full hand will be destroyed, like in this example where only one went to our hand.&lt;br /&gt;
| only 4 Orange goes to hand, 2 Blue and 6 Blue were destroyed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| All in all, it's a big departure from the usual Slay the Spire draw mechanics, apart from the auto-reshuffling.&lt;br /&gt;
&lt;br /&gt;
Instead, it's more like how Limbus Company does its Skill generation, just with two decks.&lt;br /&gt;
| &amp;quot;Slay the Spire&amp;quot;-style: Used cards go into a discard pile, automatically reshuffle back when drawing on empty deck&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Limbus Company&amp;quot;-style: No discard pile, new shuffled deck is generated when drawing on empty deck (ie. can have extra copies of cards in hand)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've covered Units and Energy, we can now explain how the combat works overall.&lt;br /&gt;
&lt;br /&gt;
LONESTAR has its own set of turn phases.&lt;br /&gt;
&lt;br /&gt;
But for this video, let's simplify it to a standard WEGO setup.&lt;br /&gt;
&lt;br /&gt;
Turns begin with a Startup Phase where the enemy makes their moves, and you generating Energy.&lt;br /&gt;
| Turn Phases (simplified, not actual phases)&lt;br /&gt;
&lt;br /&gt;
* Startup - start of turn effects and actions&lt;br /&gt;
* Loading - preparation / planning phase&lt;br /&gt;
* Showdown - resolution phase&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then comes the Loading Phase.&lt;br /&gt;
&lt;br /&gt;
The 3-column grid in the middle gives you a quick summary of the state of the battle.&lt;br /&gt;
&lt;br /&gt;
The right column shows the enemy's strength at that lane and the center column shows you the outcome of the turn.&lt;br /&gt;
&lt;br /&gt;
In this case, you take all of the damage.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You can then load Energy to your Units, for example, this Basic Core has one slot, and as an Attack Unit, any Energy you assign to it will become its strength value this turn.&lt;br /&gt;
&lt;br /&gt;
Also, we now see our lane's strength on the left column.&lt;br /&gt;
&lt;br /&gt;
Some Units can have special abilities, like this Pair Core where it will gain 2 strength after you assign two of the same Point value to it.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As a side note, the game uses &amp;quot;Strength&amp;quot; to describe the attack value, as &amp;quot;Power&amp;quot; is a different keyword that boosts the attack after loading Energy.&lt;br /&gt;
&lt;br /&gt;
Coming from Slay the Spire, this can be confusing as the latter is similar to how &amp;quot;Strength&amp;quot; works in that game.&lt;br /&gt;
| &amp;quot;Strength&amp;quot; = Attack value (in LONESTAR)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Power&amp;quot; = boosts strength eg. at 5 Power:&lt;br /&gt;
&lt;br /&gt;
unloaded = 0 Strength&lt;br /&gt;
loaded with 2 pt. = 7 Strength&lt;br /&gt;
&lt;br /&gt;
only triggers once a turn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, the results of the clash are calculated by simply subtracting one side from the other, with the stronger ones dealing the difference as damage.&lt;br /&gt;
&lt;br /&gt;
So yeah, not all-or-nothing like Ruina, and more like how Rune Coliseum does it.&lt;br /&gt;
| 2 - 2 = Draw&lt;br /&gt;
&lt;br /&gt;
3 - 2 = they take 1 dmg&lt;br /&gt;
&lt;br /&gt;
4 - 7 = we take 3 dmg&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Once you're done with your turn, the game proceeds to the Showdown phase, and the clash resolves.&lt;br /&gt;
&lt;br /&gt;
Unlike other ship-based games, damage is dealt to the ship as a whole, so you don't need to worry about individual Units being disabled by damage.&lt;br /&gt;
&lt;br /&gt;
Enemy ships are slightly different, though, as they can be staggered.&lt;br /&gt;
| unlike other games, individual Units don't take damage&lt;br /&gt;
| [https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ FTL: Faster Than Light - Subset Games]&lt;br /&gt;
|-&lt;br /&gt;
| The Durability denoted by the value inside the shield tells you how many times lanes have to be damaged in order to Paralyze the enemy.&lt;br /&gt;
&lt;br /&gt;
They won't get to act for a turn, but you don't deal extra damage to them, so you may have to consider just saving your Energy for the next turn if you can't finish them off.&lt;br /&gt;
| unlike other games, you don't deal extra damage to Paralyzed enemies&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the way, beams fired at lanes without Units will deal no damage.&lt;br /&gt;
&lt;br /&gt;
Just like Rune Coliseum when gladiators aren't within range of each other.&lt;br /&gt;
&lt;br /&gt;
And like Rune Coliseum, LONESTAR provides a way to dodge strong attacks or chase down sneaky enemies.&lt;br /&gt;
&lt;br /&gt;
You can move your ship one row up or down at the cost of one Fuel.&lt;br /&gt;
&lt;br /&gt;
It's a limited resource, so unless your build focuses on mobility, you'll only be using this mostly for emergencies.&lt;br /&gt;
| will deal 0 damage to opposing ship&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now let's talk about the Colors.&lt;br /&gt;
&lt;br /&gt;
Some Units have pretty strong powers.&lt;br /&gt;
&lt;br /&gt;
For example, the default Support Unit, Gentle Tap Device, creates a stronger copy of the Energy you load on it, essentially letting you upgrade 2 Energy in your hand for free.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, it has Orange and Blue slots, limiting your options.&lt;br /&gt;
&lt;br /&gt;
Think White, Blue, and Orange as Levels 1, 2, and 3.&lt;br /&gt;
&lt;br /&gt;
Orange slots, being Level 3, can only be loaded with Orange Energy.&lt;br /&gt;
&lt;br /&gt;
Blue slots, on the other hand, can be loaded not only with Blue Energy, but also Orange Energy as the latter is of higher tier.&lt;br /&gt;
&lt;br /&gt;
And lastly, White slots can accept any color, however, White Energy can only be used on White slots.&lt;br /&gt;
| Energy Colors&lt;br /&gt;
&lt;br /&gt;
* White - Level 1&lt;br /&gt;
* Blue - Level 2&lt;br /&gt;
* Orange - Level 3&lt;br /&gt;
&lt;br /&gt;
Orange Slots only accept Orange Energy&lt;br /&gt;
&lt;br /&gt;
Blue Slots can accept Blue Energy and Orange Energy&lt;br /&gt;
&lt;br /&gt;
White Slots can accept any Color&lt;br /&gt;
White Energy can only be used in White Slots&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Because of this core mechanic, a good portion of your runs will revolve around Color management.&lt;br /&gt;
&lt;br /&gt;
Will you pick Units and upgrades such that you don't need Orange resources as much?&lt;br /&gt;
&lt;br /&gt;
Or will you go all-in with the Orange and find stuff that can generate more of that rare resource so you can take advantage of the stronger components?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's LONESTAR in a nutshell.&lt;br /&gt;
&lt;br /&gt;
Again, I've skipped a LOT of stuff that you kinda expect in a game like this.&lt;br /&gt;
&lt;br /&gt;
Overall, I'd still check out Rune Coliseum first if you're hungry for experimental, Ruina-ish combat.&lt;br /&gt;
&lt;br /&gt;
But if you're in the market for a more &amp;quot;pick-up-and-play&amp;quot; experience, basically just want Clashing mechanics in your Slay the Spire clone, LONESTAR may be a better choice.&lt;br /&gt;
&lt;br /&gt;
It's also a full release while being a bit cheaper than the former.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 12: Sister of a Dragon&lt;br /&gt;
|-&lt;br /&gt;
| Last game for this video: Sister of a Dragon.&lt;br /&gt;
| Developer: Charlie Oscar, Nikita Kulaga&lt;br /&gt;
&lt;br /&gt;
Version Reviewed: Demo 1.0&lt;br /&gt;
| [https://store.steampowered.com/app/2694810/Sister_of_a_Dragon/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| So far we've seen 5 different games with clashing mechanics, and somehow none of them use a type or elemental system that can affect the clash.&lt;br /&gt;
&lt;br /&gt;
Sure, you might consider Defense as hard counters to Evade in Ruina, or evade being a hard counter to everything in Rune Coliseum and LONESTAR, but an actual type table with different multipliers affecting the clash, we haven't seen it yet.&lt;br /&gt;
|&lt;br /&gt;
| [https://bulbapedia.bulbagarden.net/wiki/Type/Type_chart#Generation_I Pokemon Generation 1 type chart]&lt;br /&gt;
|-&lt;br /&gt;
| That's where Sister of a Dragon steps in.&lt;br /&gt;
&lt;br /&gt;
In this game, combat takes place in a multi-lane grid like in LONESTAR, though here it plays a lot more like a proper lane-defense game.&lt;br /&gt;
&lt;br /&gt;
Before everything else, note that the UI looks a lot more complicated than it really is, and I kinda expect the devs to update it later to be more functional rather than force the hex grid aesthetic.&lt;br /&gt;
| * The hex grid makes combat look more complicated than it really is&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| So to make things a bit less confusing, here's an oversimplified summary of Sister of a Dragon's combat mechanics:&lt;br /&gt;
&lt;br /&gt;
You and your opponent place tokens on different lanes on the board.&lt;br /&gt;
&lt;br /&gt;
Tokens placed this round are on defense.&lt;br /&gt;
&lt;br /&gt;
Tokens on defense that survive this round will advance and attack next round.&lt;br /&gt;
&lt;br /&gt;
Your goal is to punch through the enemy's defenses, eventually eliminating them, all the while making sure that your team survives.&lt;br /&gt;
&lt;br /&gt;
Simple right?&lt;br /&gt;
&lt;br /&gt;
So let's dive into the details.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Rounds are split into different phases, with Enemy and Player Turn being two of those, hence why I'm using &amp;quot;Rounds&amp;quot; as a term instead of Turns.&lt;br /&gt;
&lt;br /&gt;
Anyway, Rounds start with the enemy taking their turn first, placing a number of tokens on the Enemy Zone at their edge of the board.&lt;br /&gt;
&lt;br /&gt;
Their turn ends, and in the Activation Phase, the tokens advance one tile to the center.&lt;br /&gt;
&lt;br /&gt;
Like I said earlier, in this round, these tokens are on defense.&lt;br /&gt;
&lt;br /&gt;
Normally this is the part where we go to the Player Turn, but you don't get to act at the 1st round as the enemy has initiative.&lt;br /&gt;
&lt;br /&gt;
Perhaps this is just for the demo, or probably a player handicap to prevent things from being too easy.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Either way, the enemy having the initiative means all of their initial tokens survive, and will attack next round.&lt;br /&gt;
&lt;br /&gt;
Next round, same thing, the enemy places tokens into their zone, their turn ends, and all their tokens advance to the center.&lt;br /&gt;
&lt;br /&gt;
Again, tokens placed this round are on defense.&lt;br /&gt;
&lt;br /&gt;
But now, the tokens played last round arrive at the Activation Zones and now shimmer, indicating that they will attack this turn.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now it's your turn.&lt;br /&gt;
&lt;br /&gt;
Since the enemy is already attacking, generally you'd want to be on defense this round.&lt;br /&gt;
&lt;br /&gt;
So you figure out which tokens to play to defend against the incoming attack.&lt;br /&gt;
&lt;br /&gt;
Here's where the Schools, the game's term for types or elements, come into play.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You can see the School interactions by right-clicking any token, and in this case, we want to know our options against this Red token, which represents normal Damage.&lt;br /&gt;
&lt;br /&gt;
We check its interactions with our options, which is another normal Damage, and Yellow which is Protection.&lt;br /&gt;
&lt;br /&gt;
Damage on Damage is at -50%, that is, clashing will deduct 50% of the opponent's power to each token,&lt;br /&gt;
| They lose 50% x (our token power)&lt;br /&gt;
&lt;br /&gt;
We lose 50% x 4 = 2 power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| while Damage on Protection is much worse for the Damage side, with it losing 120% of the Yellow's power, the latter only losing 50% of the Red's.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can also right-click your tokens to see the possible interactions.&lt;br /&gt;
| They lose 120% x (our token power)&lt;br /&gt;
&lt;br /&gt;
We lose 50% x 4 = 2 power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In the end, it seems like Protection is the best move here.&lt;br /&gt;
&lt;br /&gt;
So we play our Protection spells, each costing 1 AP, ahead of the attacking Red tokens.&lt;br /&gt;
&lt;br /&gt;
While we're here, let's also play our own Red token so it will attack next round.&lt;br /&gt;
&lt;br /&gt;
Turn ends and our tokens advance 1 column.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| We then go to the Resolution phase where all activated tokens attack.&lt;br /&gt;
&lt;br /&gt;
The Red Damage tokens clash against our defending Yellow Protection tokens.&lt;br /&gt;
&lt;br /&gt;
120% of 5 is 6 and 50% of 4 is 2.&lt;br /&gt;
&lt;br /&gt;
So the Red tokens are destroyed while the Yellow tokens survive with 3 power left.&lt;br /&gt;
| Our Yellow (5) deals 120% to Red = 5 x 1.2 = they lose 6 power&lt;br /&gt;
&lt;br /&gt;
Their Red (4) deals 50% to Yellow = 4 x 0.5 = we lose 2 power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next round arrives and the enemy takes their turn.&lt;br /&gt;
&lt;br /&gt;
Let's slow things down here and take a closer look at the tokens advancing and activating.&lt;br /&gt;
&lt;br /&gt;
The enemy token went from 1 power to 4 power.&lt;br /&gt;
&lt;br /&gt;
That's the effect of the Activation Zone.&lt;br /&gt;
&lt;br /&gt;
You can hover over a non-activated token&lt;br /&gt;
&lt;br /&gt;
to see what it will activate into once it readies for attack.&lt;br /&gt;
&lt;br /&gt;
And in this case, it goes from 1 power to 4 power.&lt;br /&gt;
&lt;br /&gt;
This also applies to our tokens.&lt;br /&gt;
&lt;br /&gt;
In this example, all of our tokens will go up to 5.&lt;br /&gt;
&lt;br /&gt;
Or go back to 5 in the case of our damaged Protection tokens.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, the battle continues and our Yellow token punches through the defenses.&lt;br /&gt;
&lt;br /&gt;
But deals no damage.&lt;br /&gt;
&lt;br /&gt;
That's another thing to keep in mind: some Schools don't deal damage to certain units.&lt;br /&gt;
&lt;br /&gt;
The Yellow Protection represents protection in general.&lt;br /&gt;
&lt;br /&gt;
This can be shield magic, or parries, or even actual shields.&lt;br /&gt;
&lt;br /&gt;
As a defensive School, almost all units are immune to Protection.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Similarly, the Purple Astral School is sort of the dispel magic of this system.&lt;br /&gt;
&lt;br /&gt;
So while it can be pretty strong against a lot of types, it doesn't deal damage to most units too.&lt;br /&gt;
&lt;br /&gt;
Both might not deal damage, but the trick is to play them ahead of actual damaging tokens, just like I'm doing here.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Moving on to the next lane, we see a full clashing setup in action.&lt;br /&gt;
&lt;br /&gt;
Two Red tokens clashing against each other and surviving.&lt;br /&gt;
&lt;br /&gt;
When tokens survive a clash, they just push through to the next column, which, as we said earlier, are on defense.&lt;br /&gt;
&lt;br /&gt;
The enemy token crashes against our defense and loses enough power to dissipate.&lt;br /&gt;
&lt;br /&gt;
On the other hand, our token is powerful enough to burst through, dealing 2 damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
And finally, in the bottom lane, as expected, Yellow breaks through, dealing no damage but paving the way for the next token.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's the basics of combat.&lt;br /&gt;
&lt;br /&gt;
As for other parts of the game, there really isn't any.&lt;br /&gt;
&lt;br /&gt;
This version of the demo only focuses on the combat, with other parts on the way.&lt;br /&gt;
&lt;br /&gt;
On the bright side, this can be a good thing if you're starting to get sick of the Roguelike game loop we've seen all over this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The current demo might only focus on combat, but with 38 different scenarios exploring different mechanics, it's a step up from the other proof of concept demos we've covered.&lt;br /&gt;
&lt;br /&gt;
Sometimes you're equipped with limited use weapons that you can use instead of relying on the luck of the draw.&lt;br /&gt;
&lt;br /&gt;
And sometimes you have companions who have their own kit and can also tank some damage.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Other scenarios make use of the center of the board.&lt;br /&gt;
&lt;br /&gt;
You might have noticed that, once activated, tokens just zoom towards the other side instead of stepping tile by tile.&lt;br /&gt;
&lt;br /&gt;
And from that, you might think that the center is just for show.&lt;br /&gt;
&lt;br /&gt;
In most scenarios, it really is just for show.&lt;br /&gt;
&lt;br /&gt;
But for others, it's where environmental hazards pop up.&lt;br /&gt;
&lt;br /&gt;
Say you're in a swamp, Toxic Fog tokens will appear and do interesting things to tokens.&lt;br /&gt;
&lt;br /&gt;
It's up to you whether you try to take advantage of them, but also open up opportunities for the enemy to do the same.&lt;br /&gt;
&lt;br /&gt;
Or just destroy them and not worry about the risks.&lt;br /&gt;
| Zooms straight to target instead of moving tile by tile&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The trickiest scenarios are the ones involving tokens that change Schools upon activation, as what might normally be a good response may turn out to be a terrible one if you're not paying attention.&lt;br /&gt;
&lt;br /&gt;
Add in a couple of hazards, and I bet many will just give up calculating the best move and just go for trial and error.&lt;br /&gt;
| An extreme example of Fire, Decay, and Damage boosting each other&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Overall, it's a decent enough proof of concept.&lt;br /&gt;
&lt;br /&gt;
We'll just have to see how it integrates with the main game, with the crafting, deck building, and other possible RPG elements like leveling.&lt;br /&gt;
&lt;br /&gt;
As for the type-based clashing, it seems to work well enough that I hope others copy or build upon it.&lt;br /&gt;
&lt;br /&gt;
Only for ranged combat though, like this game's magic-centric system, I'm still a bit iffy about it working in melee combat, but I'd like to see some devs try to make it work.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Outro&lt;br /&gt;
|-&lt;br /&gt;
| And here's a rundown of the games featured in this video.&lt;br /&gt;
&lt;br /&gt;
In case you're on mobile and find the one-line summaries hard to read, I also put them in the pinned comment.&lt;br /&gt;
&lt;br /&gt;
By now it should be clear why I went with &amp;quot;10+&amp;quot; in the title rather than 12: a couple are very early in development, some barely make the criteria, and I don't even have my own footage for one.&lt;br /&gt;
&lt;br /&gt;
On the other hand, I did touch upon a bunch of other games so I think the &amp;quot;10+&amp;quot; is still valid.&lt;br /&gt;
| pause or see pinned comment for the info&lt;br /&gt;
&lt;br /&gt;
(yellow circle) OVerall not &amp;quot;unconventional&amp;quot; but some mechanics are significantly different from usual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, my top picks are Rune Coliseum for the sheer amount of stuff they're cramming into the game, though we'll have to see if the upcoming update will retain that level of complexity,&lt;br /&gt;
&lt;br /&gt;
And Tarnished Blood for figuring out a better way to do timeline combat.&lt;br /&gt;
&lt;br /&gt;
Other notable titles are Sister of a Dragon and Auto Rogue for making me spend a bit more effort trying to explain their mechanics,&lt;br /&gt;
&lt;br /&gt;
And Card-en-Ciel, LONESTAR, and Auto Rogue again for being full releases.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As for games that didn't make the list, some fell short of the criteria.&lt;br /&gt;
&lt;br /&gt;
For example, The Great Villainess: Strategy of Lily is technically WEGO, but that's pretty much it.&lt;br /&gt;
&lt;br /&gt;
It's got other stuff like Countering and the Airship, but I don't find them to be that groundbreaking.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2454960/The_Great_Villainess_Strategy_of_Lily/ The Great Villainess: Strategy of Lily - Alliance Arts, One or Eight, WSS Playground]&lt;br /&gt;
|-&lt;br /&gt;
| Then there's games that are just too early in development to give a fair review, like Mana Smack.&lt;br /&gt;
&lt;br /&gt;
Which says a lot considering I featured Timelake and Sentinel Point Heroes.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/3680600/Mana_Smack/ Mana Smack - Paul C.]&lt;br /&gt;
|-&lt;br /&gt;
| There's also games without demos, or if they had, I missed their demo period.&lt;br /&gt;
&lt;br /&gt;
For example, FuRyu has a history of odd takes on turn-based combat with The Caligula Effect, but I can't justify buying Varlet just to see what they did this time around.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
[https://store.steampowered.com/developer/FURYU FuRyu Corporation]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/889600/The_Caligula_Effect_Overdose/ The Caligula Effect]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/3406620/VARLET/ Varlet]&lt;br /&gt;
|-&lt;br /&gt;
| And finally, there's games that arrived too late to include in this video, like Million Depth with its practically turn-based [SUPERHOT] mechanic where everything only moves when you move.&lt;br /&gt;
&lt;br /&gt;
Those late games will have to wait until the next video.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2555950/Million_Depth/ Million Depth - Cyber Space Biotope]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/322500/SUPERHOT/ SUPERHOT - SUPERHOT Team]&lt;br /&gt;
|-&lt;br /&gt;
| That is, if I find enough Ruina-lternatives out there to fill one.&lt;br /&gt;
&lt;br /&gt;
If you know of any that I missed, post them down in the comments so I can check them out.&lt;br /&gt;
&lt;br /&gt;
Again, here's what I'm looking for in a combat system.&lt;br /&gt;
&lt;br /&gt;
And I'll also add the stuff I didn't talk about in this video.&lt;br /&gt;
&lt;br /&gt;
But really, I'll check out any turn-based game if it's weird or unusual enough.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Clair Obscur? Not weird enough.&lt;br /&gt;
&lt;br /&gt;
I need games that are at least 1 or 2 levels weirder than that.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, thanks for watching, especially to those who watched all the way through.&lt;br /&gt;
&lt;br /&gt;
And see you in the next video where I hopefully don't take another half a year to edit it...&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/agecheck/app/1903340/ Clair Obscur: Expedition 33 - Sandfall Interactive]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/Ruinalternatives.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=170</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=170"/>
		<updated>2026-01-29T00:37:04Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki contains notes for Zero's (datenshi zero) [https://www.twitch.tv/datenshizero Twitch streams] and [https://www.youtube.com/channel/UCvjx7FLkj6kygN0o7WCg-PQ YouTube videos].&lt;br /&gt;
&lt;br /&gt;
== The City Runs ==&lt;br /&gt;
&lt;br /&gt;
[[Lobotomy Corporation Lore Run]] episode guide&lt;br /&gt;
&lt;br /&gt;
== The City Guides ==&lt;br /&gt;
&lt;br /&gt;
* [[The_Road_Not_Taken_script|The Road Not Taken]] - a history and overview of Library of Ruina and Limbus Company's unique combat system&lt;br /&gt;
* [[A Guide to Live-Streaming Project Moon Games for New Players]]&lt;br /&gt;
&lt;br /&gt;
=== Lobotomy Corporation ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Lobotomy Corporation&lt;br /&gt;
* [[Lobotomy_Corporation_Essential_Beginner_Tips_script|Essential Beginner Tips]]&lt;br /&gt;
* [[Lobotomy_Corporation_Stats_and_XP_script|Lobotomy Corporation's weirdly complex Stats and XP Mechanics (No Spoilers&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;)]]&lt;br /&gt;
&lt;br /&gt;
=== Library of Ruina ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Library of Ruina pt1&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 English Script]]&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 Notes]]&lt;br /&gt;
&lt;br /&gt;
=== Limbus Company ===&lt;br /&gt;
&lt;br /&gt;
* A quick and dirty guide for confused players&lt;br /&gt;
** full script&lt;br /&gt;
* [[Limbus_Company_Possible_QoL_Changes_Season_5_Script|Quality of Life Changes that I keep thinking about (season 5 edition)]]&lt;br /&gt;
&lt;br /&gt;
== The Outskirts of Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
* [[Ruina-lternatives|10+ Games with Unique and Experimental Combat Mechanics | Ruina-lternatives]]&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Ruina-lternatives_Script&amp;diff=169</id>
		<title>Ruina-lternatives Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Ruina-lternatives_Script&amp;diff=169"/>
		<updated>2026-01-29T00:36:47Z</updated>

		<summary type="html">&lt;p&gt;Zero: Created page with &amp;quot;= 10+ Games with Unique and Experimental Combat Mechanics | Ruina-lternatives =  {| class=&amp;quot;wikitable&amp;quot;  |- ! Script !! On-screen extra blurbs !! Additional notes and credits |-...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 10+ Games with Unique and Experimental Combat Mechanics | Ruina-lternatives =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes and credits&lt;br /&gt;
|-&lt;br /&gt;
| Let's face it, Game Development is Hard.&lt;br /&gt;
&lt;br /&gt;
So it's no surprise that game developers tend to follow trends or stick with tried and true genres and mechanics.&lt;br /&gt;
| Why devs stick with established genres:&lt;br /&gt;
* Easier to advertise (&amp;quot;It's X with Y as a twist&amp;quot;)&lt;br /&gt;
* Large audience already proven to exist&lt;br /&gt;
* Extensive tutorials aren't required to bring players in&lt;br /&gt;
* More resources available to help build the game (eg. plugins, packs, or genre specific tools like RPG Maker)&lt;br /&gt;
| [https://youtube.com/watch?v=NitUinQSV6s Call of Duty： Modern Warfare 3 - Gameplay Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| But once in a while, a game comes along to shake things up.&lt;br /&gt;
| &lt;br /&gt;
| [https://www.gog.com/en/game/doom_doom_ii Doom II]&lt;br /&gt;
|-&lt;br /&gt;
| Some turn out to be quite successful, and the innovations they brought to the table were easy enough to copy that other games follow suit, eventually becoming a new genre.&lt;br /&gt;
| &lt;br /&gt;
| [https://store.steampowered.com/app/2379780/Balatro/ Balatro - LocalThunk]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire - Mega Crit]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/1794680/Vampire_Survivors/ Vampire Survivors - poncle]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1966900/20_Minutes_Till_Dawn/ 20 Minutes Till Dawn - flanne]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/2218750/Halls_of_Torment/ Halls of Torment - Chasing Carrots]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/2066020/Soulstone_Survivors/ Soulstone Survivors - Game Smithing Limited]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/3405340/Megabonk/ Megabonk - vedinad]&lt;br /&gt;
|-&lt;br /&gt;
| Other innovative games are much harder to copy, but their wide cultural impact or massive sales mean that many studios will still try, often to disastrous results.&lt;br /&gt;
|&lt;br /&gt;
| [https://youtube.com/watch?v=1Jlyhs7yOLY Escape from Tarkov Beta - 0.15 Patch trailer (feat. Partisan)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://youtube.com/watch?v=WLu7e8RZoYc Super Smash Bros. Ultimate - Overview Trailer feat. The Announcer - Nintendo Switch]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/List_of_best-selling_video_games List of Best-Selling Video Games]&lt;br /&gt;
&lt;br /&gt;
[https://youtube.com/watch?v=dAydKj4j0IA MultiVersus – Official Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://gamerant.com/multiversus-shut-down-date/ MultiVersus is Shutting Down - Game Rant]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Then there's Library of Ruina a game who strayed way too far from the norm that it took me two videos to properly explain just the basics.&lt;br /&gt;
&lt;br /&gt;
And while it can be considered very successful for an indie game, it's not that successful.&lt;br /&gt;
&lt;br /&gt;
And so we don't see hordes of developers falling over themselves trying to copy it.&lt;br /&gt;
&lt;br /&gt;
However, after spending a long time playing the game and making videos on it, I can't help but wonder if there are clones out there just waiting to be discovered.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=vUQA4tldJ3c Spoiler Free Guide to Library of Ruina]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=HpQBSQj6bHU The Road Not Taken: Library of Ruina's Unique Take on Combat]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=Bg3Bbl4KRq4 A Guide to Live-Streaming Project Moon Games for New Players]&lt;br /&gt;
|-&lt;br /&gt;
| Hi, I'm Zero, and I've been searching for games with devs crazy enough to copy Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as of this video, only one other game has come close to copying most of its mechanics.&lt;br /&gt;
&lt;br /&gt;
Limbus Company.&lt;br /&gt;
&lt;br /&gt;
You know, its spin-off sequel.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company]&lt;br /&gt;
|-&lt;br /&gt;
| Instead of scrapping this video, I decided to lower the bar and expand my search to games that share the same general idea.&lt;br /&gt;
&lt;br /&gt;
Ones with very unique takes on combat, and those that expand upon existing but very niche game mechanics.&lt;br /&gt;
&lt;br /&gt;
They're not what I'd call Ruina-likes.&lt;br /&gt;
&lt;br /&gt;
They're more like alternatives to Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Or Ruina-lternatives if we remove the extra A.&lt;br /&gt;
| Ruina-lternatives: 10+ Games with Unique or Experimental Combat Mechanics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Outline&lt;br /&gt;
|-&lt;br /&gt;
| Before we start, I'm gonna have to briefly discuss what I'm looking for in a game for them to be in this video.&lt;br /&gt;
&lt;br /&gt;
If you watched the other video, you already have a good idea what the criteria are, so you can skip to the first game via the chapter markers.&lt;br /&gt;
&lt;br /&gt;
Or perhaps watch the disclaimer part first so you won't be confused about the review format.&lt;br /&gt;
&lt;br /&gt;
The game section is split into two parts: &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In the first half are the games that I played last year on stream.&lt;br /&gt;
&lt;br /&gt;
You could check them out for extra gameplay footage as well as my initial reactions.&lt;br /&gt;
&lt;br /&gt;
The second half are games that I've played offstream so they'll be new even to long time subscribers.&lt;br /&gt;
&lt;br /&gt;
Anyway, let's begin with the criteria.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=dijhkKcs7SE&amp;amp;list=PLq4hiTpnKWr4dqz2deMsyV8Q1Mx1m8hND Ruin-alternatives Stream Playlist]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Criteria&lt;br /&gt;
|-&lt;br /&gt;
| First off, I'm looking for Turn-Based games.&lt;br /&gt;
&lt;br /&gt;
I like turn-based combat...&lt;br /&gt;
&lt;br /&gt;
It's not perfect, nor do I want all games to be turn-based, but I sometimes I want to be given all the time in the world to think of the right moves to win.&lt;br /&gt;
&lt;br /&gt;
Some games have tried to spice up turn-based combat with quick-time events or other real-time elements, but it can end up as a slippery slope, with the devs eventually ditching the turn-based altogether&lt;br /&gt;
&lt;br /&gt;
So how do we make turn-based games, often perceived to be boring and slow, to being more challenging and cinematic without relying on real-time elements as a crutch?&lt;br /&gt;
|&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Final_Fantasy_VI Final Fantasy VI]&lt;br /&gt;
[https://www.youtube.com/watch?v=bNulcTtGU9Q Final Fantasy 16 - Combat Gameplay Overview]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1113000/Persona_4_Golden/ Persona 4: Golden]&lt;br /&gt;
|-&lt;br /&gt;
| That leads us to the full version of the criteria.&lt;br /&gt;
&lt;br /&gt;
The game shouldn't be the usual turn-based scheme where players and units take turns performing their actions.&lt;br /&gt;
&lt;br /&gt;
That is: &amp;quot;I go first, and you go next.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Or IGOUGO for short.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This is simple and intuitive, but it leads to weird situations if you stop and think about it.&lt;br /&gt;
&lt;br /&gt;
Like units standing around like dumbasses getting hit when they can dodge, parry, or block the attack.&lt;br /&gt;
&lt;br /&gt;
The lesser known alternative to IGOUGO is WEGO.&lt;br /&gt;
&lt;br /&gt;
That is, We Go at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| If IGOUGO is taking turns like tic-tac-toe, WEGO is rock-paper-scissors.&lt;br /&gt;
&lt;br /&gt;
We don't have time to cover all the nuances of IGOUGO vs. WEGO, so I'll just summarize WEGO as:&lt;br /&gt;
&lt;br /&gt;
Combat orders should be processed in a separate hands-off resolution phase.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.pexels.com/video/children-playing-tic-tac-toe-8440121/ Tic Tac Toe - Norma Mortenson]&lt;br /&gt;
[https://www.pexels.com/video/close-up-of-skaters-playing-rock-paper-scissors-9724550/ Rock Paper Scissors - KoolShooters]&lt;br /&gt;
|-&lt;br /&gt;
| The processing doesn't have to be simultaneous.&lt;br /&gt;
&lt;br /&gt;
A good example would be Pokémon taking turns to perform their moves.&lt;br /&gt;
&lt;br /&gt;
Though I'd still prefer that the game maintain the illusion that the participants are all duking it out at the same time.&lt;br /&gt;
|&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Pok%C3%A9mon_Ruby_and_Sapphire Pokemon Ruby and Sapphire]&lt;br /&gt;
|-&lt;br /&gt;
| If that sounds like Auto-battlers, yes, some Auto-Battlers can fit in this criteria.&lt;br /&gt;
&lt;br /&gt;
And considering that Library of Ruina has Auto-Battler roots, that gives us our next criteria:&lt;br /&gt;
&lt;br /&gt;
I can also look into games with Unconventional Auto-Battling mechanics.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game - Konfa Games]&lt;br /&gt;
|-&lt;br /&gt;
| You might have noticed that we skipped a criteria.&lt;br /&gt;
&lt;br /&gt;
That's because the second is more of a sub-criteria under the WEGO turn-based.&lt;br /&gt;
&lt;br /&gt;
Namely, there has to be a Clashing mechanic.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, Clashing allows two actions to face off against each other at the same time.&lt;br /&gt;
&lt;br /&gt;
This one comes naturally with WEGO, and a step up from the Pokémon style where they still stand around like idiots taking damage.&lt;br /&gt;
&lt;br /&gt;
While adding Clashing adds a bit of believability to the combat realism isn't the goal here.&lt;br /&gt;
&lt;br /&gt;
The main thing we get are more tactical options compared to non-Clashing combat.&lt;br /&gt;
&lt;br /&gt;
And it's just more fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| And our last major criteria:&lt;br /&gt;
&lt;br /&gt;
It's a Card Game with a unique gimmick.&lt;br /&gt;
&lt;br /&gt;
I'm being intentionally vague here, but we'll explain this further once we get to a certain game later.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Here's our final checklist.&lt;br /&gt;
&lt;br /&gt;
Every game featured in this video will tick at least one box on this list.&lt;br /&gt;
| What I'm looking for:&lt;br /&gt;
* WEGO Turn-based, limited real-time elements&lt;br /&gt;
* Clashing&lt;br /&gt;
* Unconventional Auto-Battler&lt;br /&gt;
* Unconventional Card Game&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina has even more &amp;quot;unconventional&amp;quot; mechanics, but for this video, we'll limit it to these 4.&lt;br /&gt;
&lt;br /&gt;
Now for the disclaimers.&lt;br /&gt;
|&lt;br /&gt;
* Interception&lt;br /&gt;
* Combos as Standard Attacks&lt;br /&gt;
* Discourage Focus-Fire &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Disclaimers&lt;br /&gt;
|-&lt;br /&gt;
| I'm mostly going to review the games' mechanics and will try to keep the review of the games themselves to a minimum.&lt;br /&gt;
&lt;br /&gt;
Because of this, I have to remind you that while gameplay forms a crucial part of what makes a game good or enjoyable, it's not the only thing that will determine a game's overall quality.&lt;br /&gt;
&lt;br /&gt;
To spoil a major point I made in the other video, Library of Ruina wasn't successful because of its unique gameplay.&lt;br /&gt;
&lt;br /&gt;
On the contrary, its weird and unfamiliar mechanics can be the biggest hurdle new players have to face before they can enjoy it.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=HpQBSQj6bHU The Road Not Taken: Library of Ruina's Unique Take on Combat]&lt;br /&gt;
|-&lt;br /&gt;
| Another point why you shouldn't treat my comments as full reviews: most of the games I'll feature are either in their Demo stage are still in Early Access.&lt;br /&gt;
&lt;br /&gt;
At this point in development, anything can happen.&lt;br /&gt;
&lt;br /&gt;
Some of them may stall and fail to release.&lt;br /&gt;
&lt;br /&gt;
In fact, at least one of the games I'll feature already has suspended development.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On a more optimistic note, even the most crude and incomplete prototype may eventually become a breakout hit and turn into a multimedia franchise in a decade.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=NOXWaRb8yk 1Lobotomy Early Dev Footage]&lt;br /&gt;
[https://www.youtube.com/watch?v=rJy_MchSCpM Limbus Company - PV The 6th Walpurgis Night]&lt;br /&gt;
|-&lt;br /&gt;
| Early in development also means I won't have enough playtime with many of these games, and unfortunately I've been recently burned by games where the critical problems only show up after 5 hours of playing.&lt;br /&gt;
&lt;br /&gt;
Or worse, after 50 hours of slogging through them.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2455350/The_Deadly_Path/ The Deadly Path - Owlskip Enterprises]&lt;br /&gt;
[https://store.steampowered.com/app/1569580/Blue_Prince/ Blue Prince - Dogubomb]&lt;br /&gt;
|-&lt;br /&gt;
| In short, I won't be giving a &amp;quot;Buy&amp;quot; or &amp;quot;Don't Buy&amp;quot; recommendation.&lt;br /&gt;
&lt;br /&gt;
The most that I can do for mechanics that I like is to tell you to check the games out.&lt;br /&gt;
&lt;br /&gt;
If after playing the demos or watching other reviews, you also find them interesting, it's up to you to decide whether to buy them or not.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To save some time and to not insult your gaming experience,&lt;br /&gt;
&lt;br /&gt;
I'll be focusing on the new things that the games bring to the table.&lt;br /&gt;
&lt;br /&gt;
So if it's a Slay the Spire clone, I'll straight out say that it's one before moving on to explain its gimmick.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As always, Captions and Chapter Markers are available for this video.&lt;br /&gt;
&lt;br /&gt;
If you want a more comprehensive, spoiler-filled outline with sub-chapter timestamps, check the pinned comment.&lt;br /&gt;
&lt;br /&gt;
Speaking of spoilers, I will try my best not to spoil any of these games, including Library of Ruina and Limbus Company.&lt;br /&gt;
&lt;br /&gt;
But I can't guarantee that none will slip through.&lt;br /&gt;
&lt;br /&gt;
With the intro out of the way, let's proceed to our first game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 1: Corrupted: Dawn of Havoc&lt;br /&gt;
|-&lt;br /&gt;
| Corrupted: Dawn of Havoc.&lt;br /&gt;
| Developer: 36Litters&lt;br /&gt;
&lt;br /&gt;
Version reviewed: Early Access v0.8&lt;br /&gt;
| [https://store.steampowered.com/app/2007770/Corrupted_Dawn_of_Havoc/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| When I thought about doing this series, this was the first game that came into mind as&lt;br /&gt;
&lt;br /&gt;
it's practically an alternate universe version of Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Putting the game side by side, you can see the similarities.&lt;br /&gt;
&lt;br /&gt;
Both are Deckbuilding Auto-Battlers, and both employ a less realistic, cartoon-y art style to tone down the gore and body horror aspects of the setting.&lt;br /&gt;
| ...they even got music from the same producer (Studio EIM)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| But Ruina decided to go a different route, choosing early on to be more melee and clash-focused, even having to retcon the guns from the previous game.&lt;br /&gt;
&lt;br /&gt;
Corrupted's combat, on the other hand, is what you might expect from a typical Auto-Battler.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream Of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
| Onto the basics.&lt;br /&gt;
&lt;br /&gt;
You start a run by assembling a party of three members.&lt;br /&gt;
&lt;br /&gt;
Then the game proceeds in typical Roguelike fashion, your party progressing through stages until you reach the end.&lt;br /&gt;
&lt;br /&gt;
Or, more likely, until your whole team is wiped.&lt;br /&gt;
&lt;br /&gt;
Each stage can be a shop, a supply chest, an event, or even a &amp;quot;Slay the Spire&amp;quot;-like rest stop where you can upgrade or heal up.&lt;br /&gt;
&lt;br /&gt;
But most of the time you'll be in a battle.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| At its core, Corrupted is a wave-based Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
Your party will face waves of enemies, and at the start of every wave, you can position your team anywhere on your side of the battlefield, with some hex grid tiles providing buffs or debuffs.&lt;br /&gt;
&lt;br /&gt;
Like with most Auto-Battlers, your units automatically move towards and attack the closest enemy.&lt;br /&gt;
&lt;br /&gt;
A wave ends once all the units on one side is eliminated.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've discussed the familiar Roguelike and Auto-Battler parts, let's talk about the most obvious change: the Card Battler element.&lt;br /&gt;
&lt;br /&gt;
Unlike in Library of Ruina, where every unit has their own deck, here all the party's cards are pooled together to form a single deck.&lt;br /&gt;
&lt;br /&gt;
At the start of the run, this will consist of two Bandages and three starter cards from each member.&lt;br /&gt;
&lt;br /&gt;
You earn new cards by winning battles and also through shops and supply chests.&lt;br /&gt;
&lt;br /&gt;
At the start of combat, you draw an initial hand and begin with three Energy, the latter of which will be used to play cards.&lt;br /&gt;
&lt;br /&gt;
As with other real-time card games, you draw and gain Energy at regular intervals.&lt;br /&gt;
&lt;br /&gt;
Since deck sizes are small, the discard pile is shuffled back to the deck once the latter runs out.&lt;br /&gt;
&lt;br /&gt;
Though note that single-use cards are very common in the game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This card game aspect adds an extra layer to the Auto-Battler:&lt;br /&gt;
&lt;br /&gt;
You can't order your units to move or attack, but if you have the cards and energy, you can make them perform special actions.&lt;br /&gt;
&lt;br /&gt;
Cards aren't the only special actions though, and this leads us to the next main feature of the game, the SP and Skill system.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Units gain SP every time they attack, similar to how some fighting games do it with Super meters.&lt;br /&gt;
&lt;br /&gt;
Then once their SP bars are full, they immediately activate their Skills.&lt;br /&gt;
|&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Street_Fighter_III Street Fighter III]&lt;br /&gt;
|-&lt;br /&gt;
| Note that this applies to all units, and not just your party.&lt;br /&gt;
&lt;br /&gt;
Just like how your team's Skills can turn the tide of battle, enemy Skills can also be fatal to your team.&lt;br /&gt;
&lt;br /&gt;
Fortunately, Skills can be interrupted by special effects like Stun or Electrocute, canceling the Skill and reducing the SP so it will take some time before they can attempt again.&lt;br /&gt;
&lt;br /&gt;
You have to time it correctly though, right as they are channeling the skill.&lt;br /&gt;
&lt;br /&gt;
Too early and it won't lower the SP, and too late, well, is too late.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Timing can be a problem, but thankfully the game isn't purely real-time, but real-time with pause.&lt;br /&gt;
&lt;br /&gt;
Things are also practically paused when you're hovering over or using cards.&lt;br /&gt;
&lt;br /&gt;
But what if you don't have a card on hand with an effect that can counter a skill?&lt;br /&gt;
&lt;br /&gt;
Obviously, you can kill them before they activate their ability.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can just let them happen.&lt;br /&gt;
&lt;br /&gt;
And lastly, you can also try to Break or stagger the enemy.&lt;br /&gt;
&lt;br /&gt;
Like Ruina, actually more like Limbus Company, if you deal enough damage to an enemy, a threshold denoted by the white part of their HP bar, you can put them into a Break status, and this also cancels any skills they are channeling.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I can't stress enough how much of the game revolves around the countering and Break mechanics.&lt;br /&gt;
&lt;br /&gt;
When deck building, you want to have enough cards in your deck that can counter skills.&lt;br /&gt;
&lt;br /&gt;
And in combat, you want to hold onto those cards as long as possible, saving them to only be used on dangerous enemies, potentially stun-locking them.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| There's other mechanics like equipment and fusing, but they're fairly typical for the genre.&lt;br /&gt;
&lt;br /&gt;
So let's skip all that and go straight to my critiques.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Corrupted can have what I call the &amp;quot;Overwhelming Force Problem&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is a long tangent but it will be relevant for other games so I'd rather take time to fully explain it here than do it as we go along.&lt;br /&gt;
&lt;br /&gt;
If you just want to know my final thoughts on Corrupted, you can skip to the timestamp on screen.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tangent: The &amp;quot;Overwhelming Force Problem&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Back to the topic...&lt;br /&gt;
&lt;br /&gt;
In order to complete or win in a video game, you generally have to overcome a certain threshold of difficulty.&lt;br /&gt;
&lt;br /&gt;
The simplest way to overcome this is through personal skill.&lt;br /&gt;
&lt;br /&gt;
Maybe you're good at games so you often win at the first try.&lt;br /&gt;
&lt;br /&gt;
Or the game is just too easy so winning isn't a problem.&lt;br /&gt;
&lt;br /&gt;
Or the game is initially too hard, but you eventually learn enough to overcome it.&lt;br /&gt;
|&lt;br /&gt;
| (do I need to link Super Mario Bros wiki page?)&lt;br /&gt;
|-&lt;br /&gt;
| Of course, most games aren't all skill.&lt;br /&gt;
&lt;br /&gt;
Some have progression mechanics that help a player to get over that threshold.&lt;br /&gt;
&lt;br /&gt;
There's leveling and meta progression which unfortunately includes pay-to-win microtransactions.&lt;br /&gt;
|&lt;br /&gt;
| P4G and VS already linked above&lt;br /&gt;
|-&lt;br /&gt;
| Then there's the Randomness factor.&lt;br /&gt;
&lt;br /&gt;
By dynamically changing the overall difficulty,&lt;br /&gt;
&lt;br /&gt;
we can prevent games from being too predictable and boring.&lt;br /&gt;
&lt;br /&gt;
Sometimes this means that the game is harder than usual, but sometimes it might give you an easier cycle for a boss.&lt;br /&gt;
&lt;br /&gt;
For this graph, however, we'll keep the threshold static and put Randomness alongside the other factors.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This leads us to a formula:&lt;br /&gt;
&lt;br /&gt;
Your Skill plus Progression plus Randomness must be greater than the Difficulty threshold in order to win the game.&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;Overwhelming Force&amp;quot; scenario is what happens when your character becomes so powerful that Skill doesn't really matter anymore.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Note that this isn't a problem yet, as in some games getting to this point is intentional, like in JRPGs or other grinding-heavy genres.&lt;br /&gt;
&lt;br /&gt;
In those, the Progression factor can make both Skill and Randomness seem insignificant.&lt;br /&gt;
&lt;br /&gt;
What can turn this into a problem is if this wasn't the intent of the game, and players just ended up grinding levels because it's easier or more fun than actually learning to be better at it.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea - Nipon Ichi Software]&lt;br /&gt;
|-&lt;br /&gt;
| The Overwhelming Force scenario can also happen with the Randomness factor, with a good example being Roguelikes.&lt;br /&gt;
&lt;br /&gt;
Again, this isn't a problem on its own.&lt;br /&gt;
&lt;br /&gt;
You can win in well-designed Roguelikes with a good mix of all 3 factors.&lt;br /&gt;
&lt;br /&gt;
Sure, sometimes RNG screws you over, but experience can help make up for it.&lt;br /&gt;
&lt;br /&gt;
And sometimes you get too lucky that Randomness alone gives you the Overwhelming Force.&lt;br /&gt;
&lt;br /&gt;
The problem arises in poorly designed Roguelikes, or in higher difficulty challenges.&lt;br /&gt;
&lt;br /&gt;
There, you absolutely need the RNG to give you broken builds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you'll outright lose the run.&lt;br /&gt;
&lt;br /&gt;
The skill here is relatively minimal, mostly just the knowledge of broken builds and not blundering.&lt;br /&gt;
| I didn't bother after (The Silent's) Ascension 1 lol&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then there's Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
I'm not going to argue whether this is a problem or not, but point is, you generally need&lt;br /&gt;
&lt;br /&gt;
Overwhelming Force to win in Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
In the other video, I theorized that this was the reason why Project Moon switched from a pure Auto-Battler to a more tactical setup:&lt;br /&gt;
&lt;br /&gt;
It's simply not fun to lose because your units are being silly.&lt;br /&gt;
&lt;br /&gt;
Conversely, it's much more fun to be able to win a potentially losing situation by figuring out how to turn things around.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Corrupted Critiques&lt;br /&gt;
|-&lt;br /&gt;
| To wrap up this long tangent, I'm just gonna point out that Corrupted is a Roguelike Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
In its defense, Corrupted does have a way to address this problem through its card mechanics.&lt;br /&gt;
&lt;br /&gt;
But at this point in development, it's not quite there yet.&lt;br /&gt;
&lt;br /&gt;
Even if you do get to build a good deck, if you don't have the right team composition and weren't able to find the right equipment and upgrades in the early game, you won't have the tankiness and DPS needed to beat the later levels.&lt;br /&gt;
&lt;br /&gt;
Basically, the devs just need to add a bit more depth to the card battler part to make up for the inherent flaws of Roguelike Auto-Battlers.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As for other the problems, well, it's an Early Access Game that was last updated last year.&lt;br /&gt;
&lt;br /&gt;
So you've got your usual localization problems, all the way to repeatable crashes.&lt;br /&gt;
&lt;br /&gt;
Which is unfortunate, as the game can be fun to play when things work as intended.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But the biggest problem, at least for this video, is that, on top of the lack of updates, there is no demo.&lt;br /&gt;
&lt;br /&gt;
Like I said in the intro, it's up to you to decide whether shelling out money just to try out the game at this point is a good idea or not.&lt;br /&gt;
&lt;br /&gt;
And that's all I have to say about Corrupted, an alternate universe version of Library of Ruina's combat mechanics, where the normal part is a weird one, and vice versa.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 2: Private Military Manager&lt;br /&gt;
|-&lt;br /&gt;
| The next game I played on stream was Private Military Manager.&lt;br /&gt;
&lt;br /&gt;
Coincidentally, its tagline, &amp;quot;Tactical Auto Battler&amp;quot; is what I'd use if I have to describe Project Moon's combat system in as few words as possible.&lt;br /&gt;
&lt;br /&gt;
Let's see how the game compares...&lt;br /&gt;
| Developer: 5minlab Corp.&lt;br /&gt;
Version Reviewed: Demo&lt;br /&gt;
| [https://store.steampowered.com/app/2564320/Private_Military_Manager_Tactical_Auto_Battler/  Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| In Private Military Manager, you're the boss of a PMC working in a fictional South American nation after the fall of the Soviet Union.&lt;br /&gt;
&lt;br /&gt;
You're then contacted by someone in The Company who hires you to sow some chaos among the cartels by blowing up a warehouse and abducting a facility manager.&lt;br /&gt;
&lt;br /&gt;
You have 3 weeks to train your team and plan how they will execute the operation.&lt;br /&gt;
&lt;br /&gt;
You can test out the plan in a kill house built by your crew based on the information provided by the client.&lt;br /&gt;
&lt;br /&gt;
The demo tutorial begins with one such test, with your default team kitted with default equipment and performing default orders.&lt;br /&gt;
&lt;br /&gt;
It doesn't turn out well with a good portion of your team &amp;quot;dying&amp;quot; in the simulation.&lt;br /&gt;
| The Company AKA The CIA &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So for the next 3 weeks, you'll be working towards a perfect operation.&lt;br /&gt;
&lt;br /&gt;
You set the training schedule of each of your members, building up stats that they lack.&lt;br /&gt;
&lt;br /&gt;
At the same time, you also have to keep an eye on other stats like health, mood, and discipline.&lt;br /&gt;
&lt;br /&gt;
And there will be events that randomly happen that will raise or lower them.&lt;br /&gt;
&lt;br /&gt;
Eventually, you'll be able to hire new recruits, preferably some with roles that you don't have yet like a Breacher or a Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
The market will also open, letting you buy better gear for your team.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Enough of the side content, and let's go back to the Auto-Battler part.&lt;br /&gt;
&lt;br /&gt;
In the Squad screen, you can assign who will participate in the operation, what they will bring, and more importantly, what they will do.&lt;br /&gt;
&lt;br /&gt;
The demo scenario is split into six sections, and there will be special actions available for each of the phases of the operation.&lt;br /&gt;
&lt;br /&gt;
For example, the 2nd part can be breached by explosives if you've got a Breacher.&lt;br /&gt;
&lt;br /&gt;
You can run through a simulation every day, and you don't suffer any penalties in losing.&lt;br /&gt;
&lt;br /&gt;
At the end of every week, however, your client will visit and watch how your team performs.&lt;br /&gt;
&lt;br /&gt;
Failing that will result in an immediate game over.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| If you succeed, the simulation's difficulty is raised the following week.&lt;br /&gt;
&lt;br /&gt;
You'll get more guards, and some of them may have better gear like shields.&lt;br /&gt;
&lt;br /&gt;
As the loop continues, train your team, improve their gear, test run some simulations, and get evaluated at the end of the week.&lt;br /&gt;
&lt;br /&gt;
If you pass all 3 inspections, you have 7 days to complete the real operation.&lt;br /&gt;
&lt;br /&gt;
And after doing your final preparations, you conduct it, and the demo ends.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's Private Military Manager, at least what the demo is about.&lt;br /&gt;
&lt;br /&gt;
I may have skipped a couple of stuff, like Dispatch mechanics, or how grenades and formation orders prevent the game from being a pure Auto-Battler, but I've covered what needs to be covered.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Onto the critiques, starting with the tagline: &amp;quot;Tactical Auto-Battler&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For one, it's definitely nothing compared to Project Moon's combat.&lt;br /&gt;
&lt;br /&gt;
And compared to other tactical simulators like Door Kickers or the OG Rainbow Six, PMM is also doing its own thing despite the similarities.&lt;br /&gt;
&lt;br /&gt;
In the end, I couldn't really say that they got the tagline right, mainly because the demo is pretty limited.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1239080/Door_Kickers_2_Task_Force_North/ Door Kickers 2: Task Force North]&lt;br /&gt;
[https://www.youtube.com/watch?v=A-Cldz20iGo PC Longplay - Tom Clancy's Rainbow Six (Part 1 of 2) ]&lt;br /&gt;
|-&lt;br /&gt;
| Which in turn is my biggest problem with reviewing it:&lt;br /&gt;
&lt;br /&gt;
Despite its three-week in-game length, there's really not much to see here.&lt;br /&gt;
&lt;br /&gt;
The scenario's also too easy; as long as you're not screwed by events like your PMC's getting sick or fighting each other, it's hard to lose.&lt;br /&gt;
&lt;br /&gt;
If this wasn't supposed to be a tutorial level, I'd say this is another prime example of the Overwhelming Force problem that I mentioned in the last game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But the real problem with Private Military Manager is it has stopped development.&lt;br /&gt;
&lt;br /&gt;
That game I mentioned in the intro?&lt;br /&gt;
&lt;br /&gt;
Yep, it's this game.&lt;br /&gt;
&lt;br /&gt;
They've offered refunds to those who bought into Early Access, though if the demo left you wanting for more and you're somehow curious how far they've gone into building the game, it's still available at a heavily discounted price.&lt;br /&gt;
&lt;br /&gt;
Anyway, moving on to games from the next stream.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 3: Tarnished Blood&lt;br /&gt;
|-&lt;br /&gt;
| First is Tarnished Blood, a game set in a dark fantasy nightmare horror world.&lt;br /&gt;
| Developer: Juggler Games&lt;br /&gt;
Version Reviewed: Early Access (Demo available)&lt;br /&gt;
| [https://store.steampowered.com/app/2291700/Tarnished_Blood__Tactic_RPG/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| In the intro, we see our apparent protagonist wake up face to face with a monster.&lt;br /&gt;
&lt;br /&gt;
He eventually kills it with some help from a newly arrived archer.&lt;br /&gt;
&lt;br /&gt;
Then they return to a settlement where you can assemble a party, gear up, and go hunt the next monster.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You might be thinking, doesn't this sound familiar?&lt;br /&gt;
&lt;br /&gt;
And you would be right.&lt;br /&gt;
&lt;br /&gt;
This game is heavily inspired by another game:&lt;br /&gt;
&lt;br /&gt;
Kingdom Death: Monster.&lt;br /&gt;
&lt;br /&gt;
The brutal cooperative tabletop game that's often sold out despite its price tag.&lt;br /&gt;
|&lt;br /&gt;
| [https://shop.kingdomdeath.com/products/kingdom-death-monster-1-5 Kingdom Death: Monster]&lt;br /&gt;
|-&lt;br /&gt;
| Okay, I'm sure you were thinking more of Monster Hunter or perhaps the Souls series, but when you look at the game loop as well as the overall vibe, it's definitely much closer to KDM than those other games.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/582010/Monster_Hunter_World/ Monster Hunter: World - CAPCOM]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, the main reason why I'm featuring Tarnished Blood is its combat, a Timeline-based system where you can assign orders at specific points in time.&lt;br /&gt;
&lt;br /&gt;
This is similar to the tactical planning we've seen with PMM and its predecessors, with the main difference being that you can run simulations before committing, scrubbing through the timeline forward and backward as needed.&lt;br /&gt;
&lt;br /&gt;
While we've seen this attempted in other games before, most notably Frozen Synapse in 2011, and Phantom Brigade in 2020, I haven't seen a game fully iron out its problems as much as Tarnished Blood has.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse - Mode 7]&lt;br /&gt;
[https://store.steampowered.com/app/553540/Phantom_Brigade/ Phantom Brigade - Brace Yourself Games]&lt;br /&gt;
|-&lt;br /&gt;
| Take for example Frozen Synapse.&lt;br /&gt;
&lt;br /&gt;
My main gripe with the game is how in the single player campaign, the stages are randomized and you're not told how the enemy will act.&lt;br /&gt;
&lt;br /&gt;
You can try to predict how they will move, but if you're new to the game and not familiar with the AI, more often than not your predictions will be way off track.&lt;br /&gt;
&lt;br /&gt;
There are obvious reasons why the devs went with this, like PvP, but I think the most likely reason is they thought the game would be too easy if the player knows the enemy's actions.&lt;br /&gt;
&lt;br /&gt;
Basically, what we saw in PMM.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tarnished Blood takes the most obvious solution: crank up the threat posed by the enemy.&lt;br /&gt;
&lt;br /&gt;
This way, despite the timeline appearing overpowered and feel almost like cheating, you have to take full advantage of it just to survive.&lt;br /&gt;
&lt;br /&gt;
But even the timeline may not be enough; it only deals with 60 frames of combat, and the monsters can have attack patterns that play beyond that time span.&lt;br /&gt;
&lt;br /&gt;
So until you're familiar with the monster, you'll have to play safe and avoid giving your team orders that may put them in a bad position in the upcoming rounds.&lt;br /&gt;
| will get hit because we didn't play safe last turn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As for problems with Phantom Brigade's timeline system,&lt;br /&gt;
&lt;br /&gt;
I can't really say much as I haven't bought the game myself.&lt;br /&gt;
&lt;br /&gt;
But from what I've seen from gameplay, timeline predictions aren't that accurate, especially when it comes to attacks.&lt;br /&gt;
&lt;br /&gt;
It kinda makes sense since damage is random, and this system has to ignore the potential branching paths when attacks may or may not destroy a unit.&lt;br /&gt;
| (branching timeline diagram)&lt;br /&gt;
&lt;br /&gt;
Which branch will the timeline show?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the other hand, Tarnished Blood's timeline is mostly deterministic.&lt;br /&gt;
&lt;br /&gt;
It avoids the branching paths problem by giving everything that isn't the monster a single HP.&lt;br /&gt;
&lt;br /&gt;
So attacking any adds, projectiles, or environmental hazards will guarantee their destruction.&lt;br /&gt;
&lt;br /&gt;
And the timeline assumes that attacking the monster wouldn't kill it.&lt;br /&gt;
&lt;br /&gt;
Though if you do kill it, the hunt immediately ends.&lt;br /&gt;
&lt;br /&gt;
Conversely, hits on your units stun them for such a long time that even if they faint, the timeline isn't affected that much.&lt;br /&gt;
&lt;br /&gt;
The timeline even takes into account homing attacks, like this vine originally snaking its way down to this guy.&lt;br /&gt;
&lt;br /&gt;
It changes direction if I tell that guy to jump.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &amp;quot;mostly&amp;quot;, predictions still break sometimes&lt;br /&gt;
&lt;br /&gt;
all of these rocks have only 1 HP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, that's enough for the comparisons and overview of the system, time to talk about how the game actually plays.&lt;br /&gt;
&lt;br /&gt;
In Tarnished Blood, monster hunts can have a party of up to 4 members.&lt;br /&gt;
&lt;br /&gt;
Before the actual Showdown, your team will have to Hunt their target first.&lt;br /&gt;
&lt;br /&gt;
Basically, there will be your usual stops, and in each you'll be given a choice of an event to tackle.&lt;br /&gt;
&lt;br /&gt;
The results of the events can give temporary buffs or debuffs for the upcoming battle, or more permanent effects.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Once that phase is done, you finally get to fight the monster.&lt;br /&gt;
&lt;br /&gt;
They've got a set amount of hit points, and your team has to destroy enough of their parts to kill them.&lt;br /&gt;
&lt;br /&gt;
Like this one which has 6 parts, but one is worth 2 hit points, so you'll need to destroy 3 to 4 parts to win.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As we've talked about earlier, combat is timeline based.&lt;br /&gt;
&lt;br /&gt;
You're given a timeline that shows what will happen in each of the 60 frames of the current round.&lt;br /&gt;
&lt;br /&gt;
However, the markers on the timeline don't tell the whole story, so you'll generally have to scrub forwards and backwards to actually see how the round will play out.&lt;br /&gt;
&lt;br /&gt;
To order your units, you select them on their track on the left side of the timeline.&lt;br /&gt;
&lt;br /&gt;
Then you scroll towards the frame you want them to perform an action, then choose the said action.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Each unit can move and attack a number of times depending on their gear and traits.&lt;br /&gt;
&lt;br /&gt;
The green diamonds are the movement points, running a certain distance requires one, and so does a small jump.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can spend two to perform a stronger jump.&lt;br /&gt;
&lt;br /&gt;
The purple ovals are attack points, and usually your units can only attack once a round.&lt;br /&gt;
&lt;br /&gt;
Whatever action you take, the game will not commit that action to the timeline yet until you confirm it.&lt;br /&gt;
&lt;br /&gt;
This will allow you to play around with the timeline to see how it will play out, and adjust the action as necessary.&lt;br /&gt;
&lt;br /&gt;
Canceling the action will, as you might expect, cancel the order, removing it from the timeline.&lt;br /&gt;
&lt;br /&gt;
Confirming will plant the order into the timeline, allowing you to move on to other actions.&lt;br /&gt;
&lt;br /&gt;
While you can still cancel confirmed orders with a right-click, note that whenever you confirm an order, roots will slowly creep into the timeline, preventing you from modifying actions covered by it.&lt;br /&gt;
&lt;br /&gt;
If this root mechanic is a bit too harsh for your taste, don't worry, you can disable it in the options.&lt;br /&gt;
| 1 Movement Pt. = Run or Small jump&lt;br /&gt;
&lt;br /&gt;
Stronger jumps (second ring) cost 2 MovPts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now let's talk about the weapons a big deal in the monster hunting genre as some monster parts can be strong or weak against certain weapons.&lt;br /&gt;
&lt;br /&gt;
Tarnished Blood doesn't go wild with the resistances, only going for Slash, Blunt, and Pierce.&lt;br /&gt;
&lt;br /&gt;
However, there's an interesting spread of abilities among the different weapon types.&lt;br /&gt;
&lt;br /&gt;
From Swords that charge up a special attack every time it's used,&lt;br /&gt;
&lt;br /&gt;
to Hammers with a spin attack that smashes through projectiles and hazards,&lt;br /&gt;
&lt;br /&gt;
to Bows that can deal increased damage if the unit jumps to certain spots on the field before shooting.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then there's Harpoons, the one that best takes advantage of the timeline system.&lt;br /&gt;
&lt;br /&gt;
It's thrown like a typical spear-like weapon, but it sticks to the monster and a rope showing the tension will be added to the timeline.&lt;br /&gt;
&lt;br /&gt;
You'll then try to position the thrower at the right distance for optimal tension.&lt;br /&gt;
&lt;br /&gt;
(You'll see it as the red rope on the timeline)&lt;br /&gt;
&lt;br /&gt;
Then you can spend a movement point to rip and tear the harpoon off for extra damage.&lt;br /&gt;
&lt;br /&gt;
Getting it right can be tricky, but it's fun once you figure out how to consistently pull it off.&lt;br /&gt;
&lt;br /&gt;
Once you're done with your commands, you can click the Play button to resolve the round.&lt;br /&gt;
&lt;br /&gt;
You get to watch the results, then the next round begins after that.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The fight continues until the monster, or your team, is dead.&lt;br /&gt;
&lt;br /&gt;
I could go on with other stuff about the game, but I think I've covered enough and we've got a lot more games to go through.&lt;br /&gt;
&lt;br /&gt;
I'll wrap this up by pointing out a very important feature in this game that unfortunately, a lot of other games don't have.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A replay function.&lt;br /&gt;
&lt;br /&gt;
Okay, it's not that important, but it can be a great quality of life feature to help you learn from your mistakes.&lt;br /&gt;
&lt;br /&gt;
And it's simply fun to watch.&lt;br /&gt;
&lt;br /&gt;
Seeing units fly around dodging and attacking like this makes me think that the devs accidentally created the blueprint for a turn-based Attack on Titan game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While I love to see replays on more games,&lt;br /&gt;
&lt;br /&gt;
I understand that it's not for every game.  &lt;br /&gt;
&lt;br /&gt;
It's great for WEGO turn-based games, and almost necessary for timeline-based ones.&lt;br /&gt;
&lt;br /&gt;
Frozen Synapse has it, though it's a bit clunky in my opinion.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, Project Moon's combat is an exception, as every turn, Library of Ruina teleports units to their initial positions, screwing up the smoothness of the replay.&lt;br /&gt;
&lt;br /&gt;
I think it's possible with Limbus Company, though it would look very janky.&lt;br /&gt;
| Replays would have to show their actual positions on the field per turn instad of this simplified speed-based &amp;quot;formation&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As for IGOUGO, it can definitely work, with the best example in watching replays of chess games, but it's a bit iffy for JRPGs or tactics games as it highlights the silliness of standing around like idiots.&lt;br /&gt;
| Auto/Quick Battle gives a glimpse of how replays would look like&lt;br /&gt;
| [https://store.steampowered.com/app/1413480/Shin_Megami_Tensei_III_Nocturne_HD_Remaster/ Shin Megami Tensei III: Nocturne - Atlus]&lt;br /&gt;
[https://commons.wikimedia.org/wiki/File:Immortal_Game,_1851.gif Animation of Immortal Game (1851) by Morn, Wikimedia Commons]&lt;br /&gt;
|-&lt;br /&gt;
| And that's Tarnished Blood, hands down the best timeline-based combat I've seen so far.&lt;br /&gt;
&lt;br /&gt;
I do wish the updates were more frequent, though I couldn't really blame the devs considering the small player base.&lt;br /&gt;
&lt;br /&gt;
Anyway, go check it out if you're new to timeline combat and find all of this interesting.&lt;br /&gt;
&lt;br /&gt;
Or if you've already tried Frozen Synapse or Phantom Brigade before and ended up wanting more, maybe this new take on the combat will finally scratch that time-bending itch.&lt;br /&gt;
&lt;br /&gt;
The demo's available on Steam along with its Early Access.&lt;br /&gt;
| these changes would've saved me so much time recording footage...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the way, I didn't talk too much about the Dark Fantasy setting to avoid spoilers...&lt;br /&gt;
&lt;br /&gt;
Let's just say if you're gonna jump in, expect to see darker and weirder stuff compared to your usual monster hunting game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Intro to Card Games&lt;br /&gt;
|-&lt;br /&gt;
| The next game is the reason why there's &amp;quot;Unconventional Card Games&amp;quot; in our criteria.&lt;br /&gt;
&lt;br /&gt;
But first, let's talk about &amp;quot;Conventional&amp;quot; Card Games.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In the beginning, there were Traditional Card Games: Poker, Blackjack, the works...&lt;br /&gt;
&lt;br /&gt;
We can even include adjacent tabletop games here, like Uno and card-based board games.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.pexels.com/video/people-playing-poker-6961922/ People playing Poker - cottonbro studio]&lt;br /&gt;
|-&lt;br /&gt;
| Then Magic: the Gathering came along and introduced a new type of card game:&lt;br /&gt;
&lt;br /&gt;
one where you build a deck from tradeable cards and fight with other players.&lt;br /&gt;
&lt;br /&gt;
This dueling Collectible Card Game style is our 2nd type.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=RZyXU1L3JXk How to Play Magic - The Gathering]&lt;br /&gt;
|-&lt;br /&gt;
| Then things exponentially became more digital, and both got their own video game counterparts.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for CCGs, there was one big problem holding them back in this digital age:&lt;br /&gt;
&lt;br /&gt;
a problem even bigger than making a stable card economy or how to get infinite loops working.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/384180/Prominence_Poker/ Prominence Poker - Pipeworks Studios]&lt;br /&gt;
[https://magic.wizards.com/en/mtgarena Magic: The Gathering Arena]&lt;br /&gt;
|-&lt;br /&gt;
| Single player doesn't work.&lt;br /&gt;
&lt;br /&gt;
The systems are just too complicated to code an AI that is both competent and doesn't feel like cheating.&lt;br /&gt;
&lt;br /&gt;
Sure, there have been attempts like Shandalar and Yu-Gi-Oh! games, but they just don't compare to the real thing.&lt;br /&gt;
&lt;br /&gt;
To make a single player CCG work as a video game, you have to make one from scratch with simpler mechanics.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=NBVKDzti4TI Magic： The Gathering Arena – First Gameplay Video]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Magic:_The_Gathering_(1997_video_game) Magic (1997) aka Shandalar]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Yu-Gi-Oh!_Forbidden_Memories Yu-Gi-Oh! Forbidden Memories]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Yu-Gi-Oh!_Dark_Duel_Stories Yu-Gi-Oh! Dark Duel Stories]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=GCrFIiBWFqc GWENT： The Witcher Card Game – Official Gameplay Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Eventually, Slay the Spire figured things out by going even further and ditching the PvP core altogether, instead going for a far simpler, reactive combat around the Intent system.&lt;br /&gt;
&lt;br /&gt;
It also replaced the deck building with Roguelike mechanics to draft new decks every run.&lt;br /&gt;
&lt;br /&gt;
This ends up creating the 3rd type: Single Player Roguelike Card Games.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Right now, if you search for card games in in Steam or any other video game store or list, pretty much all of the games you'll see fall into these 3 categories.&lt;br /&gt;
&lt;br /&gt;
Yes, even the mostly unconventional Library of Ruina is a mix of the deck building style of the 2nd and the predictive combat of the 3rd.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But there are outliers, one of which is the Mega Man Battle Network series.&lt;br /&gt;
&lt;br /&gt;
A grid-based deckbuilder that sets itself apart from the others by not being turn-based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1798010/Mega_Man_Battle_Network_Legacy_Collection_Vol_1/ Mega Man Battle Network Legacy Collection - CAPCOM]&lt;br /&gt;
|-&lt;br /&gt;
| This particular mix of action-oriented gameplay and tactical card game elements is so unique that, outside of fan games, only one other game has taken the risk to follow it.&lt;br /&gt;
&lt;br /&gt;
One Step from Eden.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/960690/One_Step_From_Eden/ One Step from Eden - Thomas Moon Kang]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 4: Card-en-Ciel&lt;br /&gt;
|-&lt;br /&gt;
| So when a demo popped up in my Steam feed for Card-en-Ciel, I was certain that we finally got another one.&lt;br /&gt;
| Developer: INTI CREATES CO LTD.&lt;br /&gt;
Version Reviewed: Demo&lt;br /&gt;
| [https://store.steampowered.com/app/2730540/CardenCiel/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| Sorry for stringing you along with that long intro, but no, Card-en-Ciel is not a Battle Network-like.&lt;br /&gt;
&lt;br /&gt;
At least, not like how One Step from Eden does it.&lt;br /&gt;
&lt;br /&gt;
It's very much &amp;quot;Slay the Spire&amp;quot;-like, while heavily inspired by Battle Network's combat.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| We'll skip the Roguelike Deckbuilding part, as we've already covered it before, and go straight to the combat.&lt;br /&gt;
&lt;br /&gt;
The battlefield is composed of two 3x3 grids, with your side being the blue on the left.&lt;br /&gt;
&lt;br /&gt;
You can see where the enemy is going to attack by the glowing tiles, and to make this a turn-based version of Battle Network combat, you will see a time value on each enemy.&lt;br /&gt;
&lt;br /&gt;
And if you're familiar with a particularly annoying enemy in Slay the Spire, you should know where this is going...&lt;br /&gt;
&lt;br /&gt;
Every action you make lowers the timer of every enemy.&lt;br /&gt;
&lt;br /&gt;
Once an enemy's timer hits zero, they will attack, dealing their Attack Power as damage to their target, and after which they'll then move to a different location.&lt;br /&gt;
&lt;br /&gt;
The enemy will also do it when you end the turn, so make sure you're not standing on a glowing tile when you do so.&lt;br /&gt;
|&lt;br /&gt;
| [https://slaythespire.wiki.gg/wiki/Time_Eater (Slay the Spire spoiler) where this is going]&lt;br /&gt;
|-&lt;br /&gt;
| Unlike Battle Network, however, you can't directly move your character with the keyboard or controller in Card-en-Ciel.&lt;br /&gt;
&lt;br /&gt;
Instead, each card has a direction under its cost, and right-clicking will move your character towards that direction.  this is free, but will count as an action and lowers enemy timers.&lt;br /&gt;
&lt;br /&gt;
The obvious downside to this is sometimes you won't be able to move in the direction you want, even after building a deck with a good spread of directions.&lt;br /&gt;
&lt;br /&gt;
The game has a couple of other ways to address this problem...&lt;br /&gt;
&lt;br /&gt;
...that we won't cover in this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, you have two attack types.&lt;br /&gt;
&lt;br /&gt;
First is Normal Damage.&lt;br /&gt;
&lt;br /&gt;
This lowers the enemy health, which is displayed as a bar on their right.&lt;br /&gt;
&lt;br /&gt;
Like with Battle Network and One Step from Eden, different cards have different attack patterns.&lt;br /&gt;
&lt;br /&gt;
So some attacks may hit multiple enemies, but if you're out of position, may not even hit any enemies at all.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The next damage type is Break.&lt;br /&gt;
&lt;br /&gt;
This lowers enemy attack and damages their Balance.&lt;br /&gt;
&lt;br /&gt;
Once you fully deplete an enemy's Balance, they will enter Breakdown:&lt;br /&gt;
&lt;br /&gt;
They're stunned and won't act for the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
Any damage they take while in this state is doubled, making it easier to finish them off.&lt;br /&gt;
&lt;br /&gt;
And to top it off, you also get a Cost resource as a bonus for stunning an enemy.&lt;br /&gt;
&lt;br /&gt;
So basically, Break is Stagger Damage from Library of Ruina, with the extra benefit of lowering enemy Attack power, though the stagger lasts one less turn.&lt;br /&gt;
| Stagger DMG ~= Break&lt;br /&gt;
&lt;br /&gt;
* (Stagger Damage)&lt;br /&gt;
* Recover 1 Light when Staggering an enemy&lt;br /&gt;
* Damage resist is Fatal when Staggered&lt;br /&gt;
* Stagger lasts until end of next turn&lt;br /&gt;
&lt;br /&gt;
* Break lowers enemy Attack Power&lt;br /&gt;
* Gain 1 Cost per enemy entering Breakdown&lt;br /&gt;
* Takes double damage when in Breakdown&lt;br /&gt;
* Breakdown lasts until end of turn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Card-en-Ciel has a large amount of keywords even in the demo.&lt;br /&gt;
&lt;br /&gt;
First are the Amps: when you use these cards for movement, you'll get a boost to the next Damage, Break or Draw.&lt;br /&gt;
&lt;br /&gt;
This lasts until you use them so you can charge them up for the next turn.&lt;br /&gt;
&lt;br /&gt;
Then there's Forge, which creates new cards,&lt;br /&gt;
&lt;br /&gt;
Summon, which adds a unit on your grid, providing passives,&lt;br /&gt;
&lt;br /&gt;
and the list goes on....&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Card-en-Ciel's strongest passives, at least in the demo, come in the form of Muses, special additions to your deck that are activated once you fulfill their requirements.&lt;br /&gt;
&lt;br /&gt;
You can recruit Muses by winning certain fights in dungeons, and it seems that there's no limits to how many you can get or activate, so it's not unusual to end up spamming them late in a run.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's Card-en-Ciel, a decent attempt at turning Mega Man Battle Network into a turn-based game.&lt;br /&gt;
&lt;br /&gt;
I kinda prefer some parts of it over the original, but at the end of the day, it's still too much of a departure from the source that One Step from Eden would still be my go-to recommendation for someone looking for a Battle Network fix.&lt;br /&gt;
&lt;br /&gt;
Or just go play the originals.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Normally this would be the time where I'd wrap it up and tell you to try out the demo for yourself...&lt;br /&gt;
&lt;br /&gt;
But first, I have to address the elephant in the room.&lt;br /&gt;
&lt;br /&gt;
The game's overall presentation.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In case you're not familiar with Mega Man Battle Network, that series is a Rockman / Mega Man spin-off that takes place in a separate universe.&lt;br /&gt;
&lt;br /&gt;
It's pretty meta, with many references to the main franchise, from the characters to combat moves.&lt;br /&gt;
&lt;br /&gt;
Card-en-Ciel takes that metaness and dials it up to 11.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In the game, you play as Neon, a hacker that answers a request to save the world.&lt;br /&gt;
&lt;br /&gt;
Well, VR worlds at least.&lt;br /&gt;
&lt;br /&gt;
Some shenanigans have been happening and somehow Mad Obstructive Data or MODs are showing up in games where they shouldn't be.&lt;br /&gt;
&lt;br /&gt;
It's Neon's job to fix this corruption in various game worlds through the power of violence&lt;br /&gt;
&lt;br /&gt;
Or friendship.&lt;br /&gt;
&lt;br /&gt;
Actually violence.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=yNaTZV8qS1I Skyrim - Thomas the Tank Engine Mod (HD)]&lt;br /&gt;
|-&lt;br /&gt;
| This whole multiverse crossover thing is a huge step up from Battle Network's Mega Man-only references, and a weird decision from the developers.&lt;br /&gt;
&lt;br /&gt;
Inti Creates may have their own Mega Man in Gunvolt, as well as other original games, some more infamous than others, but this is not enough to fill a multiverse of different games needed by the setting.&lt;br /&gt;
&lt;br /&gt;
They had to make up a number of fake titles for different genres.&lt;br /&gt;
&lt;br /&gt;
And since they can't really spend too much time on world building, they made the most stereotypical, trope-filled versions of the titles they're referencing.&lt;br /&gt;
&lt;br /&gt;
So you've got legally distinct monster collection game, and generic JRPG, both even more tropey than usual.&lt;br /&gt;
&lt;br /&gt;
They even threw in genres that I didn't expect, like horror-mystery visual novels, 4X strategy games, and even weirder stuff that I won't spoil.&lt;br /&gt;
&lt;br /&gt;
As if that trope overdose isn't enough, don't forget that this is a card game, and every time you play a card or activate a Muse, you will be bombarded by voice lines and scenes...&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/developer/INTICREATES Inti Creates Steam creator page]&lt;br /&gt;
|-&lt;br /&gt;
| Long story short, even as a big Card Game and Tactics fan, Card-en-Ciel might not be your cup of tea.&lt;br /&gt;
&lt;br /&gt;
To be fair to the game, it isn't as bad as some other games we've seen recently.&lt;br /&gt;
&lt;br /&gt;
It's tonally consistent enough that if I somehow convinced myself to fully buy into the setting,&lt;br /&gt;
I could see myself playing through the game with no problems, albeit with tongue fully in cheek.&lt;br /&gt;
&lt;br /&gt;
If you're okay with all of that, the demo's available for you to try out.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| One last thing to point out before we move on, note that I played this game on stream right after Tarnished Blood...&lt;br /&gt;
&lt;br /&gt;
So yeah, in a single stream, I went from a brutal dark fantasy setting,&lt;br /&gt;
&lt;br /&gt;
to a literal RGB Gaming Chair.&lt;br /&gt;
&lt;br /&gt;
Crazy, I know.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Turn Based Fighting Games&lt;br /&gt;
|-&lt;br /&gt;
| For the third stream, I started off with a game that's somewhat related to Tarnished Blood.&lt;br /&gt;
&lt;br /&gt;
When I pointed out that game wasn't mainly based on Monster Hunter but instead Kingdom Death: Monster, it's not because I'm some tabletop gaming connoisseur.&lt;br /&gt;
&lt;br /&gt;
I actually just found out about KDM through the game's Steam description.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| That description mentions another inspiration:&lt;br /&gt;
&lt;br /&gt;
Your Only Move Is HUSTLE.&lt;br /&gt;
&lt;br /&gt;
I didn't talk about this because Tarnished Blood ended up resembling timeline-based games like Phantom Brigade rather than YOMI HUSTLE.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2212330/Your_Only_Move_Is_HUSTLE/ Your Only Move Is Hustle - Ivy Sly]&lt;br /&gt;
|-&lt;br /&gt;
| But what's YOMI HUSTLE, you might ask?&lt;br /&gt;
&lt;br /&gt;
It's a turn-based fighting game.&lt;br /&gt;
&lt;br /&gt;
If that brings up images of people taking turns slapping each other, that's only because you're so used to IGOUGO.&lt;br /&gt;
&lt;br /&gt;
It makes much more sense with WEGO turn-based.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=2oR_1WBmkHM John Cena vs Daniel Bryan, SummerSlam 2013]&lt;br /&gt;
[https://tenor.com/view/slap-wwe-john-cena-daniel-bryan-gif-13365193 looped meme format]&lt;br /&gt;
|-&lt;br /&gt;
| In fact, practically every fighting game nowadays are, at their core, compatible with WEGO, as there's mechanics like frame data and priority rules to determine outcomes of simultaneous actions, like one attack hitting first because it's faster, or an attack overpowering another because it's stronger.&lt;br /&gt;
&lt;br /&gt;
And YOMI HUSTLE is just that, with players submitting moves for their fighters every turn, and the game calculating the outcome.&lt;br /&gt;
|&lt;br /&gt;
| [https://glossary.infil.net/?t=Frame%20Data Frame Data]&lt;br /&gt;
[https://glossary.infil.net/?t=Priority%20System Priority System]&lt;br /&gt;
|-&lt;br /&gt;
| Now, I can't talk about YOMI HUSTLE without also talking about an older turn-based fighting game:&lt;br /&gt;
&lt;br /&gt;
Toribash.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/248570/Toribash/ Toribash - Nabi Studios]&lt;br /&gt;
|-&lt;br /&gt;
| Basically, if YOMI HUSTLE uses the so-called Modern control scheme in fighting games,&lt;br /&gt;
&lt;br /&gt;
Toribash uses a QWOP control scheme.&lt;br /&gt;
&lt;br /&gt;
No, seriously.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.foddy.net/Athletics.html QWOP]&lt;br /&gt;
|-&lt;br /&gt;
| Apart from being one of the few notable turn-based fighting games out there,&lt;br /&gt;
&lt;br /&gt;
Toribash is also notable for being heavily physics and rigging based.&lt;br /&gt;
&lt;br /&gt;
Rather than choose from a list of actions, you decide what your fighter's muscles will do this turn.&lt;br /&gt;
&lt;br /&gt;
So if you tell your fighter to contract their left pec(toral muscles), they will do that for the entirety of the next set of frames dictated by the game mode.&lt;br /&gt;
&lt;br /&gt;
In this case, the next 10 frames.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| If this all sounds painfully difficult,&lt;br /&gt;
&lt;br /&gt;
it actually is.&lt;br /&gt;
&lt;br /&gt;
Though with practice, you can learn to perform some impressive moves under this weird control scheme.&lt;br /&gt;
&lt;br /&gt;
Just to be clear, someone else made this replay, and I'm not showing off for this video.&lt;br /&gt;
&lt;br /&gt;
But this allows me to segue back to YOMI HUSTLE, which also has replay functionality.&lt;br /&gt;
&lt;br /&gt;
And in turn likely inspired Tarnished Blood to have one too.&lt;br /&gt;
&lt;br /&gt;
Anyway, back to introducing the next game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| One of the biggest challenges of this genre is the wide gap in complexity.&lt;br /&gt;
&lt;br /&gt;
Any newbie game developer learning networking can build their own rock-paper-scissors game.&lt;br /&gt;
&lt;br /&gt;
But for a long time, no one's really built a turn-based fighting game that goes between those simple games and Toribash.&lt;br /&gt;
&lt;br /&gt;
Thankfully, YOMI HUSTLE showed up and narrowed the gap.&lt;br /&gt;
&lt;br /&gt;
But even it can look too complicated for outsiders.&lt;br /&gt;
&lt;br /&gt;
So right now, there's still room for more accessible games in this genre.&lt;br /&gt;
&lt;br /&gt;
And the next game might just fill that gap.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 5: Mecha Simultactics&lt;br /&gt;
|-&lt;br /&gt;
| Mecha Simultactics&lt;br /&gt;
| Developer: RJ Arcade&lt;br /&gt;
Version Reviewed: Alpha (ie. demo)&lt;br /&gt;
| [https://store.steampowered.com/app/2898880/Mecha_Simultactics_Alpha/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| As the name implies, it's a turn-based fighting game with mecha.&lt;br /&gt;
&lt;br /&gt;
Battles take place in 3D isometric environments.&lt;br /&gt;
&lt;br /&gt;
And similar to YOMI HUSTLE, each turn players choose between moving, attacking, or performing a special.&lt;br /&gt;
&lt;br /&gt;
Then the game takes all of the units' actions together and resolves the outcome.&lt;br /&gt;
&lt;br /&gt;
If both moves, they just move.&lt;br /&gt;
&lt;br /&gt;
When one side attacks and the other doesn't get out of the way, the latter gets hit.&lt;br /&gt;
&lt;br /&gt;
Pretty basic stuff.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now when one side attacks and the other either attacks or tries to get away, the action Speeds determine which side wins.&lt;br /&gt;
&lt;br /&gt;
That is, higher is better.&lt;br /&gt;
&lt;br /&gt;
It gets more interesting when both sides attack with the same Speed: this ends up as a Clash.&lt;br /&gt;
&lt;br /&gt;
Finally, we see that criteria.&lt;br /&gt;
&lt;br /&gt;
In a Clash, both sides can choose one of 3 possible actions, with a rock-paper-scissors-like outcome.&lt;br /&gt;
&lt;br /&gt;
Or they can choose to spend a Burst to end the clash immediately, sending the enemy flying.&lt;br /&gt;
&lt;br /&gt;
Though if the Clash is two tiles away,&lt;br /&gt;
&lt;br /&gt;
it will miss and will leave the Bursting mech vulnerable.&lt;br /&gt;
| Parry beats Thrust&lt;br /&gt;
Feint beats Parry&lt;br /&gt;
Thrust beats Feint&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Burst can also cancel knockdowns and enemy combos, and puts a mech into Overdrive, increasing its speed for a few turns.&lt;br /&gt;
&lt;br /&gt;
Mechs can only have one Burst however, and must be replenished by filling up the Guts meter through melee attacks.&lt;br /&gt;
&lt;br /&gt;
Then finally, there are Special attacks which are either limited use, or can be replenished by Guts.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fight ends when one side is eliminated, then we're shown a replay of the battle.&lt;br /&gt;
&lt;br /&gt;
Like the other turn-based fighting games, the game saves the replay and you can view it again later.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's pretty much what's in Mecha Simultactics right now.&lt;br /&gt;
&lt;br /&gt;
Overall, it's okay as an initial public demo, and has still a lot of room for updates.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, that also means I don't have much else to say about its current state.&lt;br /&gt;
&lt;br /&gt;
As of this recording, the Alpha is still available for free on Steam and you can even play multiplayer if you've got friends you can drag along for the ride.&lt;br /&gt;
&lt;br /&gt;
If the game leaves you wanting for more, remember there's always YOMI HUSTLE and Toribash, with the latter being free although with modern monetization practices tacked on.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 6: Rune Coliseum&lt;br /&gt;
|-&lt;br /&gt;
| Last game I streamed, but definitely not the least,&lt;br /&gt;
&lt;br /&gt;
Rune Coliseum.&lt;br /&gt;
| Developer: Rafale Software&lt;br /&gt;
Version Reviewed: Early Access v4.5&lt;br /&gt;
| [https://store.steampowered.com/app/2360210/Rune_Coliseum/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| Not gonna bury the lede here: If you're a Slay the Spire enjoyer but is kinda sick of seeing every clone doing the same thing over and over again and wish for a game that uses Project Moon combat elements like clashing and combo strings, check out Rune Coliseum.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1385380/Across_the_Obelisk/ Across the Obelisk - Dreamsite Games]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/2644610/Menace_from_the_Deep/ Menace from the Deep - Flat Lab]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/1232580/Knock_on_the_Coffin_Lid/ Knock on the Coffin Lid - RedBoon]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/981430/Gordian_Quest/ Gordian Quest - Mixed Realms Pte Ltd]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/1140150/Touhou_Lost_Branch_of_Legend/ Touhou: Lost Branch of Legend - Alioth Studio]&lt;br /&gt;
|-&lt;br /&gt;
| Instead of Slaying a Spire, in this game you're a gladiator competing in a Coliseum.&lt;br /&gt;
&lt;br /&gt;
Apart from that, it's the same Roguelike game loop that we've seen in 3 other games before in this video alone.&lt;br /&gt;
&lt;br /&gt;
So let's go straight to the combat...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Every turn has a Preparation phase followed by a Battle phase.&lt;br /&gt;
&lt;br /&gt;
Pretty typical WEGO setup.&lt;br /&gt;
&lt;br /&gt;
In the Preparation Phase, we are shown the enemy's intent and we have to choose how to respond.&lt;br /&gt;
&lt;br /&gt;
Here we also see that Rune Coliseum decided that all gladiatorial battles must be one-on-one duels.&lt;br /&gt;
&lt;br /&gt;
Unlike other games in the genre that pits one against many, or teams against each other.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This one-on-one scheme sidesteps the complicated timing and priority problems that WEGO games have to deal with, with the only downside being that Project Moon veterans will be briefly confused about how the action slots work.&lt;br /&gt;
&lt;br /&gt;
Basically, these are not your typical Action Slots.&lt;br /&gt;
&lt;br /&gt;
These are Action Queues.&lt;br /&gt;
&lt;br /&gt;
In other words, we skip the targeting part and go straight to this thing.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So yeah, action queue.&lt;br /&gt;
&lt;br /&gt;
Your actions are on the left, while the enemy's are on the right.&lt;br /&gt;
&lt;br /&gt;
Actions are resolved from the center outward in the Battle Phase.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| We're getting a bit ahead of ourselves, so let's go back to the Preparation Phase.&lt;br /&gt;
&lt;br /&gt;
Like we said before, the queue shows the enemy's intent.&lt;br /&gt;
&lt;br /&gt;
You can hover over each of the slots to see what they are, and this also conveniently highlights the corresponding slot on the other side.&lt;br /&gt;
&lt;br /&gt;
Another thing to hover over are the small rectangles over the slots to see a ghost preview of the action.&lt;br /&gt;
&lt;br /&gt;
The queue also shows important info so you don't need to hover as much, like the combat outcome in the ghost rectangle.&lt;br /&gt;
&lt;br /&gt;
The check and number refers to unopposed attack damage, and it's also mirrored by the heart and number referring to the taken damage.&lt;br /&gt;
&lt;br /&gt;
There's also numbers in diamonds under the attacks, which we'll get back to in a bit.&lt;br /&gt;
&lt;br /&gt;
And finally, the top of the queue can show special effects&lt;br /&gt;
&lt;br /&gt;
like ranged attacks or stage-specific hazards or buffs.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To play your cards, you drag them up from your hand.&lt;br /&gt;
&lt;br /&gt;
No need to choose slots; it's a queue so most actions can only go to the end of the line.&lt;br /&gt;
&lt;br /&gt;
Canceling can be done by right-click.&lt;br /&gt;
&lt;br /&gt;
Hovering over your cards shows their info, like their costs and effects.&lt;br /&gt;
&lt;br /&gt;
In addition, attacks also show how many actions their startup and recovery will eat up as you play them.&lt;br /&gt;
| Startup Slots ie. how many slots will be used before the attack, if any; can also be a window to interrupt the attack via knockdown or other effects&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, when an attack clashes against another attack, also called a Duel in game terms, the higher value wins.&lt;br /&gt;
&lt;br /&gt;
Unlike Ruina with its all-or-nothing damage, Duel damage is the difference between the winner and the loser.&lt;br /&gt;
&lt;br /&gt;
You might think this reduced damage would lead to slower combat, but many effects in the game can be triggered when an attack wins a Duel, like some attack cards dealing extra damage after winning.&lt;br /&gt;
&lt;br /&gt;
This is what the diamond numbers at the bottom mean.&lt;br /&gt;
&lt;br /&gt;
The blue diamond refers to attack power, while the green is the extra damage if it wins the Duel.&lt;br /&gt;
&lt;br /&gt;
So to avoid taking any damage, you just need to find an attack that matches or exceeds the blue diamond.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alternatively, you can also use Block cards, which work like in Slay the Spire, that is, you get some shields that absorb damage.&lt;br /&gt;
&lt;br /&gt;
What's new here is that the game has a built-in counter mechanic.&lt;br /&gt;
&lt;br /&gt;
Whenever you completely block an attack, you automatically use any Block Pursuit cards in your hand to riposte for free.&lt;br /&gt;
&lt;br /&gt;
This only works if you have a shield, and the number of free counters are limited by your shield's counter count.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I guess it's a good time to mention that Rune Coliseum has an equipment system, and also a class system which restricts to which items they can use.&lt;br /&gt;
&lt;br /&gt;
We won't go too much into detail about either, but for now, we'll just point out that equipment are heavy, and will add Overburdened cards to your deck.&lt;br /&gt;
&lt;br /&gt;
While that may sound like it's gonna be a problem, cluttering up your deck and hand with useless cards, they do have an important use in combat.&lt;br /&gt;
&lt;br /&gt;
You see, by going with the action queue, clashing to attacks isn't as easy as with Ruina.&lt;br /&gt;
&lt;br /&gt;
Your attack has to exactly match the order in the queue for a Duel to occur.&lt;br /&gt;
&lt;br /&gt;
So if your attack is in the 2nd slot, and the enemy is in the 3rd, they won't clash with each other.&lt;br /&gt;
&lt;br /&gt;
And somehow the devs chose not to give a free Wait action.&lt;br /&gt;
&lt;br /&gt;
So here's where Overburdened comes into play.&lt;br /&gt;
&lt;br /&gt;
It's a free card that eats up a slot.&lt;br /&gt;
&lt;br /&gt;
Now the attack matches up.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another way is to just walk forward.&lt;br /&gt;
&lt;br /&gt;
However, this costs 1 resource compared to the free Overburdened.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you don't want to clash or block, you can also jump backwards for 2.&lt;br /&gt;
&lt;br /&gt;
This is also pretty much equivalent to Ruina's Evade mechanic, as it dodges most non-lunging attacks.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now, as much as I'd love to go on talking about all of Rune Coliseum's unique mechanics, there's just too many to cover in a video like this.&lt;br /&gt;
&lt;br /&gt;
I haven't talked about the Ultimate abilities, or how they added a fighting game-themed character to the roster.&lt;br /&gt;
&lt;br /&gt;
Heck, the tutorial even teaches you how to do an infinite combo.&lt;br /&gt;
&lt;br /&gt;
So I'll wrap this up with some critiques about the game, leaving all of those features unexplained for you to find out for yourselves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Before that, however, I do have to point out that this game has two of my most requested features in games.&lt;br /&gt;
&lt;br /&gt;
We've already covered my most requested feature before, a Replay function.&lt;br /&gt;
&lt;br /&gt;
At the end of every battle, Rune Coliseum lets you re-watch full matches in real time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| It also has my 2nd most requested feature, A battle log.&lt;br /&gt;
&lt;br /&gt;
Great for those &amp;quot;what the hell just happened&amp;quot; moments.&lt;br /&gt;
&lt;br /&gt;
Rune Coliseum has this, though sad to say it still needs a lot of work.&lt;br /&gt;
&lt;br /&gt;
On to my critiques.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles - PlayWithFurcifer]&lt;br /&gt;
|-&lt;br /&gt;
| First off, while the sheer amount of content makes it stand out from the sea of bare-bones Slay the Spire clones, it can be daunting to new players.&lt;br /&gt;
&lt;br /&gt;
It's even worse for the developers, who have to figure out how to translate all those concepts to other languages.&lt;br /&gt;
&lt;br /&gt;
A good example would be Parry, an action that's somewhere between a normal attack and a block.&lt;br /&gt;
&lt;br /&gt;
And there's also another Parry keyword, which means that if that action is successful, you get to play a card as a quick, uninterruptible action.&lt;br /&gt;
&lt;br /&gt;
The kicker?&lt;br /&gt;
&lt;br /&gt;
Only Parry Cards can have the latter Parry Keyword, though by default they don't.&lt;br /&gt;
&lt;br /&gt;
Yes, it's that confusing.&lt;br /&gt;
&lt;br /&gt;
Fortunately, they've fixed that in a more recent patch, replacing the latter with &amp;quot;Deflect&amp;quot;, and overall the devs are prioritizing localization issues like this one.&lt;br /&gt;
&lt;br /&gt;
But the point still stands, this is a complicated game and expect to see similar quirks if you plan to dive into the Early Access.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Speaking of Early Access, that's our next problem: there's no demo.&lt;br /&gt;
&lt;br /&gt;
Like Corrupted, Rune Coliseum delisted their demo when their Early Access period started.&lt;br /&gt;
&lt;br /&gt;
To be clear, I'd rather have the devs spend more resources on the main game than maintain a separate demo build, backports and all.&lt;br /&gt;
&lt;br /&gt;
But the thing is, they're kinda expensive outside of sales, and without demos, its hard to recommend checking them out over just getting some other full game.&lt;br /&gt;
&lt;br /&gt;
That said, there are 2 more games in this video that don't have a demo, though I won't be complaining again to avoid sounding like a broken record.&lt;br /&gt;
| technically won't be complaining about no demo game #3&lt;br /&gt;
&lt;br /&gt;
no demo game #4 is also the cheapest among them&lt;br /&gt;
| [https://steamdb.info/app/2007770/ Corrupted: Dawn of Havoc price history]&lt;br /&gt;
[https://steamdb.info/app/2360210/ Rune Coliseum price history]&lt;br /&gt;
|-&lt;br /&gt;
| Now before anyone points out that Library of Ruina also didn't have a demo on its Early Access, and was even more expensive,&lt;br /&gt;
&lt;br /&gt;
in hindsight, it was such a unique experience that it was well worth it.&lt;br /&gt;
&lt;br /&gt;
Most Early Access games nowadays would only dream of delivering what Project Moon did back then.&lt;br /&gt;
| $24.99 Early Access launch price&lt;br /&gt;
&lt;br /&gt;
$60 / ₩60,000 crowdfunding backer package (game + name in credits + OST)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Anyway, back to Rune Coliseum...&lt;br /&gt;
&lt;br /&gt;
My biggest concern with the game right now is how they will change up the combat in Early Access Version 5.&lt;br /&gt;
&lt;br /&gt;
As of this writing, they haven't released the full details yet, so I don't know if I just wasted your time explaining a very different game from what you might have right now.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/news/app/2360210/view/496081831875052100 Early Access v5.0 details]&lt;br /&gt;
|-&lt;br /&gt;
| And that's Rune Coliseum, Slay the Spire with actual Project Moon-like combat, and not just a mod adding Project Moon stuff to Slay the Spire.&lt;br /&gt;
&lt;br /&gt;
Next up are games that I've tried out off-stream, so as I said, all of them will be new even for long-time subscribers.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 7: Sentinel Point Heroes&lt;br /&gt;
|-&lt;br /&gt;
| First is Sentinel Point Heroes,&lt;br /&gt;
&lt;br /&gt;
Yet another Slay the Spire clone.&lt;br /&gt;
| Developer: Jellybane&lt;br /&gt;
&lt;br /&gt;
Version Reviewed: Demo (Early Access available)&lt;br /&gt;
| [https://store.steampowered.com/app/1966810/Sentinel_Point_Heroes/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| Before you close the video, this one has a combat system that we haven't talked about yet:&lt;br /&gt;
&lt;br /&gt;
A Time Cost system.&lt;br /&gt;
&lt;br /&gt;
Not a timeline based system...&lt;br /&gt;
&lt;br /&gt;
well, there is a timeline in this game, but we're getting ahead of ourselves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, the main idea behind a Time Cost system is that each unit is given a set amount of Time Units and every action requires spending those Time Units,&lt;br /&gt;
&lt;br /&gt;
with more significant actions requiring more to execute.&lt;br /&gt;
&lt;br /&gt;
A good example would be X-COM: moving requires few time units per block, while firing depends on the weapon and shooting style.&lt;br /&gt;
&lt;br /&gt;
Say an &amp;quot;Aimed Shot&amp;quot; will require much more time units than a &amp;quot;Snap Shot&amp;quot;.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/7760/XCOM_UFO_Defense/ X-COM: UFO Defense - Mythos Games, MicroProse (aka OG X-COM 1)]&lt;br /&gt;
|-&lt;br /&gt;
| What's different with Sentinel Point Heroes' style of Time Cost is it's a predictive system.&lt;br /&gt;
&lt;br /&gt;
One that goes beyond the expected Slay the Spire style Intent system, and goes straight to Timeline territory.&lt;br /&gt;
&lt;br /&gt;
So yeah, you do have a Timeline so you know what your enemies will be doing.&lt;br /&gt;
&lt;br /&gt;
Then you get to decide whether you're going to use a fast, low time cost action to interrupt the enemy, or use an even slower action if you think that's worth it.&lt;br /&gt;
&lt;br /&gt;
And that's pretty much the game in a nutshell.&lt;br /&gt;
&lt;br /&gt;
Now let's go into the specifics...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Instead of Slaying a Spire, here you're a Superhero out to defend the city from Supervillains.&lt;br /&gt;
&lt;br /&gt;
Same old Type 3 Roguelike Deckbuilding game loop:&lt;br /&gt;
&lt;br /&gt;
You fight, then use the rewards to get new cards and upgrade your hero, and the whole thing repeats until the run ends.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Like we showed earlier, combat also revolves around a timeline where you can see your enemies' next actions.&lt;br /&gt;
&lt;br /&gt;
At the start of the game, you'll only have one enemy, but later on you may see multiple enemies, each with their own actions in the timeline.&lt;br /&gt;
&lt;br /&gt;
You'll then have to play your cards accordingly, say, queuing up a block when there's incoming attacks, or attacking when their guards are down.&lt;br /&gt;
&lt;br /&gt;
The game gives you a couple of tools to help you know if your timing is right.&lt;br /&gt;
&lt;br /&gt;
First, all actions in the timeline tell you how many seconds are left before they resolve.&lt;br /&gt;
&lt;br /&gt;
And conveniently, all enemy actions have a tiny delay, so you won't need to worry about things happening at the same time.&lt;br /&gt;
| resolves in 3.0 seconds&lt;br /&gt;
&lt;br /&gt;
0.1s delay to every enemy = no ties/overlap&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then there's the Planning Mode.&lt;br /&gt;
&lt;br /&gt;
Normally clicking or dragging a card only lets you preview how it would look like in the timeline, but when you activate Planning Mode, you will be able to add multiple cards.&lt;br /&gt;
&lt;br /&gt;
It's just a preview though, you don't actually add them to the timeline, but it can be useful for long-term planning if you're not good at mental math.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now let's talk about the tricky parts, especially if you're coming from other card games.&lt;br /&gt;
&lt;br /&gt;
First is the Time Cost itself.&lt;br /&gt;
&lt;br /&gt;
As a deck builder, you kinda expect there to be some sort of mana or resource system.&lt;br /&gt;
&lt;br /&gt;
I mean, for all the innovations Rune Coliseum brings to the table, the cards still require energy to play.&lt;br /&gt;
&lt;br /&gt;
But in Sentinel Point Heroes, it's all Time Cost, which means you'll have to rethink long-standing concepts like mana curves.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=x9vOgnbWaG8 Taking Your Turn ｜ Magic Foundations ｜ Learn To Play Magic： The Gathering]&lt;br /&gt;
|-&lt;br /&gt;
| The next one is trickier: the concept of a Turn.&lt;br /&gt;
&lt;br /&gt;
In other card games, a turn involves a certain set of phases&lt;br /&gt;
&lt;br /&gt;
Say you draw cards, refresh your mana, do your stuff, then pass the turn.&lt;br /&gt;
&lt;br /&gt;
In this system, a turn only refers to the period between the last action and the next action.&lt;br /&gt;
&lt;br /&gt;
This throws a lot of familiar mechanics into different directions.&lt;br /&gt;
| a &amp;quot;Turn&amp;quot;&lt;br /&gt;
&lt;br /&gt;
we will avoid one hit in htis window because we played a Dodge card&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Take the Blocking mechanic (for example), it's the same old Slay the Spire shields, and also lasts 1 turn...&lt;br /&gt;
&lt;br /&gt;
On one hand, you won't be able to stack shields and you also have to time them correctly to not waste them.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you do time them correctly, you could block multiple attacks with a single card.&lt;br /&gt;
| Block only lasts one turn and doesn't stack (ie. didn't get 6+6 block)&lt;br /&gt;
&lt;br /&gt;
Attacks blocked: 0, 1, 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Note that this relative concept of turns also applies to enemies, like here where you can see 2 different Block time windows.&lt;br /&gt;
&lt;br /&gt;
You could hit the 2nd dude with a Cheap Shot, but not the 1st as they will block it.&lt;br /&gt;
&lt;br /&gt;
However, you can hit the 1st with a Sword Slash at the cost of getting hit by their Whip Arms.&lt;br /&gt;
| 2nd Block will resolve too late (4.2 seconds from now)&lt;br /&gt;
&lt;br /&gt;
1st Block will resolve in time (3.1 seconds from now)&lt;br /&gt;
&lt;br /&gt;
1st Block would expire 8.1 seconds from now, Whip Arms would hit 8.1 seconds from now&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another thing about the Turn change, since Turns are per action, there's no Draw at the start, nor a Discard at the end of turn.&lt;br /&gt;
&lt;br /&gt;
Instead, drawing has a special action on its own called Recovery: you spend time to draw some cards.&lt;br /&gt;
&lt;br /&gt;
You can use Recovery anytime you want,&lt;br /&gt;
&lt;br /&gt;
Though the game automatically discards the leftmost cards when you reach a maximum hand size of 5, pretty small for a game like this.&lt;br /&gt;
&lt;br /&gt;
It's also balanced out by the fact that some mechanics treat Recovery as if it marks the start or end of a &amp;quot;super turn&amp;quot; consisting of multiple turns.&lt;br /&gt;
&lt;br /&gt;
For instance, Combo resets to 0 on Recovery, and Rupture's damage triggers when it's still up when a unit Recovers.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's the gist of the Predictive Time-Cost combat system.&lt;br /&gt;
&lt;br /&gt;
There are other stuff like Sidekicks and Resolve, but they're not as groundbreaking, and similar mechanics are present in other Slay the Spire-likes.&lt;br /&gt;
&lt;br /&gt;
Overall, it's a decent enough attempt at a hybrid combat system, and I have no major complaints.&lt;br /&gt;
&lt;br /&gt;
I think the best part about it is while it is technically a WEGO system, it feels like a more conventional IGOUGO turn-based game, so it's a lot easier to pick up for players who aren't really familiar with the former.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| It is, however, a very short demo, and you may end up wanting to see more of the unique combat.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, like Library of Ruina, Sentinel Point Heroes' blend of mechanics is so unique that there really isn't anything out there like it.&lt;br /&gt;
&lt;br /&gt;
But like Ruina, you can find a few out there if you adjust your expectations.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The closest I've found so far is the Polish Persona-like, The Thaumaturge.&lt;br /&gt;
&lt;br /&gt;
It doesn't have the deckbuilding and card game elements, but the Time Cost combined with seeing your opponent's moves in the timeline is there.&lt;br /&gt;
&lt;br /&gt;
And more importantly, it's a full game.&lt;br /&gt;
&lt;br /&gt;
I can't personally recommend it since I haven't tried it myself, but it does seem to be worth checking out.&lt;br /&gt;
&lt;br /&gt;
If you lower your expectations further, you can find stuff like StarCrawlers, which doesn't show the enemy's future attack.&lt;br /&gt;
&lt;br /&gt;
And even further, you'll get to plain old Time Unit and Action Point based games.&lt;br /&gt;
| perhaps &amp;quot;Devil Summoner&amp;quot;-like would be a better SMT analogue&lt;br /&gt;
| [https://store.steampowered.com/app/1684350/The_Thaumaturge/ The Thaumaturge - Fool's Theory]&lt;br /&gt;
[https://store.steampowered.com/app/318970/StarCrawlers/ StarCrawlers - Juggernaut Games]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 8: NITRO GEN OMEGA&lt;br /&gt;
|-&lt;br /&gt;
| For the next game, I have to confess that I don't have any personal footage of it, only some notes that I took the last time I played the demo.&lt;br /&gt;
&lt;br /&gt;
I originally tried it out back in the February Steam Next Fest, same as Sentinel Point Heroes, but I somehow didn't record it.&lt;br /&gt;
&lt;br /&gt;
Anyway, the game is NITRO GEN OMEGA.&lt;br /&gt;
| Developer: DESTINYbit&lt;br /&gt;
&lt;br /&gt;
Version &amp;quot;Reviewed&amp;quot;: Demo (Early Access available)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I couldn't record any new footage of it because they delisted the demo for the Early Access launch, and unlike other games in this video, this one didn't impress me enough to shell out for it.&lt;br /&gt;
&lt;br /&gt;
So this section will be brief and only contain footage from the developer's promo material.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=sg9jsg3cPS4 NITRO GEN OMEGA - Early Access Launch Trailer]&lt;br /&gt;
[https://www.youtube.com/watch?v=-WT-uXee3gY You've seen nothing like this game's combat - NITRO GEN OMEGA Explained]&lt;br /&gt;
|-&lt;br /&gt;
| NITRO GEN OMEGA is a retro-inspired mecha game with a relationship system and, more importantly for this video, a Timeline-based combat system with a hint of...&lt;br /&gt;
&lt;br /&gt;
Battleship?&lt;br /&gt;
&lt;br /&gt;
Let's talk about the mecha part first.&lt;br /&gt;
|&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Battleship_(game) Battleship (game)] &lt;br /&gt;
|-&lt;br /&gt;
| Similar to how real-world tanks have 3-4 roles, in NGO, your mech has a crew of 4, each with a specific role.&lt;br /&gt;
&lt;br /&gt;
The Driver and Gunner roles are similar to their real-world counterparts, responsible for maneuvering and the weapons respectively.&lt;br /&gt;
&lt;br /&gt;
Instead of a Commander, there's an Operator, akin to real-world Combat Systems Officers in aircraft, and is responsible for electronic surveillance and countermeasures.&lt;br /&gt;
&lt;br /&gt;
And finally, the Engineer is part Loader, part... well...&lt;br /&gt;
&lt;br /&gt;
Engineer from other military vehicles like ships or aircraft, responsible for reloading and making sure the systems are working correctly.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
[https://en.wikipedia.org/wiki/Tank#Crew Tank crew]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://commons.wikimedia.org/wiki/File:T72_crew.svg T72 crew by Alexpl, Wikimedia Commons]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Weapon_systems_officer Weapon Systems Officer]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Combat_systems_officer Combat Systems Officer]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Flight_engineer Flight Enginer]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Engine_officer Engine officer]&lt;br /&gt;
|-&lt;br /&gt;
| Combat gives you a timeline where you add your mech's crew's actions, but it's not quite the same as Tarnished Blood or Phantom Brigade's timeline system, as you don't scrub the timeline back and forth to find the optimal frame to move or attack.&lt;br /&gt;
&lt;br /&gt;
Instead, there's a fog of war and a Battleship-like element...&lt;br /&gt;
&lt;br /&gt;
Your enemy's actions are hidden unless you order your Operator to Scan a part of the timeline.&lt;br /&gt;
&lt;br /&gt;
In addition, the enemies can have orders in reserve, which they'll use once you give out orders.&lt;br /&gt;
&lt;br /&gt;
In other words, you'll be taking turns plopping down orders on the timeline.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And once you're done giving orders, you can proceed to the Resolution Phase to see the outcome of the turn.&lt;br /&gt;
&lt;br /&gt;
That's a quick summary of the combat.&lt;br /&gt;
&lt;br /&gt;
So what does my notes say about the February demo?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Main gripe: the animations might quickly get old.&lt;br /&gt;
&lt;br /&gt;
I understand that they're going for an 80s to 90s anime feel, but coming from that era, it just reminded me of how much some titles reused footage over and over.&lt;br /&gt;
&lt;br /&gt;
Perhaps provide a more zoomed out Tactical View as alternative?&lt;br /&gt;
&lt;br /&gt;
It's just weird that the positioning info only takes up a very small part of the screen, with most given to the cinematic stuff.&lt;br /&gt;
| &lt;br /&gt;
| [https://en.wikipedia.org/wiki/Mobile_Suit_Gundam_Wing Gundam Wing] animation reuse meme, couldn't find original compliler&lt;br /&gt;
|-&lt;br /&gt;
| As for the combat mechanics as a whole, I haven't tested it long enough to give a strong opinion.&lt;br /&gt;
&lt;br /&gt;
However, I have a feeling that the fog of war element would lead to the same determinism and branching problems that other Timeline-based combat games face.&lt;br /&gt;
&lt;br /&gt;
The relationship system seems fine, I guess, so maybe check this one out if you want to build your own crew of plucky young pilots and recreate your favorite mecha anime.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 9: Timelake&lt;br /&gt;
|-&lt;br /&gt;
| Next game is another take on Timeline-based combat:&lt;br /&gt;
&lt;br /&gt;
Time-Lake: Time Travel Tactics.&lt;br /&gt;
| Developer: Catenary Games&lt;br /&gt;
&lt;br /&gt;
Version Reviewed: Demo v0.0.6&lt;br /&gt;
| [https://store.steampowered.com/app/3480810/Timelake_Time_Travel_Tactics_Demo/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| As the name implies, this game has an actual time travel element to go along with the timeline scrubbing mechanic, and not just a sci-fi prediction algorithm or whatever magical thing that Tarnished Blood isn't going to explain.&lt;br /&gt;
&lt;br /&gt;
Say you've got an enemy that heals too fast or blinks to a different location every time you hit it, you can Time Jump to the past and bring extra firepower to the battlefield.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's pretty much it.&lt;br /&gt;
&lt;br /&gt;
The rest of the game has stuff like Roguelike elements, but overall the main gimmick is the time travel aspect.&lt;br /&gt;
&lt;br /&gt;
And on paper this should add a puzzle aspect to set it apart, turning it to some sort of Portal for Timeline-based games.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, if you've been paying attention, you should already know my opinion on it.&lt;br /&gt;
&lt;br /&gt;
That is, its timeline mechanics aren't as good as Tarnished Blood.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=TluRVBhmf8w Portal Teaser Trailer] not in Valve's channel as this was pre YouTube, reuploaded by Gamehelper&lt;br /&gt;
|-&lt;br /&gt;
| My full opinion is a bit harsher, so if you do find this concept interesting, just go play the demo to form your own opinions.&lt;br /&gt;
&lt;br /&gt;
And skip to the next game instead of listening to my mini rant on a game that is very early on in development.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Okay, where do I start?&lt;br /&gt;
&lt;br /&gt;
The stylized Art Deco-ish design of the Dream is pretty with all its lights and glimmers, but it's horribly unoptimized.&lt;br /&gt;
&lt;br /&gt;
This game, at its default settings, stresses my system more than demanding FPS games.&lt;br /&gt;
&lt;br /&gt;
Thankfully, they've addressed this by adding Low graphics settings but this is still a reminder for devs regarding demos:&lt;br /&gt;
&lt;br /&gt;
You want to wow prospective players with fancy graphics, but if it's too much for the average gaming rig, you'll just turn them off.&lt;br /&gt;
&lt;br /&gt;
So finding a balance is key.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another problem is with the UI.&lt;br /&gt;
&lt;br /&gt;
It takes some time to get used to, but even after a few hours of playing,&lt;br /&gt;
&lt;br /&gt;
I still can't get over how huge the timeline's default size is.&lt;br /&gt;
&lt;br /&gt;
Yes, you can zoom out and even move it around to make it actually usable, but these changes don't stick.&lt;br /&gt;
&lt;br /&gt;
Next time you'll be in a combat encounter, the enormous timeline's gonna be shoved in your face again.&lt;br /&gt;
| Other Timeline-based games have much narrower track heights&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then there's the time travel mechanic.&lt;br /&gt;
&lt;br /&gt;
This is where that Portal mention comes into play again.&lt;br /&gt;
&lt;br /&gt;
I was expecting the game to encourage you to use the time travel cloning as much and as creatively as possible to do wacky mind-bending stuff in the battlefield.&lt;br /&gt;
&lt;br /&gt;
But no, Time Jumping requires Rubies, a limited resource.&lt;br /&gt;
&lt;br /&gt;
So you end up using it only as a last resort, until you grind enough lower levels to get enough Rubies to last a run.&lt;br /&gt;
| we started stage with 4, currently using 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Which unfortunately leads to other problems.&lt;br /&gt;
&lt;br /&gt;
Not only do you learn to NOT rely on Time Jumping that much, you can also get enough upgrades to Speed and Attack that you end up not needing the time travel mechanic anyway.&lt;br /&gt;
&lt;br /&gt;
Why bother spending Rubies when you can just walk and blast your enemies with one shot?&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Remember what I said about the Roguelike and Auto-Battler problem of upgrades turning your team into an Overwhelming Force, which in turn removes all the player skill from combat, and how in Tarnished Blood it's the opposite and you have to make full use of the tactical options the timeline mechanic gives you just to survive?&lt;br /&gt;
&lt;br /&gt;
Yeah, in Timelake, you can easily become an Overwhelming Force, almost removing the need to use the time travel mechanic.&lt;br /&gt;
&lt;br /&gt;
I hope they remove the Ruby requirement for Time Jumps, or at least be more generous with them.&lt;br /&gt;
&lt;br /&gt;
And instead of powerful upgrades, I'd rather see battles that are more puzzle-like.&lt;br /&gt;
&lt;br /&gt;
Again, like Portal.&lt;br /&gt;
| Expensive Time Travel leads to over-grinding other stats&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Auto-battler Tangent&lt;br /&gt;
|-&lt;br /&gt;
| All this talk about Overwhelming Force might make you think&lt;br /&gt;
&lt;br /&gt;
I really don't like Roguelikes, or the even worse offender, Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But despite this inherent problem with the genres, I still do enjoy playing them.&lt;br /&gt;
&lt;br /&gt;
For Auto-Battlers, I enjoyed the 9 Kings and The King is Watching demo, though not enough to buy them, and I've apparently spent a lot more time than I expected on the Heroes for Hire demo.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
[https://store.steampowered.com/app/2784470/9_Kings/ 9 Kings - Sad Socket]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/2753900/The_King_is_Watching/ The King is Watching - Hypnohead]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/2836070/Heroes_For_Hire__Guild_Micromanagement_Simulator/ Heroes for Hire - Untouch]&lt;br /&gt;
|-&lt;br /&gt;
| However, I can't deny that the lack of tactical decision making makes the battles less satisfying.&lt;br /&gt;
&lt;br /&gt;
It's not uncommon to have Overwhelming Force and steamroll the enemy, or the other extreme where your troops are just too weak,&lt;br /&gt;
&lt;br /&gt;
or worse, do something stupid and you lose in the most unsatisfying way possible.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Some Auto-Battlers try to spice things up by letting you try to optimize the positioning of the units, as well as add some rock-paper-scissors system where some units are much better than others.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/669330/Mechabellum/ Mechabellum - Game River]&lt;br /&gt;
|-&lt;br /&gt;
| But here's what rarely gets mentioned: those have been around since the beginning of Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
The Ancient Art of War, the ancestor to Strategy games, RTSs, and yes, Auto-Battlers, had them way back in 1984.&lt;br /&gt;
|&lt;br /&gt;
| [https://en.wikipedia.org/wiki/The_Ancient_Art_of_War The Ancient Art of War - Dave and Burry Murry]&lt;br /&gt;
|-&lt;br /&gt;
| Positioning your units for optimal performance?  Check.&lt;br /&gt;
&lt;br /&gt;
Rock-Paper-Scissors or a weapon triangle?  Check.&lt;br /&gt;
&lt;br /&gt;
Simple, non-micro level commands like Attack and Retreat?&lt;br /&gt;
&lt;br /&gt;
Lots of Auto-Battlers nowadays don't even have this feature.&lt;br /&gt;
&lt;br /&gt;
We're at the point where it's normal for games in the genre to have less core gameplay elements compared to its 40-year-old ancestor.&lt;br /&gt;
| Barbarians beat Archers&lt;br /&gt;
Archers beat Knights&lt;br /&gt;
Knights beat Barbarians&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then again, you could say Auto-Battlers didn't really stagnate or regress, they just decided to go different directions, like Auto-Chess and whatever we call Backpack Battles' genre is right now.&lt;br /&gt;
|&lt;br /&gt;
| [https://teamfighttactics.leagueoflegends.com/ Teamfight Tactics - Riot Games]&lt;br /&gt;
[https://store.steampowered.com/app/1617400/The_Bazaar/ The Bazaar - Tempo]&lt;br /&gt;
|-&lt;br /&gt;
| However, I'm gonna be blunt here: I don't want all that flash and spectacle.&lt;br /&gt;
&lt;br /&gt;
I still want a genre where I have an army or a party, and I can send them off to attack the enemy without needing to micro them.&lt;br /&gt;
&lt;br /&gt;
But as I said, if you remove the micro-level tactical decision-making, automatically attacking units tend to be very stupid.&lt;br /&gt;
&lt;br /&gt;
What we need is a way for our armies to stop doing stupid things in battle while still retaining their autonomy.&lt;br /&gt;
&lt;br /&gt;
Basically, programming your army.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1127400/Mindustry/ Mindustry - AnukenDev]&lt;br /&gt;
|-&lt;br /&gt;
| Of course, bot programming is way out of many gamers' league.&lt;br /&gt;
&lt;br /&gt;
But the next game might give devs an idea how to address Auto-Battlers' flaws, and maybe even programming games' flaws too.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 10: Auto Rogue&lt;br /&gt;
|-&lt;br /&gt;
| Auto Rogue is yet another game in this list with a familiar Roguelike game loop.&lt;br /&gt;
&lt;br /&gt;
Though this time you're a round bunny thing(?)&lt;br /&gt;
&lt;br /&gt;
You're also running away from Mama, which sort of makes it more like FTL than Slay the Spire.&lt;br /&gt;
| Developer: 定期的な宝物 (@Teitara_Game)&lt;br /&gt;
&lt;br /&gt;
Version Reviewed: Retail V1.05 (Demo available)&lt;br /&gt;
| [https://store.steampowered.com/app/3553210/Auto_Rogue/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, let's start with the familiar parts.&lt;br /&gt;
&lt;br /&gt;
You got your HP, then your Energy, which is used by Skills.&lt;br /&gt;
&lt;br /&gt;
As for the Skills, you start with your basic Strike and Defend.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The intent system here is slightly different, with the game showing the full turn-by-turn action pattern of the enemy.&lt;br /&gt;
&lt;br /&gt;
For example, this slime will alternate between Defending for 3 and Attacking for 5.&lt;br /&gt;
&lt;br /&gt;
By Turn 3, they'll go back to Defending for 3.&lt;br /&gt;
&lt;br /&gt;
Given this info, you have to program your Auto-Battle behavior to win the encounter.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And here's where the conditions come into play.&lt;br /&gt;
&lt;br /&gt;
We want to block when the enemy is attacking,&lt;br /&gt;
&lt;br /&gt;
so we add the &amp;quot;Enemy Attacking&amp;quot; Condition to our block.&lt;br /&gt;
&lt;br /&gt;
This works.&lt;br /&gt;
&lt;br /&gt;
We don't block on the 1st turn, only on the 2nd.&lt;br /&gt;
| Keep using block when &amp;quot;Enemy Attacking&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, notice that we are still adding shields even after fully blocking the attack.&lt;br /&gt;
&lt;br /&gt;
So a more efficient condition would be &amp;quot;Defense Lower Than Attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This way, you still don't block the first turn.&lt;br /&gt;
&lt;br /&gt;
And once we have enough shields on the second turn, we can attack so we finish one turn earlier.&lt;br /&gt;
| Only use block skill when our Defense is lower than their Attack to avoid generating extra shields &lt;br /&gt;
(Also prevents blocking if the enemy isn't attacking)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Depending on your level of programming experience, all of what I just talked about may either confuse you, or feel familiar,&lt;br /&gt;
&lt;br /&gt;
or both.&lt;br /&gt;
&lt;br /&gt;
That's because this isn't your usual programming scheme.&lt;br /&gt;
&lt;br /&gt;
It's not the Procedural Programming that many associate with coding, nor is it even the &amp;quot;Event-Driven&amp;quot; that we see in very high-level beginner programming environments.&lt;br /&gt;
| Lobotomy Corporation decompiled source as example of Procedural Programming&lt;br /&gt;
|&lt;br /&gt;
[https://en.wikipedia.org/wiki/Imperative_programming Imperative (step by step) programming]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Event-driven_programming Event-driven programming]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://commons.wikimedia.org/wiki/File:Scratch_editor_screenshot.png Scratch editor screenshot by MouseCursor, Wikimedia Commons]&lt;br /&gt;
|-&lt;br /&gt;
| It's a Rule-based system.&lt;br /&gt;
&lt;br /&gt;
A lesser-known, but well-established paradigm that's used in lots of places, from text processing, to firewalls, to proprietary business software.&lt;br /&gt;
| &lt;br /&gt;
| [https://en.wikipedia.org/wiki/Rule-based_system Rule-based system]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/AWK AWK]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://opnsense.org/ OPNSense] default firewall rules&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://en.wikipedia.org/wiki/Non-disclosure_agreement Non-disclosure agreement], Limbus Company E.G.O Gift joke&lt;br /&gt;
|-&lt;br /&gt;
| Going back to our program, it's important to not think of these as a series of steps happening one after the other.&lt;br /&gt;
&lt;br /&gt;
Instead, think of it as a &amp;quot;Rule List&amp;quot; that the game repeatedly checks over and over, running only the FIRST entry that you have the resources for and whose conditions are satisfied, if present.&lt;br /&gt;
&lt;br /&gt;
That entry might be at the top of the list or it could be at the bottom.&lt;br /&gt;
&lt;br /&gt;
Regardless, only one entry will be executed per loop.&lt;br /&gt;
| (just pause the video, there's way too much to copy here)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The easiest way to see this in action is if we move the Head-Butt to the 1st slot.&lt;br /&gt;
&lt;br /&gt;
If this was normal programming, you might think that at turn 2, after the first attack, we'll go to the block.&lt;br /&gt;
&lt;br /&gt;
But we don't.&lt;br /&gt;
&lt;br /&gt;
Again, only the 1st entry that satisfies the conditions will be executed.&lt;br /&gt;
&lt;br /&gt;
In this case, the Head-Butt.&lt;br /&gt;
&lt;br /&gt;
Being a later entry, Puff is never used.&lt;br /&gt;
| Head-Butt - 1st action, Puff - 2nd action? (condition is satisfied)&lt;br /&gt;
&lt;br /&gt;
Head-Butt - actual 2nd action for Turn 2&lt;br /&gt;
&lt;br /&gt;
Puff will never be executed because another entry with less strict conditions is in the list with higher priority&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Luckily, we still end up with the same result.&lt;br /&gt;
&lt;br /&gt;
But in higher difficulties, that simple change of order can make a huge difference.&lt;br /&gt;
| Doing the same in Hard mode will result in losing 5 HP (25% of max) and 1 Mama-meter&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Despite what I just explained, there are ways to get the familiar step-by-step processing for those that somehow miss it.&lt;br /&gt;
&lt;br /&gt;
The most obvious is to treat the whole program as an infinite loop, and each entry having a &amp;quot;continue&amp;quot; tacked on.&lt;br /&gt;
&lt;br /&gt;
Then finally, a &amp;quot;break&amp;quot; to terminate if no match is found.&lt;br /&gt;
&lt;br /&gt;
Not a fan of this one, even though it's probably what's happening behind the scenes.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there are ways to get that step-by-step thing without totally breaking the paradigm.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| First is nesting.&lt;br /&gt;
&lt;br /&gt;
Dragging Skills to another will push it one level down.&lt;br /&gt;
&lt;br /&gt;
As long as a parent is triggered, all entries under it will be executed in series, ignoring the priority system at the top level.&lt;br /&gt;
| When a parent is triggered, all entries under it will be executed in series (each condition will still be checked first)&lt;br /&gt;
&lt;br /&gt;
(4) still executed after 2 (and 3)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alternatively, there are keywords that limit how many times a Skill is triggered per turn.&lt;br /&gt;
&lt;br /&gt;
There's &amp;quot;Limit&amp;quot;, which can only be triggered once a battle, and &amp;quot;Rest&amp;quot;, which can only be used once a turn.&lt;br /&gt;
&lt;br /&gt;
When you add Skills of these types at the top of the list, it can feel like they're being processed one after the other, even though it's only happening because they're disabled in future iterations.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Normally this is the part where I give another example, but I understand that many of you would be better off just skipping to the next game.&lt;br /&gt;
&lt;br /&gt;
Maybe you're just not into programming, or maybe you're too into programming, and me explaining further would just take the fun out of exploring the free demo for yourself.&lt;br /&gt;
| Consider skipping to the next game if:&lt;br /&gt;
&lt;br /&gt;
* you don't care about programming&lt;br /&gt;
* you love programming (I might spoil the fun out of figuring out how things work, so go try the demo instead)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Either way, here's my overall thoughts on Auto Rogue so you can skip to the next game.&lt;br /&gt;
&lt;br /&gt;
Yes, I think this is going the right direction to address the problems with both Auto-Battler's stupid units and Programming Games' rigid adherence to conventional paradigms.&lt;br /&gt;
| Even basic automation may go a long way in making auto-battling units a lot smarter&lt;br /&gt;
&lt;br /&gt;
Programming games should try paradigms other than the usual &amp;quot;high-level procedural&amp;quot; (it's too rigid and limitng, a big reason why low-level circuit programming get way more attention eg. Minecraft, Factorio, Terraria, etc)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But I'm not confident that this is the answer we're looking for.&lt;br /&gt;
&lt;br /&gt;
It's still a bit too &amp;quot;program&amp;quot;-y, if that's a term, and I'm not sure how you'd scale it to over dozens of units.&lt;br /&gt;
&lt;br /&gt;
On the plus side, it does a good job of cutting down on the unwinable situations in the Overwhelming Force problem.&lt;br /&gt;
&lt;br /&gt;
Out of all the Roguelikes I've played, I don't recall any other game where I had more success in saving a seemingly lost run just by messing around with the programming conditions.&lt;br /&gt;
&lt;br /&gt;
All in all, I enjoyed the programming-based combat, and I hope other Auto-Battler and Programming Games follow the dev's lead.&lt;br /&gt;
&lt;br /&gt;
Go check out the demo if you're interested.&lt;br /&gt;
&lt;br /&gt;
By the way, I'm also going to spoil the first boss in the demo, so this is your last chance to back out.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Extra Auto Rogue Example&lt;br /&gt;
|-&lt;br /&gt;
| Alright, back to explaining the combat to those that might need it.&lt;br /&gt;
&lt;br /&gt;
Like I said, here I am facing the first boss.&lt;br /&gt;
&lt;br /&gt;
My build revolves around Ice Lance, which deals damage equal to my shields.&lt;br /&gt;
&lt;br /&gt;
The only downside is that it's &amp;quot;Rest&amp;quot;, so I can only use it once a turn.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Before I pop it, I've got to pump up my shields.&lt;br /&gt;
&lt;br /&gt;
And for this, I use Puff with a condition to use it when I have at least 4 Energy.&lt;br /&gt;
&lt;br /&gt;
This condition will make sure I still have 2 Energy for Ice Lance, and it will work even if I have 5 Energy left, leaving the Ice Lance 3 Energy.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As for the rest of the build, I've got strong Relics that give me Shield and Sturdy, and at the start of the battle, I activate 2 Limit skills that give me even more one-time permanent buffs related to Shields.&lt;br /&gt;
&lt;br /&gt;
Let's see how this goes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As mentioned, at the first turn, I activate my Limit Skills.&lt;br /&gt;
&lt;br /&gt;
This leaves me with no energy for Puff, but I still have enough for Ice Lance.&lt;br /&gt;
&lt;br /&gt;
For the rest of the turns, I get to use Puff twice, then attack with Ice Lance to end them.&lt;br /&gt;
&lt;br /&gt;
I also pretty much ignore the enemy's attacks as I have way too much shields.&lt;br /&gt;
&lt;br /&gt;
And this works, winning in 6 Turns.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But if we rewind to Turn 4, we get to see this Egg's gimmick.&lt;br /&gt;
&lt;br /&gt;
Once they go below 50% HP, they get a huge Strength buff in later turns.&lt;br /&gt;
&lt;br /&gt;
Thankfully, they also get a huge debuff when the Egg cracks.&lt;br /&gt;
&lt;br /&gt;
Not only are they stunned, but they also take double damage for that turn.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So to take advantage of that, we could add, say, a Head-Butt before we use the Ice Lance.&lt;br /&gt;
&lt;br /&gt;
Well, let's do it with style.&lt;br /&gt;
&lt;br /&gt;
We're gonna use a Poison Potion and set it to activate on Turn 4.&lt;br /&gt;
&lt;br /&gt;
Potions are, well, potions: single-use items that are removed from your inventory once consumed.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And with that, we win on turn 4.&lt;br /&gt;
&lt;br /&gt;
The battle plays like before until the said turn, wherein we chuck the Poison, then blast them with the Ice Lance for massive damage.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's Auto Rogue's programming combat.&lt;br /&gt;
&lt;br /&gt;
It can't get a while to get used to, but you can always replay your fights, walking through them step by step to help you understand why a Skill was activated at a certain turn or iteration.&lt;br /&gt;
&lt;br /&gt;
There's still other stuff, like the nesting I mentioned earlier, and if you get the full version, other resources to manage, like MP and Research.&lt;br /&gt;
&lt;br /&gt;
But they're out of the scope of this review, so let's move on...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 5: Mecha Simultactics&lt;br /&gt;
|-&lt;br /&gt;
| Our next game is LONESTAR.&lt;br /&gt;
&lt;br /&gt;
Again, I'm not gonna bury the lede here,&lt;br /&gt;
&lt;br /&gt;
If you're a Slay the Spire enjoyer that prefers Ruina combat, but don't wanna go too crazy with new mechanics like in Rune Coliseum, LONESTAR might be for you.&lt;br /&gt;
| Developer: Math Tide&lt;br /&gt;
&lt;br /&gt;
Version Reviewed: Retail V1.0.08&lt;br /&gt;
| [https://store.steampowered.com/app/2056210/LONESTAR/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, you know the drill.&lt;br /&gt;
&lt;br /&gt;
It's Slay the Spire, but with space bounty hunters hunting bounty.&lt;br /&gt;
&lt;br /&gt;
In this universe, beam weapons follow Dragon Ball rules and can clash with each other.&lt;br /&gt;
&lt;br /&gt;
Stronger beam wins and deals damage.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LONESTAR also has a unique take on card mechanics, but before that, let's talk about ship components or Units as they're referred to in the game.&lt;br /&gt;
&lt;br /&gt;
They're what you get to pick from after winning battles and come in two classes: Attack and Support.&lt;br /&gt;
&lt;br /&gt;
You can fit these Units into your ship as long as you don't go over the weight limit.&lt;br /&gt;
&lt;br /&gt;
Rearranging them between battles is also free.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Most Units have slots for Energy, and here we get to our card system.&lt;br /&gt;
&lt;br /&gt;
The cards you draw are Energy Resources, each having a Point value and a Color.&lt;br /&gt;
&lt;br /&gt;
What's different about LONESTAR is that, in your deck, Points and Colors are separate.&lt;br /&gt;
&lt;br /&gt;
For example, your default deck for the Shielder ship has a Point deck with point values from 1 to 5, and a Color deck with 3 White, 2 Blue, and 1 Orange.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Every time you draw, a Point and Color are drawn at random and combined into a single resource.&lt;br /&gt;
&lt;br /&gt;
Note that the Energy in your hand and the resources used to generate them are also separate entities.&lt;br /&gt;
&lt;br /&gt;
This way, when either the Point or Color deck runs out, the respective resources will be reshuffled back to the main pool.&lt;br /&gt;
&lt;br /&gt;
Also, the ones in your hand don't go into any discard pile once used or otherwise consumed.&lt;br /&gt;
| 5 + White&lt;br /&gt;
&lt;br /&gt;
used or destroyed Energy won't go into a &amp;quot;discard pile&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Because of these differences, the game refers to drawing a card with a more appropriate term: &amp;quot;Generating Energy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
We generate three Energy a turn, four in the first turn.&lt;br /&gt;
&lt;br /&gt;
We retain our hand between turns, but can only hold 10 Energy resources;&lt;br /&gt;
&lt;br /&gt;
Any Energy generated when you have a full hand will be destroyed, like in this example where only one went to our hand.&lt;br /&gt;
| only 4 Orange goes to hand, 2 Blue and 6 Blue were destroyed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| All in all, it's a big departure from the usual Slay the Spire draw mechanics, apart from the auto-reshuffling.&lt;br /&gt;
&lt;br /&gt;
Instead, it's more like how Limbus Company does its Skill generation, just with two decks.&lt;br /&gt;
| &amp;quot;Slay the Spire&amp;quot;-style: Used cards go into a discard pile, automatically reshuffle back when drawing on empty deck&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Limbus Company&amp;quot;-style: No discard pile, new shuffled deck is generated when drawing on empty deck (ie. can have extra copies of cards in hand)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've covered Units and Energy, we can now explain how the combat works overall.&lt;br /&gt;
&lt;br /&gt;
LONESTAR has its own set of turn phases.&lt;br /&gt;
&lt;br /&gt;
But for this video, let's simplify it to a standard WEGO setup.&lt;br /&gt;
&lt;br /&gt;
Turns begin with a Startup Phase where the enemy makes their moves, and you generating Energy.&lt;br /&gt;
| Turn Phases (simplified, not actual phases)&lt;br /&gt;
&lt;br /&gt;
* Startup - start of turn effects and actions&lt;br /&gt;
* Loading - preparation / planning phase&lt;br /&gt;
* Showdown - resolution phase&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then comes the Loading Phase.&lt;br /&gt;
&lt;br /&gt;
The 3-column grid in the middle gives you a quick summary of the state of the battle.&lt;br /&gt;
&lt;br /&gt;
The right column shows the enemy's strength at that lane and the center column shows you the outcome of the turn.&lt;br /&gt;
&lt;br /&gt;
In this case, you take all of the damage.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You can then load Energy to your Units, for example, this Basic Core has one slot, and as an Attack Unit, any Energy you assign to it will become its strength value this turn.&lt;br /&gt;
&lt;br /&gt;
Also, we now see our lane's strength on the left column.&lt;br /&gt;
&lt;br /&gt;
Some Units can have special abilities, like this Pair Core where it will gain 2 strength after you assign two of the same Point value to it.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As a side note, the game uses &amp;quot;Strength&amp;quot; to describe the attack value, as &amp;quot;Power&amp;quot; is a different keyword that boosts the attack after loading Energy.&lt;br /&gt;
&lt;br /&gt;
Coming from Slay the Spire, this can be confusing as the latter is similar to how &amp;quot;Strength&amp;quot; works in that game.&lt;br /&gt;
| &amp;quot;Strength&amp;quot; = Attack value (in LONESTAR)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Power&amp;quot; = boosts strength eg. at 5 Power:&lt;br /&gt;
&lt;br /&gt;
unloaded = 0 Strength&lt;br /&gt;
loaded with 2 pt. = 7 Strength&lt;br /&gt;
&lt;br /&gt;
only triggers once a turn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, the results of the clash are calculated by simply subtracting one side from the other, with the stronger ones dealing the difference as damage.&lt;br /&gt;
&lt;br /&gt;
So yeah, not all-or-nothing like Ruina, and more like how Rune Coliseum does it.&lt;br /&gt;
| 2 - 2 = Draw&lt;br /&gt;
&lt;br /&gt;
3 - 2 = they take 1 dmg&lt;br /&gt;
&lt;br /&gt;
4 - 7 = we take 3 dmg&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Once you're done with your turn, the game proceeds to the Showdown phase, and the clash resolves.&lt;br /&gt;
&lt;br /&gt;
Unlike other ship-based games, damage is dealt to the ship as a whole, so you don't need to worry about individual Units being disabled by damage.&lt;br /&gt;
&lt;br /&gt;
Enemy ships are slightly different, though, as they can be staggered.&lt;br /&gt;
| unlike other games, individual Units don't take damage&lt;br /&gt;
| [https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ FTL: Faster Than Light - Subset Games]&lt;br /&gt;
|-&lt;br /&gt;
| The Durability denoted by the value inside the shield tells you how many times lanes have to be damaged in order to Paralyze the enemy.&lt;br /&gt;
&lt;br /&gt;
They won't get to act for a turn, but you don't deal extra damage to them, so you may have to consider just saving your Energy for the next turn if you can't finish them off.&lt;br /&gt;
| unlike other games, you don't deal extra damage to Paralyzed enemies&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the way, beams fired at lanes without Units will deal no damage.&lt;br /&gt;
&lt;br /&gt;
Just like Rune Coliseum when gladiators aren't within range of each other.&lt;br /&gt;
&lt;br /&gt;
And like Rune Coliseum, LONESTAR provides a way to dodge strong attacks or chase down sneaky enemies.&lt;br /&gt;
&lt;br /&gt;
You can move your ship one row up or down at the cost of one Fuel.&lt;br /&gt;
&lt;br /&gt;
It's a limited resource, so unless your build focuses on mobility, you'll only be using this mostly for emergencies.&lt;br /&gt;
| will deal 0 damage to opposing ship&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now let's talk about the Colors.&lt;br /&gt;
&lt;br /&gt;
Some Units have pretty strong powers.&lt;br /&gt;
&lt;br /&gt;
For example, the default Support Unit, Gentle Tap Device, creates a stronger copy of the Energy you load on it, essentially letting you upgrade 2 Energy in your hand for free.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, it has Orange and Blue slots, limiting your options.&lt;br /&gt;
&lt;br /&gt;
Think White, Blue, and Orange as Levels 1, 2, and 3.&lt;br /&gt;
&lt;br /&gt;
Orange slots, being Level 3, can only be loaded with Orange Energy.&lt;br /&gt;
&lt;br /&gt;
Blue slots, on the other hand, can be loaded not only with Blue Energy, but also Orange Energy as the latter is of higher tier.&lt;br /&gt;
&lt;br /&gt;
And lastly, White slots can accept any color, however, White Energy can only be used on White slots.&lt;br /&gt;
| Energy Colors&lt;br /&gt;
&lt;br /&gt;
* White - Level 1&lt;br /&gt;
* Blue - Level 2&lt;br /&gt;
* Orange - Level 3&lt;br /&gt;
&lt;br /&gt;
Orange Slots only accept Orange Energy&lt;br /&gt;
&lt;br /&gt;
Blue Slots can accept Blue Energy and Orange Energy&lt;br /&gt;
&lt;br /&gt;
White Slots can accept any Color&lt;br /&gt;
White Energy can only be used in White Slots&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Because of this core mechanic, a good portion of your runs will revolve around Color management.&lt;br /&gt;
&lt;br /&gt;
Will you pick Units and upgrades such that you don't need Orange resources as much?&lt;br /&gt;
&lt;br /&gt;
Or will you go all-in with the Orange and find stuff that can generate more of that rare resource so you can take advantage of the stronger components?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's LONESTAR in a nutshell.&lt;br /&gt;
&lt;br /&gt;
Again, I've skipped a LOT of stuff that you kinda expect in a game like this.&lt;br /&gt;
&lt;br /&gt;
Overall, I'd still check out Rune Coliseum first if you're hungry for experimental, Ruina-ish combat.&lt;br /&gt;
&lt;br /&gt;
But if you're in the market for a more &amp;quot;pick-up-and-play&amp;quot; experience, basically just want Clashing mechanics in your Slay the Spire clone, LONESTAR may be a better choice.&lt;br /&gt;
&lt;br /&gt;
It's also a full release while being a bit cheaper than the former.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Game 12: Sister of a Dragon&lt;br /&gt;
|-&lt;br /&gt;
| Last game for this video: Sister of a Dragon.&lt;br /&gt;
| Developer: Charlie Oscar, Nikita Kulaga&lt;br /&gt;
&lt;br /&gt;
Version Reviewed: Demo 1.0&lt;br /&gt;
| [https://store.steampowered.com/app/2694810/Sister_of_a_Dragon/ Steam Page]&lt;br /&gt;
|-&lt;br /&gt;
| So far we've seen 5 different games with clashing mechanics, and somehow none of them use a type or elemental system that can affect the clash.&lt;br /&gt;
&lt;br /&gt;
Sure, you might consider Defense as hard counters to Evade in Ruina, or evade being a hard counter to everything in Rune Coliseum and LONESTAR, but an actual type table with different multipliers affecting the clash, we haven't seen it yet.&lt;br /&gt;
|&lt;br /&gt;
| [https://bulbapedia.bulbagarden.net/wiki/Type/Type_chart#Generation_I Pokemon Generation 1 type chart]&lt;br /&gt;
|-&lt;br /&gt;
| That's where Sister of a Dragon steps in.&lt;br /&gt;
&lt;br /&gt;
In this game, combat takes place in a multi-lane grid like in LONESTAR, though here it plays a lot more like a proper lane-defense game.&lt;br /&gt;
&lt;br /&gt;
Before everything else, note that the UI looks a lot more complicated than it really is, and I kinda expect the devs to update it later to be more functional rather than force the hex grid aesthetic.&lt;br /&gt;
| * The hex grid makes combat look more complicated than it really is&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| So to make things a bit less confusing, here's an oversimplified summary of Sister of a Dragon's combat mechanics:&lt;br /&gt;
&lt;br /&gt;
You and your opponent place tokens on different lanes on the board.&lt;br /&gt;
&lt;br /&gt;
Tokens placed this round are on defense.&lt;br /&gt;
&lt;br /&gt;
Tokens on defense that survive this round will advance and attack next round.&lt;br /&gt;
&lt;br /&gt;
Your goal is to punch through the enemy's defenses, eventually eliminating them, all the while making sure that your team survives.&lt;br /&gt;
&lt;br /&gt;
Simple right?&lt;br /&gt;
&lt;br /&gt;
So let's dive into the details.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Rounds are split into different phases, with Enemy and Player Turn being two of those, hence why I'm using &amp;quot;Rounds&amp;quot; as a term instead of Turns.&lt;br /&gt;
&lt;br /&gt;
Anyway, Rounds start with the enemy taking their turn first, placing a number of tokens on the Enemy Zone at their edge of the board.&lt;br /&gt;
&lt;br /&gt;
Their turn ends, and in the Activation Phase, the tokens advance one tile to the center.&lt;br /&gt;
&lt;br /&gt;
Like I said earlier, in this round, these tokens are on defense.&lt;br /&gt;
&lt;br /&gt;
Normally this is the part where we go to the Player Turn, but you don't get to act at the 1st round as the enemy has initiative.&lt;br /&gt;
&lt;br /&gt;
Perhaps this is just for the demo, or probably a player handicap to prevent things from being too easy.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Either way, the enemy having the initiative means all of their initial tokens survive, and will attack next round.&lt;br /&gt;
&lt;br /&gt;
Next round, same thing, the enemy places tokens into their zone, their turn ends, and all their tokens advance to the center.&lt;br /&gt;
&lt;br /&gt;
Again, tokens placed this round are on defense.&lt;br /&gt;
&lt;br /&gt;
But now, the tokens played last round arrive at the Activation Zones and now shimmer, indicating that they will attack this turn.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now it's your turn.&lt;br /&gt;
&lt;br /&gt;
Since the enemy is already attacking, generally you'd want to be on defense this round.&lt;br /&gt;
&lt;br /&gt;
So you figure out which tokens to play to defend against the incoming attack.&lt;br /&gt;
&lt;br /&gt;
Here's where the Schools, the game's term for types or elements, come into play.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You can see the School interactions by right-clicking any token, and in this case, we want to know our options against this Red token, which represents normal Damage.&lt;br /&gt;
&lt;br /&gt;
We check its interactions with our options, which is another normal Damage, and Yellow which is Protection.&lt;br /&gt;
&lt;br /&gt;
Damage on Damage is at -50%, that is, clashing will deduct 50% of the opponent's power to each token,&lt;br /&gt;
| They lose 50% x (our token power)&lt;br /&gt;
&lt;br /&gt;
We lose 50% x 4 = 2 power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| while Damage on Protection is much worse for the Damage side, with it losing 120% of the Yellow's power, the latter only losing 50% of the Red's.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can also right-click your tokens to see the possible interactions.&lt;br /&gt;
| They lose 120% x (our token power)&lt;br /&gt;
&lt;br /&gt;
We lose 50% x 4 = 2 power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In the end, it seems like Protection is the best move here.&lt;br /&gt;
&lt;br /&gt;
So we play our Protection spells, each costing 1 AP, ahead of the attacking Red tokens.&lt;br /&gt;
&lt;br /&gt;
While we're here, let's also play our own Red token so it will attack next round.&lt;br /&gt;
&lt;br /&gt;
Turn ends and our tokens advance 1 column.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| We then go to the Resolution phase where all activated tokens attack.&lt;br /&gt;
&lt;br /&gt;
The Red Damage tokens clash against our defending Yellow Protection tokens.&lt;br /&gt;
&lt;br /&gt;
120% of 5 is 6 and 50% of 4 is 2.&lt;br /&gt;
&lt;br /&gt;
So the Red tokens are destroyed while the Yellow tokens survive with 3 power left.&lt;br /&gt;
| Our Yellow (5) deals 120% to Red = 5 x 1.2 = they lose 6 power&lt;br /&gt;
&lt;br /&gt;
Their Red (4) deals 50% to Yellow = 4 x 0.5 = we lose 2 power&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next round arrives and the enemy takes their turn.&lt;br /&gt;
&lt;br /&gt;
Let's slow things down here and take a closer look at the tokens advancing and activating.&lt;br /&gt;
&lt;br /&gt;
The enemy token went from 1 power to 4 power.&lt;br /&gt;
&lt;br /&gt;
That's the effect of the Activation Zone.&lt;br /&gt;
&lt;br /&gt;
You can hover over a non-activated token&lt;br /&gt;
&lt;br /&gt;
to see what it will activate into once it readies for attack.&lt;br /&gt;
&lt;br /&gt;
And in this case, it goes from 1 power to 4 power.&lt;br /&gt;
&lt;br /&gt;
This also applies to our tokens.&lt;br /&gt;
&lt;br /&gt;
In this example, all of our tokens will go up to 5.&lt;br /&gt;
&lt;br /&gt;
Or go back to 5 in the case of our damaged Protection tokens.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, the battle continues and our Yellow token punches through the defenses.&lt;br /&gt;
&lt;br /&gt;
But deals no damage.&lt;br /&gt;
&lt;br /&gt;
That's another thing to keep in mind: some Schools don't deal damage to certain units.&lt;br /&gt;
&lt;br /&gt;
The Yellow Protection represents protection in general.&lt;br /&gt;
&lt;br /&gt;
This can be shield magic, or parries, or even actual shields.&lt;br /&gt;
&lt;br /&gt;
As a defensive School, almost all units are immune to Protection.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Similarly, the Purple Astral School is sort of the dispel magic of this system.&lt;br /&gt;
&lt;br /&gt;
So while it can be pretty strong against a lot of types, it doesn't deal damage to most units too.&lt;br /&gt;
&lt;br /&gt;
Both might not deal damage, but the trick is to play them ahead of actual damaging tokens, just like I'm doing here.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Moving on to the next lane, we see a full clashing setup in action.&lt;br /&gt;
&lt;br /&gt;
Two Red tokens clashing against each other and surviving.&lt;br /&gt;
&lt;br /&gt;
When tokens survive a clash, they just push through to the next column, which, as we said earlier, are on defense.&lt;br /&gt;
&lt;br /&gt;
The enemy token crashes against our defense and loses enough power to dissipate.&lt;br /&gt;
&lt;br /&gt;
On the other hand, our token is powerful enough to burst through, dealing 2 damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
And finally, in the bottom lane, as expected, Yellow breaks through, dealing no damage but paving the way for the next token.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's the basics of combat.&lt;br /&gt;
&lt;br /&gt;
As for other parts of the game, there really isn't any.&lt;br /&gt;
&lt;br /&gt;
This version of the demo only focuses on the combat, with other parts on the way.&lt;br /&gt;
&lt;br /&gt;
On the bright side, this can be a good thing if you're starting to get sick of the Roguelike game loop we've seen all over this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The current demo might only focus on combat, but with 38 different scenarios exploring different mechanics, it's a step up from the other proof of concept demos we've covered.&lt;br /&gt;
&lt;br /&gt;
Sometimes you're equipped with limited use weapons that you can use instead of relying on the luck of the draw.&lt;br /&gt;
&lt;br /&gt;
And sometimes you have companions who have their own kit and can also tank some damage.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Other scenarios make use of the center of the board.&lt;br /&gt;
&lt;br /&gt;
You might have noticed that, once activated, tokens just zoom towards the other side instead of stepping tile by tile.&lt;br /&gt;
&lt;br /&gt;
And from that, you might think that the center is just for show.&lt;br /&gt;
&lt;br /&gt;
In most scenarios, it really is just for show.&lt;br /&gt;
&lt;br /&gt;
But for others, it's where environmental hazards pop up.&lt;br /&gt;
&lt;br /&gt;
Say you're in a swamp, Toxic Fog tokens will appear and do interesting things to tokens.&lt;br /&gt;
&lt;br /&gt;
It's up to you whether you try to take advantage of them, but also open up opportunities for the enemy to do the same.&lt;br /&gt;
&lt;br /&gt;
Or just destroy them and not worry about the risks.&lt;br /&gt;
| Zooms straight to target instead of moving tile by tile&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The trickiest scenarios are the ones involving tokens that change Schools upon activation, as what might normally be a good response may turn out to be a terrible one if you're not paying attention.&lt;br /&gt;
&lt;br /&gt;
Add in a couple of hazards, and I bet many will just give up calculating the best move and just go for trial and error.&lt;br /&gt;
| An extreme example of Fire, Decay, and Damage boosting each other&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Overall, it's a decent enough proof of concept.&lt;br /&gt;
&lt;br /&gt;
We'll just have to see how it integrates with the main game, with the crafting, deck building, and other possible RPG elements like leveling.&lt;br /&gt;
&lt;br /&gt;
As for the type-based clashing, it seems to work well enough that I hope others copy or build upon it.&lt;br /&gt;
&lt;br /&gt;
Only for ranged combat though, like this game's magic-centric system, I'm still a bit iffy about it working in melee combat, but I'd like to see some devs try to make it work.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Outro&lt;br /&gt;
|-&lt;br /&gt;
| And here's a rundown of the games featured in this video.&lt;br /&gt;
&lt;br /&gt;
In case you're on mobile and find the one-line summaries hard to read, I also put them in the pinned comment.&lt;br /&gt;
&lt;br /&gt;
By now it should be clear why I went with &amp;quot;10+&amp;quot; in the title rather than 12: a couple are very early in development, some barely make the criteria, and I don't even have my own footage for one.&lt;br /&gt;
&lt;br /&gt;
On the other hand, I did touch upon a bunch of other games so I think the &amp;quot;10+&amp;quot; is still valid.&lt;br /&gt;
| pause or see pinned comment for the info&lt;br /&gt;
&lt;br /&gt;
(yellow circle) OVerall not &amp;quot;unconventional&amp;quot; but some mechanics are significantly different from usual&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, my top picks are Rune Coliseum for the sheer amount of stuff they're cramming into the game, though we'll have to see if the upcoming update will retain that level of complexity,&lt;br /&gt;
&lt;br /&gt;
And Tarnished Blood for figuring out a better way to do timeline combat.&lt;br /&gt;
&lt;br /&gt;
Other notable titles are Sister of a Dragon and Auto Rogue for making me spend a bit more effort trying to explain their mechanics,&lt;br /&gt;
&lt;br /&gt;
And Card-en-Ciel, LONESTAR, and Auto Rogue again for being full releases.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As for games that didn't make the list, some fell short of the criteria.&lt;br /&gt;
&lt;br /&gt;
For example, The Great Villainess: Strategy of Lily is technically WEGO, but that's pretty much it.&lt;br /&gt;
&lt;br /&gt;
It's got other stuff like Countering and the Airship, but I don't find them to be that groundbreaking.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2454960/The_Great_Villainess_Strategy_of_Lily/ The Great Villainess: Strategy of Lily - Alliance Arts, One or Eight, WSS Playground]&lt;br /&gt;
|-&lt;br /&gt;
| Then there's games that are just too early in development to give a fair review, like Mana Smack.&lt;br /&gt;
&lt;br /&gt;
Which says a lot considering I featured Timelake and Sentinel Point Heroes.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/3680600/Mana_Smack/ Mana Smack - Paul C.]&lt;br /&gt;
|-&lt;br /&gt;
| There's also games without demos, or if they had, I missed their demo period.&lt;br /&gt;
&lt;br /&gt;
For example, FuRyu has a history of odd takes on turn-based combat with The Caligula Effect, but I can't justify buying Varlet just to see what they did this time around.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
[https://store.steampowered.com/developer/FURYU FuRyu Corporation]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/889600/The_Caligula_Effect_Overdose/ The Caligula Effect]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/3406620/VARLET/ Varlet]&lt;br /&gt;
|-&lt;br /&gt;
| And finally, there's games that arrived too late to include in this video, like Million Depth with its practically turn-based [SUPERHOT] mechanic where everything only moves when you move.&lt;br /&gt;
&lt;br /&gt;
Those late games will have to wait until the next video.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2555950/Million_Depth/ Million Depth - Cyber Space Biotope]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/322500/SUPERHOT/ SUPERHOT - SUPERHOT Team]&lt;br /&gt;
|-&lt;br /&gt;
| That is, if I find enough Ruina-lternatives out there to fill one.&lt;br /&gt;
&lt;br /&gt;
If you know of any that I missed, post them down in the comments so I can check them out.&lt;br /&gt;
&lt;br /&gt;
Again, here's what I'm looking for in a combat system.&lt;br /&gt;
&lt;br /&gt;
And I'll also add the stuff I didn't talk about in this video.&lt;br /&gt;
&lt;br /&gt;
But really, I'll check out any turn-based game if it's weird or unusual enough.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Clair Obscur? Not weird enough.&lt;br /&gt;
&lt;br /&gt;
I need games that are at least 1 or 2 levels weirder than that.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, thanks for watching, especially to those who watched all the way through.&lt;br /&gt;
&lt;br /&gt;
And see you in the next video where I hopefully don't take another half a year to edit it...&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/agecheck/app/1903340/ Clair Obscur: Expedition 33 - Sandfall Interactive]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/Ruinalternatives.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=167</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=167"/>
		<updated>2026-01-29T00:24:29Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki contains notes for Zero's (datenshi zero) [https://www.twitch.tv/datenshizero Twitch streams] and [https://www.youtube.com/channel/UCvjx7FLkj6kygN0o7WCg-PQ YouTube videos].&lt;br /&gt;
&lt;br /&gt;
== The City Runs ==&lt;br /&gt;
&lt;br /&gt;
[[Lobotomy Corporation Lore Run]] episode guide&lt;br /&gt;
&lt;br /&gt;
== The City Guides ==&lt;br /&gt;
&lt;br /&gt;
* [[The_Road_Not_Taken_script|The Road Not Taken]] - a history and overview of Library of Ruina and Limbus Company's unique combat system&lt;br /&gt;
* [[A Guide to Live-Streaming Project Moon Games for New Players]]&lt;br /&gt;
&lt;br /&gt;
=== Lobotomy Corporation ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Lobotomy Corporation&lt;br /&gt;
* [[Lobotomy_Corporation_Essential_Beginner_Tips_script|Essential Beginner Tips]]&lt;br /&gt;
* [[Lobotomy_Corporation_Stats_and_XP_script|Lobotomy Corporation's weirdly complex Stats and XP Mechanics (No Spoilers&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;)]]&lt;br /&gt;
&lt;br /&gt;
=== Library of Ruina ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Library of Ruina pt1&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 English Script]]&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 Notes]]&lt;br /&gt;
&lt;br /&gt;
=== Limbus Company ===&lt;br /&gt;
&lt;br /&gt;
* A quick and dirty guide for confused players&lt;br /&gt;
** full script&lt;br /&gt;
* [[Limbus_Company_Possible_QoL_Changes_Season_5_Script|Quality of Life Changes that I keep thinking about (season 5 edition)]]&lt;br /&gt;
&lt;br /&gt;
== The Outskirts of Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
* [[Ruinalternatives|10+ Games with Unique and Experimental Combat Mechanics | Ruina-lternatives]]&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=166</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=166"/>
		<updated>2025-12-20T02:55:29Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki contains notes for Zero's (datenshi zero) [https://www.twitch.tv/datenshizero Twitch streams] and [https://www.youtube.com/channel/UCvjx7FLkj6kygN0o7WCg-PQ YouTube videos].&lt;br /&gt;
&lt;br /&gt;
== The City Runs ==&lt;br /&gt;
&lt;br /&gt;
[[Lobotomy Corporation Lore Run]] episode guide&lt;br /&gt;
&lt;br /&gt;
== The City Guides ==&lt;br /&gt;
&lt;br /&gt;
* [[The_Road_Not_Taken_script|The Road Not Taken]] - a history and overview of Library of Ruina and Limbus Company's unique combat system&lt;br /&gt;
* [[A Guide to Live-Streaming Project Moon Games for New Players]]&lt;br /&gt;
&lt;br /&gt;
=== Lobotomy Corporation ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Lobotomy Corporation&lt;br /&gt;
* [[Lobotomy_Corporation_Essential_Beginner_Tips_script|Essential Beginner Tips]]&lt;br /&gt;
* [[Lobotomy_Corporation_Stats_and_XP_script|Lobotomy Corporation's weirdly complex Stats and XP Mechanics (No Spoilers&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;)]]&lt;br /&gt;
&lt;br /&gt;
=== Library of Ruina ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Library of Ruina pt1&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 English Script]]&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 Notes]]&lt;br /&gt;
&lt;br /&gt;
=== Limbus Company ===&lt;br /&gt;
&lt;br /&gt;
* A quick and dirty guide for confused players&lt;br /&gt;
** full script&lt;br /&gt;
* [[Limbus_Company_Possible_QoL_Changes_Season_5_Script|Quality of Life Changes that I keep thinking about (season 5 edition)]]&lt;br /&gt;
&lt;br /&gt;
== Other Notes ==&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Stats_and_XP_script&amp;diff=165</id>
		<title>Lobotomy Corporation Stats and XP script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Stats_and_XP_script&amp;diff=165"/>
		<updated>2025-12-20T02:13:37Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://www.youtube.com/watch?v=xRIyKJnDPw8 '''Lobotomy Corporation's weirdly complex Stats and XP Mechanics (No Spoilers&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;)''']&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! Notable On-screen blurbs !! Additional notes and credits&lt;br /&gt;
|-&lt;br /&gt;
| In a previous video, I showed this formula on screen...&lt;br /&gt;
&lt;br /&gt;
...then went on to say that you shouldn't pay too much attention to it and instead just work on the riskiest Abnormalities that you can handle.&lt;br /&gt;
&lt;br /&gt;
Turns out I was right, had I explained all of this properly, I would've derailed that video and easily doubled it in length. &lt;br /&gt;
&lt;br /&gt;
But at the same time, turns out I was also wrong: after spending some time going through the rabbit hole of Lobotomy Corporation's code, I learned about a mistake that almost every player makes when grinding for XP, and it goes against the advice I gave.&lt;br /&gt;
&lt;br /&gt;
So if you've already finished the game and you're just here for the clickbait, skip to the timestamp on screen.&lt;br /&gt;
&lt;br /&gt;
For the rest, I'll be giving you a tour of the game's weirdly complicated Stats and Leveling mechanics.&lt;br /&gt;
| (for the timestamp, scroll down and look for the CLICKBAIT row)&lt;br /&gt;
| [https://www.youtube.com/watch?v=vt3CXBgKDhs Lobotomy Corporation - Essential Beginner Tips]&lt;br /&gt;
|-&lt;br /&gt;
| First, I'll run through some basics about Agent Stats, including the game's Color system.&lt;br /&gt;
&lt;br /&gt;
Next we'll go over the main topic, the Leveling process.&lt;br /&gt;
&lt;br /&gt;
Then we'll expand upon what we just covered and see how deep the Stats rabbit hole goes.&lt;br /&gt;
&lt;br /&gt;
Like with most of my guide videos, I will be avoiding spoilers.&lt;br /&gt;
&lt;br /&gt;
However, I have to spoil some early game Abnormalites to show some concrete examples on how the mechanics work.&lt;br /&gt;
&lt;br /&gt;
If this is still too much of a spoiler for you, come back later once you've fully researched most of them.&lt;br /&gt;
&lt;br /&gt;
Another problem with avoiding spoilers is I also have to avoid talking about some gameplay mechanics that change in the late game.&lt;br /&gt;
&lt;br /&gt;
Rather than wait for another video, I'll just shove them to a short Appendix at the end of this one.&lt;br /&gt;
&lt;br /&gt;
I strongly suggest skipping this part until you've reached the final stretch of the game.&lt;br /&gt;
| '''What We'll Cover'''&lt;br /&gt;
(Spoiler-free)&lt;br /&gt;
&lt;br /&gt;
* Basics of Agent Stats&lt;br /&gt;
* How leveling Stats work (ie. XP calculation formula)&lt;br /&gt;
* Other Stat-related topics&lt;br /&gt;
&lt;br /&gt;
+APPENDIX (full spoilers)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A bit of a disclaimer before we continue…&lt;br /&gt;
&lt;br /&gt;
Most of the info I'll be discussing comes from decompiling the latest version.&lt;br /&gt;
&lt;br /&gt;
While I've verified them through testing, and I will show examples throughout this video, there's a possibility that the decompiled code is inaccurate or more likely, I read the code wrong and the examples may just be a coincidence.&lt;br /&gt;
&lt;br /&gt;
Long story short, don't treat this video as 100% correct and check the comments for any major corrections.&lt;br /&gt;
&lt;br /&gt;
| Decompiled version: Steam v1.0213f1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| '''Agent Stats Mechanics'''&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's start with the basics.&lt;br /&gt;
&lt;br /&gt;
Your agents have 4 Primary Stats, or Virtues in game terms:&lt;br /&gt;
&lt;br /&gt;
Fortitude, Prudence, Temperance, and Justice.&lt;br /&gt;
&lt;br /&gt;
Each corresponds to 1 or more Secondary Stats:&lt;br /&gt;
&lt;br /&gt;
Fortitude determines the Agent's base max HP in game, with each point equal to 1 HP.&lt;br /&gt;
&lt;br /&gt;
Prudence does the same for SP.&lt;br /&gt;
&lt;br /&gt;
The next two aren't as simple. &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Temperance affects the Work Success Rate and Work Speed.&lt;br /&gt;
&lt;br /&gt;
This is what you see when you order your Agents to work on Abnormalities.&lt;br /&gt;
&lt;br /&gt;
...after you unlock all the Work Preferences.&lt;br /&gt;
&lt;br /&gt;
This info window doesn't tell you the actual Success Rate; instead, the text gives you the ranges where your Agent's Success Rate falls into,&lt;br /&gt;
&lt;br /&gt;
with “Very Low” meaning there's less than 20% chance of success per attempt at extracting a Positive Enkephalin box,&lt;br /&gt;
&lt;br /&gt;
“Low” less than 40%,&lt;br /&gt;
&lt;br /&gt;
“Common” at the middle at less than 60%,&lt;br /&gt;
&lt;br /&gt;
then “High”, and finally “Very High” at greater than or equal to 80%.&lt;br /&gt;
&lt;br /&gt;
Success Rate is capped at 95%, and some penalties are applied after that ceiling.&lt;br /&gt;
&lt;br /&gt;
Now that we've explained the mechanics, let's go back to Temperance and the Success Rate stat.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Each point of the Virtue leads to 0.2% better chance of work success.  &lt;br /&gt;
&lt;br /&gt;
That may not seem much, and in many cases it really isn't, but since the game adds it to the base Success Rate rather than multiplying it, the effects of a high Success Rate stat can be huge.&lt;br /&gt;
| 125 extra Temperance = +25%&lt;br /&gt;
&lt;br /&gt;
Added to base 50%, the bonus is effectively +50% (50% vs 75%)&lt;br /&gt;
&lt;br /&gt;
On a 25%, it's +100% (25% vs 50%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Each Temperance point also contributes to 1% faster work speed.&lt;br /&gt;
&lt;br /&gt;
I won't go into detail with the numbers because it's a bit more complicated than Success Rate, but basically a 130 Work Speed Agent will work twice as fast as one as a 15 Work Speed Agent.&lt;br /&gt;
| Work Time is rounded up, the real values are 28.99s and 14.49s&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And finally Justice, contributing to Attack and Movement Speed.&lt;br /&gt;
&lt;br /&gt;
These are even more complicated than the Temperance stats, being tied to Unity's physics engine.&lt;br /&gt;
&lt;br /&gt;
But to keep things simple, you can also treat them as “1 point equals to 1%”, with the same 15 vs 130 comparison.&lt;br /&gt;
&lt;br /&gt;
The numbers don't quite match if you look real closely, but it's close enough for practical purposes.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A stat's value also determines its Level, as shown by the following table:&lt;br /&gt;
&lt;br /&gt;
Starting with Level 1 for stats less than 30,&lt;br /&gt;
&lt;br /&gt;
up to 5 for stats 85 and up.&lt;br /&gt;
&lt;br /&gt;
The game uses these levels to look up success rates for working with Abnormalities, and also uses it in other places, like requirements for equipping E.G.O.&lt;br /&gt;
&lt;br /&gt;
| I stat &amp;lt; 30 &amp;lt;br /&amp;gt;&lt;br /&gt;
II 30 &amp;lt;= stat &amp;lt; 45 &amp;lt;br /&amp;gt;&lt;br /&gt;
III 45 &amp;lt;= stat &amp;lt; 65 &amp;lt;br /&amp;gt;&lt;br /&gt;
IV 65 &amp;lt;= stat &amp;lt; 85 &amp;lt;br /&amp;gt;&lt;br /&gt;
V 85 &amp;lt;= stat &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Adding up stat levels gives you the Agent Level.&lt;br /&gt;
&lt;br /&gt;
Similar to the stats, this goes from Level 1 for Agents with total stats less than 6&lt;br /&gt;
&lt;br /&gt;
to Level 5 for those with a total of 16 or higher.&lt;br /&gt;
| I total &amp;lt; 6 &amp;lt;br /&amp;gt;&lt;br /&gt;
II 6&amp;lt;= total &amp;lt; 9 &amp;lt;br /&amp;gt;&lt;br /&gt;
III 9 &amp;lt;= total &amp;lt; 12 &amp;lt;br /&amp;gt;&lt;br /&gt;
IV 12 &amp;lt;= total &amp;lt; 16 &amp;lt;br /&amp;gt;&lt;br /&gt;
V 16 &amp;lt;= total &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Like Primary Stat levels, Agent levels are used all over the game, like how more senior Agents take less SP damage when working on or suppressing Abnormalities.&lt;br /&gt;
| Higher leveled Agents take less Fear damage on Work or Suppression&lt;br /&gt;
&lt;br /&gt;
* Abnormality Risk &amp;lt;= Agent level = no fear damage&lt;br /&gt;
* 1 Risk level higher = 10% SP fear damage&lt;br /&gt;
* 2 levels higher = 30% SP fear damage&lt;br /&gt;
* 3 levels higher = 60% SP fear damage&lt;br /&gt;
* 4 levels higher = automatically panic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Work and Damage Types (Color System)''&lt;br /&gt;
|-&lt;br /&gt;
| Before we talk about Work, we might as well talk about the 4 colors and the damage types.&lt;br /&gt;
&lt;br /&gt;
As you may have noticed, Lobotomy Corporation doesn't use the usual classical elements for its types,&lt;br /&gt;
&lt;br /&gt;
but instead goes for the biblical Four Horsemen of the Apocalypse.&lt;br /&gt;
&lt;br /&gt;
Fortitude is Red.&lt;br /&gt;
&lt;br /&gt;
And to no one's surprise, Red damage affects HP.&lt;br /&gt;
&lt;br /&gt;
Prudence is White, and White affects SP, both damaging it or healing it.&lt;br /&gt;
&lt;br /&gt;
Temperance is Black, but since Black can be a challenge to show in games, it's represented by dark purple.&lt;br /&gt;
&lt;br /&gt;
Black damage is a combination of the previous two, damaging both.&lt;br /&gt;
&lt;br /&gt;
Or healing SP in the case of panicking agents.&lt;br /&gt;
&lt;br /&gt;
And finally, Justice is Pale.&lt;br /&gt;
&lt;br /&gt;
The in-game color might not match some translations of arguably the most popular horse, but light cyan has its own ties to Death.&lt;br /&gt;
&lt;br /&gt;
Anyway, Pale deals percent damage of the target's max health.&lt;br /&gt;
&lt;br /&gt;
So if after all the attack and defense calculations we end up with 1 Pale damage, it will deal 1% of the target's max HP.&lt;br /&gt;
&lt;br /&gt;
| Revelations 6:1-8&lt;br /&gt;
| Classical Elements:&lt;br /&gt;
* https://commons.wikimedia.org/wiki/File:Four_elements_representation.svg&lt;br /&gt;
* https://commons.wikimedia.org/wiki/File:Wuxing_diagram.svg&lt;br /&gt;
&lt;br /&gt;
Four Horsemen Shin Megami Tensei III: Nocturne Maniax sprites from https://megatenwiki.com/&lt;br /&gt;
* https://megatenwiki.com/images/f/f0/SMT3NM_White_Rider_Artwork.png&lt;br /&gt;
* https://megatenwiki.com/images/8/8d/SMT3NM_Red_Rider_Artwork.png&lt;br /&gt;
* https://megatenwiki.com/images/2/20/SMT3NM_Black_Rider_Artwork.png&lt;br /&gt;
* https://megatenwiki.com/images/5/5c/SMT3NM_Pale_Rider_Artwork.png&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| '''Leveling Mechanics'''&lt;br /&gt;
|-&lt;br /&gt;
| Ok, let's discuss what most of you are here for, the leveling and experience mechanics.&lt;br /&gt;
&lt;br /&gt;
Whenever an Agent works on an Abnormality, they earn experience for the Primary Stat they used.&lt;br /&gt;
&lt;br /&gt;
So if they did Instinct work which corresponds to Fortitude or Red, they'll improve that Primary Stat.&lt;br /&gt;
&lt;br /&gt;
Same thing for Insight with Prudence/White, Attachment with Temperance/Black, and Repression with Justice/Pale.&lt;br /&gt;
&lt;br /&gt;
This experience is added to the stat at the end of the day.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately, this value is hidden.&lt;br /&gt;
&lt;br /&gt;
You can see it with a mod - and for this video I'll be using the More Detailed Info Mod by Yentis from Nexus Mods.&lt;br /&gt;
| The UI doesn't show Experience values until the end of the day&lt;br /&gt;
| [https://www.nexusmods.com/lobotomycorporation/mods/47 More Detailed Info Mod by Yentis (Nexus Mods)]&lt;br /&gt;
|-&lt;br /&gt;
| And by the way, there's a maximum value for the stats.&lt;br /&gt;
&lt;br /&gt;
If a Virtue goes over 100 at the end of the day, the base stat will stay at the 100 ceiling.&lt;br /&gt;
&lt;br /&gt;
Simple enough so far? Let's go a bit deeper...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The game stores Primary Stats as integers, or whole numbers for normal people.&lt;br /&gt;
&lt;br /&gt;
The experience, on the other hand, is stored as floating point numbers AKA not whole numbers.&lt;br /&gt;
&lt;br /&gt;
To see this, let's quickly modify the mod to show the raw value up to 3 decimal places.&lt;br /&gt;
&lt;br /&gt;
And there it is.&lt;br /&gt;
| Temperance XP is NOT +2, it's actually +2.14&lt;br /&gt;
&lt;br /&gt;
not gonna detail what I modified, just watch the video&lt;br /&gt;
| Source: https://github.com/Yentis/LobotomyCorporation-MoreDetailedInfo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;What about rounding?&amp;quot; you might ask.&lt;br /&gt;
&lt;br /&gt;
Well, it just uses the default rounding operation in Unity, round half to even.&lt;br /&gt;
&lt;br /&gt;
Not what some are used to, but that's just how it is.&lt;br /&gt;
| aka Banker's Rounding&lt;br /&gt;
| Rounding references:&lt;br /&gt;
* https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Mathf.RoundToInt.html&lt;br /&gt;
* https://en.wikipedia.org/wiki/IEEE_754#Rounding_rules&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Experience Calculation Formula''&lt;br /&gt;
|-&lt;br /&gt;
| With that matter out of the way, let's finally talk about the experience calculation.&lt;br /&gt;
&lt;br /&gt;
Experience is based on a number of values multiplied with each other, starting with the number of Positive Enkephalin or PE boxes that the Agent successfully extracted.&lt;br /&gt;
&lt;br /&gt;
Then that's multiplied by a value based on the level of the Virtue used.&lt;br /&gt;
&lt;br /&gt;
Then multiplied to another value based on the difference between the Virtue level and the Abnormality's risk level.&lt;br /&gt;
&lt;br /&gt;
Then multiplied again on a factor based on the remaining HP or SP of the Agent after the work.&lt;br /&gt;
&lt;br /&gt;
And multiplied one last time to bonuses received from the Training Team.&lt;br /&gt;
&lt;br /&gt;
Let's go through them one by one.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The PE box part is self explanatory:&lt;br /&gt;
&lt;br /&gt;
given two identical Agents working on the same Abnormality, receiving similar damage, but with different number of PE boxes extracted, the experience will be different but proportional.&lt;br /&gt;
&lt;br /&gt;
This factor also begins the trend of higher risk situations giving more experience, as higher risk Abnormalities have a higher maximum box count.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The next one's also easy, it just means that the higher the Primary Stat corresponding to the work, the less experience it will get per PE box.&lt;br /&gt;
| XP is multiplied to a value based on the Level of Virtue used:&lt;br /&gt;
&lt;br /&gt;
I 0.60 &amp;lt;br /&amp;gt;&lt;br /&gt;
II 0.55 &amp;lt;br /&amp;gt;&lt;br /&gt;
III 0.50 &amp;lt;br /&amp;gt;&lt;br /&gt;
IV 0.45 &amp;lt;br /&amp;gt;&lt;br /&gt;
V 0.40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Again, all things equal, the Agent with a higher level in the stat will get less experience.&lt;br /&gt;
| Even with a higher PE Box count, the other factors greatly reduced the final XP value, with the Risk-Level factor giving the biggest penalty.&lt;br /&gt;
&lt;br /&gt;
(basically, Agents working on abnormalities that are easy for them gives little XP)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next is based on the risk level: a lesser skilled Agent working on Risky Abnormalities will get more experience compared to a higher skilled one.&lt;br /&gt;
&lt;br /&gt;
This is calculated by first giving values to the risk levels, with Zayin being 1 and Aleph being 5, and subtracting it to the stat's level.&lt;br /&gt;
&lt;br /&gt;
Then this table tells you the bonus or penalty that the Agent will get to experience.&lt;br /&gt;
| Zayin = 1... Aleph = 5&lt;br /&gt;
&lt;br /&gt;
Subtract the Risk value to the virtue (Level - Risk) to get the factor:&lt;br /&gt;
&lt;br /&gt;
-3 : 1.4 &amp;lt;br /&amp;gt;&lt;br /&gt;
-2 : 1.2 &amp;lt;br /&amp;gt;&lt;br /&gt;
-1 : 1.0 &amp;lt;br /&amp;gt;&lt;br /&gt;
0 : 1.0 &amp;lt;br /&amp;gt;&lt;br /&gt;
1 : 0.8 &amp;lt;br /&amp;gt;&lt;br /&gt;
2 : 0.6 &amp;lt;br /&amp;gt;&lt;br /&gt;
3 : 0.4 &amp;lt;br /&amp;gt;&lt;br /&gt;
4 : 0.2 &amp;lt;br /&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Some of you might notice something missing from this table -&lt;br /&gt;
&lt;br /&gt;
Where's the “-4”?&lt;br /&gt;
&lt;br /&gt;
Or what will happen if someone with a Level 1 stat works on an Aleph?&lt;br /&gt;
&lt;br /&gt;
It's the default “1”.&lt;br /&gt;
&lt;br /&gt;
Possibly a bug, though it's more likely that the devs weren't expecting Level 1 Agents to survive the encounter.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Let's skip the hard part and go straight to the Training team bonuses.&lt;br /&gt;
&lt;br /&gt;
This value starts at 1 and increases the more bonuses you have.&lt;br /&gt;
&lt;br /&gt;
If you've researched Supply Education Manuals, you add 0.5 for an overall 50% bonus.&lt;br /&gt;
&lt;br /&gt;
Then you get a bonus based on how many Clerks are still alive, from 0 at no Clerks, to 0.05 at full capacity.&lt;br /&gt;
&lt;br /&gt;
Then members of the Training Team get their continuous service bonuses:&lt;br /&gt;
&lt;br /&gt;
a newly transferred Agent gets 0.05, one with 3-6 days in the team gets 0.1, and 7 or more days gets 0.15.&lt;br /&gt;
&lt;br /&gt;
The Captain, who already has +4 to all stats, will get less at 0.04.&lt;br /&gt;
&lt;br /&gt;
Add that all up, and you get a value from 1 to 1.7.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Damage Factor''&lt;br /&gt;
|-&lt;br /&gt;
| Now comes the hard part, the damage factor.&lt;br /&gt;
&lt;br /&gt;
The more an Agent is damaged during work, the more experience they'll get. &lt;br /&gt;
&lt;br /&gt;
For Red Work, the game checks the remaining HP of the Agent.&lt;br /&gt;
&lt;br /&gt;
If it's higher than 70%, they get a penalty; if lower than 20%, they get a bonus.&lt;br /&gt;
| XP Multiplier (remaining HP)&lt;br /&gt;
* 0.4 - HP &amp;gt;= 90%&lt;br /&gt;
* 0.6 - 90% &amp;gt; HP &amp;gt;= 80%&lt;br /&gt;
* 0.8 - 80% &amp;gt; HP &amp;gt;= 70%&lt;br /&gt;
* 1.0 - 70% &amp;gt; HP &amp;gt; 20%&lt;br /&gt;
* 1.3 - 20% &amp;gt;= HP &amp;gt; 10%&lt;br /&gt;
* 1.5 - 10% &amp;gt;= HP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Something similar happens with White Work, with the SP checked this time around.&lt;br /&gt;
| Similar to HP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Black damage affects both HP and SP, so for Black work, the average of both values are checked.&lt;br /&gt;
&lt;br /&gt;
So percent of HP plus percent of SP divided by 2, not sum of HP and SP divided by sum of max HP and SP.&lt;br /&gt;
| Similar to HP and SP&lt;br /&gt;
&lt;br /&gt;
Average = ((HP / max HP) + (SP / max SP)) / 2&lt;br /&gt;
&lt;br /&gt;
NOT (HP + SP)/(max HP + max SP)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This factor works differently for Repression, namely, Pale work doesn't care about damage and instead gets a flat 0.5 regardless of the remaining health&lt;br /&gt;
&lt;br /&gt;
Technically, it's a flat 1.5 bonus, but Repression also gets a &amp;quot;divide by 3&amp;quot; penalty to the Risk factor so to keep things simple we'll just combine them.&lt;br /&gt;
&lt;br /&gt;
Note, however, that we're talking about Pale Work here and not Pale Damage.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Pale Damage deals percent of HP so it just should be treated as a more dangerous form of Red Damage.&lt;br /&gt;
| Pale Damage affects HP and thus treated like Red Damage when doing Instinct or Attachment work&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, apart from the thing with Repression, this factor is another take on the XP being tied to the risk involved.&lt;br /&gt;
&lt;br /&gt;
An Agent with really high stats and equipped with late game armor won't take enough damage from low-risk Abnormalities, greatly reducing the XP they'll get.&lt;br /&gt;
&lt;br /&gt;
On the other hand, sending weaker Agents to tackle high risk Abnormalities and pushing them close to the boundary of death can give them huge amounts of XP if they actually survive.&lt;br /&gt;
&lt;br /&gt;
All of what we've talked about so far is in line with what I said in the other video, so what's the big deal with this damage factor?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Hidden Damage Factor leads to bigger problems''&lt;br /&gt;
|-&lt;br /&gt;
| Simply put, it breaks a fundamental concept you learn at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Namely, you're taught to always perform work with the highest success rate.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Starting with One Sin, the game nudges you towards doing Attachment work as it would give you the most PE boxes every time you work on it.&lt;br /&gt;
&lt;br /&gt;
Then you get your next Abnormality, say Fairy Festival.&lt;br /&gt;
&lt;br /&gt;
Instinct's got the highest success rate this time around, and so you send your Agents to do that work.&lt;br /&gt;
&lt;br /&gt;
At the end of the day, your Agent gets a huge stat gain, enforcing your belief that success rate is all that matters.&lt;br /&gt;
&lt;br /&gt;
The game doesn't hint that damage had anything to do with XP.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But then you get a certain type of Abnormality - one like Scorched Girl.&lt;br /&gt;
&lt;br /&gt;
You find out that Insight works best, and following what you learned so far, you send your Agents to do that type of Work.&lt;br /&gt;
&lt;br /&gt;
At the end of the day, your Agent doesn't get quite as much XP but you just dismiss this a as a fluke;&lt;br /&gt;
&lt;br /&gt;
what matters is that your Agent still gained some points, and more importantly,&lt;br /&gt;
&lt;br /&gt;
they survived.&lt;br /&gt;
&lt;br /&gt;
The same couldn't be said to the Agent you sent to try out Red work and died in the process.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And so from here on out, you stick to what you know - always go for high success, and make sure your Agents take the least amount of damage as possible.&lt;br /&gt;
| '''THIS IS WHERE THE TIMESTAMP FOR CLICKBAIT LEADS TO'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While there are flaws with this seemingly sound strategy, and we'll talk about them in a moment, it's main problem is it totally breaks down when dealing with Abnormalities where the easiest work type doesn't match the damage it deals.&lt;br /&gt;
&lt;br /&gt;
If you run the numbers, matching the work with the damage type typically produces much more XP than simply going for the highest success rate.&lt;br /&gt;
&lt;br /&gt;
Sure, that's countered by the fact that the survival rate is much lower, but you can address that by equipping better armor or farming HP a bit beforehand.&lt;br /&gt;
&lt;br /&gt;
I could wrap this all up at this point by just telling you to match work with damage as much as possible, but I still think we need to look at the bigger problem with the onboarding process…&lt;br /&gt;
&lt;br /&gt;
| (not copying the graphs here, just go watch the video)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''The Bigger Problem with Hidden Mechanics''&lt;br /&gt;
|-&lt;br /&gt;
| The early game seems to imply that you should always go for high success rate work.&lt;br /&gt;
&lt;br /&gt;
But prioritizing success rate means you avoid working on riskier Abnormalities, which leads to more work needed&lt;br /&gt;
to reach the daily quota.&lt;br /&gt;
&lt;br /&gt;
And this in turn leads to more chances to encounter Ordeals that you may not be ready to deal with.&lt;br /&gt;
| 1. You learn to always go for high-success, low risk work.&lt;br /&gt;
&lt;br /&gt;
but Avoiding high-risk leads to longer days and more Ordeals&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Eventually you learn to face the fear and start working on riskier Abnormalities more.&lt;br /&gt;
&lt;br /&gt;
But to do that, you have to start intentionally grinding for specific Stats and this can be tricky when you can only find out if you've grinded enough by waiting for the end of the day.&lt;br /&gt;
| 2. You start to work on high-risk Abnormalities, and learn to grind stats to prepare for them.&lt;br /&gt;
&lt;br /&gt;
but Farming efficiently can be tricky when XP gain is hidden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| That can be addressed by not treating LobCorp as a fast paced pick-up-and-play game and actually take some notes&lt;br /&gt;
to try to figure out what Abnormalities give decent XP for different types of Agents.&lt;br /&gt;
&lt;br /&gt;
Or you can cheat a little and install an XP display mod to remove all the guesswork.&lt;br /&gt;
&lt;br /&gt;
However, unless you learn about the damage factor, neither approach will warn you about Abnormalities with damage types that don't match their ideal work type.&lt;br /&gt;
&lt;br /&gt;
You will see that your Agents get lower XP, but like we said earlier, most likely you'll just think this is just a fluke, perhaps a hidden multiplier specific to each Abnormality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| 3. You take some notes (and maybe install a couple of mods) to learn to farm better.&lt;br /&gt;
&lt;br /&gt;
but it's still unlikely that you'll figure out that damage type is related to XP, leading you to farm inefficiently on some Abnormalities.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| And now we can sum up the problem with the leveling system:&lt;br /&gt;
&lt;br /&gt;
Lobotomy Corporation's decision to hide XP and the leveling mechanics in general&lt;br /&gt;
&lt;br /&gt;
makes the game seem even more tedious and repetitive than it actually is.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Not saying it isn't tedious and repetitive, it is after all a rogue-lite.&lt;br /&gt;
&lt;br /&gt;
What I mean is that the game already gives you the tools to cut down on the grind, but most players will only learn at most a fraction of those tips and tricks.&lt;br /&gt;
&lt;br /&gt;
If this sounds familiar, yes, this is in line with the problems I outlined in the last video.&lt;br /&gt;
&lt;br /&gt;
But I'm not going to repeat them here and derail this video even further; just go check out that video if you want to know more.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, one way to fix this problem is to update the manual and add the details about leveling, rewarding the players who take time to read.&lt;br /&gt;
&lt;br /&gt;
Or include in-game upgrades to show the intraday XP values, or better yet, show a breakdown of how the XP was calculated after a work was done.&lt;br /&gt;
&lt;br /&gt;
Given Project Moon's workload nowadays, I don't expect any official updates to come soon.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Unless of course you're from far in the future and watching this as you play your remaster of Lobotomy Corporation wondering why I'm talking about fixes already in the game.&lt;br /&gt;
&lt;br /&gt;
For the near-future viewers, the only thing you can do is be aware of the mechanics.&lt;br /&gt;
&lt;br /&gt;
I wouldn't suggest manually calculating the XP, though, as it would only add unnecessary effort, something we're avoiding in the first place.&lt;br /&gt;
&lt;br /&gt;
And I also don't recommend installing mods that can break the experience.&lt;br /&gt;
&lt;br /&gt;
So instead, let's just do what I said at the start of this video and update the rule of thumb for working with Abnormalities to take into account what we just discussed...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Updated Guidelines for Abnormality Farming''&lt;br /&gt;
|-&lt;br /&gt;
| If you're trying to reach the daily quota as soon as possible, working on the riskiest Abnormalities your Agents can handle remains a good strategy.&lt;br /&gt;
&lt;br /&gt;
Like we said earlier, higher risk produces more PE Boxes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, risk goes out of the window when grinding for E.G.O.&lt;br /&gt;
&lt;br /&gt;
Success rate is all that matters; you can send Agents that have stats so high that their risk of dying or going insane is practically zero.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now for farming XP, we still go with what was said in the previous video:&lt;br /&gt;
&lt;br /&gt;
it's up to you to figure out the sweet spot for each Agent and Abnormality.&lt;br /&gt;
&lt;br /&gt;
Too risky and you don't extract enough PE boxes and your Agents will die.&lt;br /&gt;
&lt;br /&gt;
Too safe and even getting all PE boxes will give low XP because your Agent's level is just too high.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| We then have to take into account the damage factor -&lt;br /&gt;
&lt;br /&gt;
this sweet spot approach works best with Instinct work on Abnormalities that deal Red or Pale damage,&lt;br /&gt;
&lt;br /&gt;
Insight on those that deal White, and Black damage&lt;br /&gt;
&lt;br /&gt;
and Repression as a whole, though note the lowered XP for the latter.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| With Attachment work paired with non-Black damage you might want to consider taking more risk to make up for the increased damage needed to reach the thresholds.&lt;br /&gt;
&lt;br /&gt;
And finally, avoid work that deals the opposite damage type as it's a guaranteed 0.4 penalty to XP.&lt;br /&gt;
&lt;br /&gt;
Doesn't mean you absolutely shouldn't do them, for example if there's a Meltdown and you can work on them for free.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To wrap things up, I have to remind you that Management Tips can override these guidelines.&lt;br /&gt;
&lt;br /&gt;
It doesn't matter if you get a ton of XP or PE Boxes if your Agent dies or the Abnormality breaches,&lt;br /&gt;
&lt;br /&gt;
or worse.&lt;br /&gt;
&lt;br /&gt;
And that's our updated tips for farming.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Pre-damaging before Work''&lt;br /&gt;
|-&lt;br /&gt;
| After seeing how we went from a simple rule of thumb to a bunch of guidelines, some of you might be thinking of a possible shortcut to all of this:&lt;br /&gt;
&lt;br /&gt;
How about we let our Agents take damage beforehand, would that let us ignore the problems with the damage factor and cut down on all this effort?&lt;br /&gt;
&lt;br /&gt;
Short answer: it depends.&lt;br /&gt;
&lt;br /&gt;
Unlike what I said previously, the game doesn't simply use the Agent's max HP and SP, but instead stores their HP and SP as they enter the unit then treats those values as the maximums.&lt;br /&gt;
&lt;br /&gt;
So in this example of a heavily damaged Agent, they didn't take any damage, which means they still get the worst case multiplier despite the low health.&lt;br /&gt;
| One Sin healed 4 SP so the actual &amp;quot;remaining&amp;quot; SP is 500% (!) and the final remaining average is 300% (!)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another example, doing Insight work on Scorched Girl.&lt;br /&gt;
&lt;br /&gt;
It doesn't matter if this Agent starts out almost insane; at the end of the work, it still counts as 100% SP.&lt;br /&gt;
| counts as 100% despite just 1 SP of 19.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But if you try to do it with a matching work type, say, Instinct instead of Insight, pre-damaging will lower the damage your Agent needs to take to reach the thresholds.&lt;br /&gt;
&lt;br /&gt;
Take a 95 max HP Agent, they'll need about 10 damage to get to the 0.6 threshold like they did here.&lt;br /&gt;
&lt;br /&gt;
Compare that to an already damaged Agent, like this one.&lt;br /&gt;
&lt;br /&gt;
They'll need far less damage to hit the thresholds, and here they easily got to the 1.0 range.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So yes, pre-damaging can work.&lt;br /&gt;
&lt;br /&gt;
You can even do this automatically if you grind XP by stationing your Agents in front of containment units.&lt;br /&gt;
&lt;br /&gt;
However, it doesn't work with the main problem we higlighted: Abnormalities giving a lot less XP because they don't deal the right damage type.&lt;br /&gt;
&lt;br /&gt;
And that's all I have to say about how XP works.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| '''Other Topics (Titles)'''&lt;br /&gt;
|-&lt;br /&gt;
| Moving on to other stuff…&lt;br /&gt;
&lt;br /&gt;
Some of you might've noticed something odd about certain numbers displayed in the mod:&lt;br /&gt;
&lt;br /&gt;
there are two different base stats.&lt;br /&gt;
&lt;br /&gt;
And here's where we talk about Titles.&lt;br /&gt;
&lt;br /&gt;
Every Agent has two Titles, a Prefix and a Suffix, and each of them adds modifiers to the stats.&lt;br /&gt;
&lt;br /&gt;
Updating the mod again, we can show these Title modifiers right next to the base stat.&lt;br /&gt;
&lt;br /&gt;
15 + 2 is 17, 15 + 5 is 20,&lt;br /&gt;
&lt;br /&gt;
and so on.&lt;br /&gt;
&lt;br /&gt;
Now we also see that the value on the left in the stat window is just the sum.&lt;br /&gt;
&lt;br /&gt;
So how does this work?&lt;br /&gt;
&lt;br /&gt;
When you hire an Agent, they start at Level 1 with 15 on all stats.&lt;br /&gt;
&lt;br /&gt;
Then the game gives the Agent their first Titles.&lt;br /&gt;
&lt;br /&gt;
The suffix is fixed at “Newbie” which gives +2 to all stats.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the prefix is taken at random from a list.&lt;br /&gt;
&lt;br /&gt;
Most of them will give +3 to one stat and -2 to another.&lt;br /&gt;
&lt;br /&gt;
The lucky ones will get a Title that doesn't have that -2.&lt;br /&gt;
&lt;br /&gt;
Titles change once an Agent levels up through promotion or strengthening.&lt;br /&gt;
&lt;br /&gt;
At level 2, they get a new fixed suffix, “Employee”, but the +2 bonus stays the same.&lt;br /&gt;
&lt;br /&gt;
At level 4, they get a new random prefix with different bonuses.&lt;br /&gt;
&lt;br /&gt;
Level 3 and 5 works a bit differently.&lt;br /&gt;
&lt;br /&gt;
Like panicking, the game checks the highest Primary Stat then chooses randomly from a corresponding list of suffixes.&lt;br /&gt;
&lt;br /&gt;
For example, this Agent got promoted from Level 2 straight to Level 4 so they'll get both a new prefix and suffix.&lt;br /&gt;
&lt;br /&gt;
The new prefix, “Dastardly”, was chosen randomly from the Level 4 list.&lt;br /&gt;
&lt;br /&gt;
On the other hand, for the suffix, their highest stat is Temperance, so a random title was chosen from this list, and so they got &amp;quot;Assistant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In case there's a tie between two or more Stats, the “Senior” and “Grand Senior” suffixes are given at Levels 3 and 5, respectively.&lt;br /&gt;
&lt;br /&gt;
These titles have higher total values than the normal suffixes, but can be hard to get intentionally without an XP display mod.&lt;br /&gt;
&lt;br /&gt;
The “Grand Senior” is much easier, if you know what you're doing, like maxing out 2 stats at the same time just before Level V promotion.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Stats and Level Shenanigans''&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've talked about titles, we can finally discuss how complicated Stats actually are.&lt;br /&gt;
&lt;br /&gt;
How complicated?&lt;br /&gt;
&lt;br /&gt;
Try quantum mechanics level of multiple states happening at the same time.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| https://commons.wikimedia.org/wiki/File:Fullrevival.gif&lt;br /&gt;
|-&lt;br /&gt;
| Ok, that's an exaggeration, but the fact is every Stat can have a different value depending on the use case. &lt;br /&gt;
&lt;br /&gt;
This Agent's Temperance can be treated as 15, 17 or 27 in different situations.&lt;br /&gt;
&lt;br /&gt;
In a normal video game, you'd mostly care about 20, which is the base stat with all the bonuses and debuffs added.&lt;br /&gt;
&lt;br /&gt;
And for the most part, the game follows this convention.&lt;br /&gt;
&lt;br /&gt;
Say if you want to get the Work Success stat of this Agent, you'd start with 20, then add on other bonuses, ending up with 25.&lt;br /&gt;
&lt;br /&gt;
Then when we work on an Abnormality, we start with the base success rate we looked up on the Preferences table, then add the bonus based on the Work Success stat to get the actual success rate.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now on to the unexpected...&lt;br /&gt;
&lt;br /&gt;
Let's take a look at a different Agent.&lt;br /&gt;
&lt;br /&gt;
Base stat is 20, Title bonus is 5, and a +7 Department bonus.&lt;br /&gt;
&lt;br /&gt;
That should be 32…&lt;br /&gt;
&lt;br /&gt;
but wait, why is the Temperance level only 1?&lt;br /&gt;
&lt;br /&gt;
We can confirm that this isn't a display bug by checking the success rate on Scorched Girl.&lt;br /&gt;
&lt;br /&gt;
Before you assume Virtue Level is based only on the Base Stat and Title,&lt;br /&gt;
&lt;br /&gt;
I've ordered this (Agent) to use a Tool that raises Temperance by 20…&lt;br /&gt;
&lt;br /&gt;
and this time it's Level 3.&lt;br /&gt;
&lt;br /&gt;
Again confirming with the success rate,&lt;br /&gt;
&lt;br /&gt;
yup, it's Level 3 now.&lt;br /&gt;
&lt;br /&gt;
So here's our second possible value:&lt;br /&gt;
&lt;br /&gt;
Base stat plus Title bonus plus EGO Bonus and plus other effects&lt;br /&gt;
&lt;br /&gt;
except for Department bonuses&lt;br /&gt;
&lt;br /&gt;
determines the Virtue level displayed as well as the one used for looking up success rates.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For the next weird case, let's take a look at another Agent.&lt;br /&gt;
&lt;br /&gt;
To shake things up a bit, we'll be checking Fortitude instead of Temperance.&lt;br /&gt;
&lt;br /&gt;
The Agent's Fortitude is 31, the sum of 29 and 2.&lt;br /&gt;
&lt;br /&gt;
And as expected, the Virtue Level is 2.&lt;br /&gt;
&lt;br /&gt;
Doing Instinct work, the success rate numbers match up.&lt;br /&gt;
&lt;br /&gt;
But then after the work, the XP is 2.232, which doesn't match up -&lt;br /&gt;
&lt;br /&gt;
it should've been 1.637.&lt;br /&gt;
&lt;br /&gt;
The reason?&lt;br /&gt;
&lt;br /&gt;
Experience calculation only uses the Base Stat and ignores the Title effects.&lt;br /&gt;
&lt;br /&gt;
So when calculating XP, this Agent's Fortitude is 29, making the Level 1.&lt;br /&gt;
&lt;br /&gt;
Using the right numbers, we get the right result.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But we're not done.&lt;br /&gt;
&lt;br /&gt;
Let's send the Agent to work again.&lt;br /&gt;
&lt;br /&gt;
We got 6 PE boxes again so we should get double, that is, 4.464.&lt;br /&gt;
&lt;br /&gt;
Huh, that's weird, we got a lower value.&lt;br /&gt;
&lt;br /&gt;
Ok, I lied earlier, the Base Sstat isn't the only value used when calculating for these 2 experience factors, the XP is also taken into account.&lt;br /&gt;
&lt;br /&gt;
For the second attempt, we finally use Fortitude Level II in the calculation, giving us 1.637 again.&lt;br /&gt;
&lt;br /&gt;
Add that to 2.232 and we get the number we want.&lt;br /&gt;
&lt;br /&gt;
Long story short, an Agent gets less XP the more they work.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But before you overthink things even more, note that this only happens once or twice a day unless you're grinding a bit too much.&lt;br /&gt;
&lt;br /&gt;
And also the XP reduction isn't as big as the other factors:&lt;br /&gt;
&lt;br /&gt;
you're better off making sure your Agents take damage or extract enough PE Boxes than think about this problem.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So far we've got 3 different values for Virtues.&lt;br /&gt;
&lt;br /&gt;
But we're not done, we still have one more to discuss before we move on to the next lesson.&lt;br /&gt;
&lt;br /&gt;
Remember Owen, the Agent that got their Temperance buffed to Level 3?&lt;br /&gt;
&lt;br /&gt;
Note how their Agent Level didn't change even though the sum of the levels are now 6.&lt;br /&gt;
&lt;br /&gt;
So as weird as it sounds, most effects that buff or debuff your Agents won't change their overall level.&lt;br /&gt;
&lt;br /&gt;
I can pump this Agent up with so many effects but they're still level 1.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And here's a summary of all of this shenanigans.&lt;br /&gt;
&lt;br /&gt;
Thankfully we're done with that…&lt;br /&gt;
&lt;br /&gt;
at least until we get to the spoilers.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Strengthening Agents''&lt;br /&gt;
|-&lt;br /&gt;
| For our last non-spoiler topic, let's talk about Strengthening your Agents through Lob Points.&lt;br /&gt;
&lt;br /&gt;
Like I said earlier, Agents start out with 15 on all stats.&lt;br /&gt;
&lt;br /&gt;
Yes, this is true even with the Training Team upgrade that should give +5 to all starting stats.&lt;br /&gt;
&lt;br /&gt;
This is bugged, and that bonus can only be received through a certain way…&lt;br /&gt;
&lt;br /&gt;
which I'll talk about in the spoiler appendix.&lt;br /&gt;
&lt;br /&gt;
Anyway, when you boost a stat, the original value will not matter and a new value will be rolled based on the new level.&lt;br /&gt;
&lt;br /&gt;
At Level 2, this is 30 to 37, Level 3 45 to 55, and so on.&lt;br /&gt;
&lt;br /&gt;
Also remember that whenever an Agent gains a level, they can get new Titles.&lt;br /&gt;
&lt;br /&gt;
| Random base stats when strengthening to higher level:&lt;br /&gt;
&lt;br /&gt;
I n/a&amp;lt;br /&amp;gt;&lt;br /&gt;
II 30 - 37&amp;lt;br /&amp;gt;&lt;br /&gt;
III 45 - 55&amp;lt;br /&amp;gt;&lt;br /&gt;
IV 65 - 75&amp;lt;br /&amp;gt;&lt;br /&gt;
V 85 - 92&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for the non-spoiler-y section of this video.&lt;br /&gt;
&lt;br /&gt;
As I said before, we will be dealing with very late game spoilers in the next part, so if you're just starting the game or if you're only around the midpoint,&lt;br /&gt;
&lt;br /&gt;
I suggest you leave.&lt;br /&gt;
| (Also a very minor, very early game &amp;quot;spoiler&amp;quot; for Limbus Company)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| '''Full Spoiler Appendix (Late Game Sephira/Departments)'''&lt;br /&gt;
|-&lt;br /&gt;
| We've mostly talked about the Training Team in this video, so it's apt that our spoilers start with Hod.&lt;br /&gt;
&lt;br /&gt;
So I mentioned that the Agent levels are based on adding the primary stat's Base value and the Title bonuses only.&lt;br /&gt;
&lt;br /&gt;
But there's one instance where the buffs and debuffs can change the Agent's levels.&lt;br /&gt;
&lt;br /&gt;
Hod's Suppression.&lt;br /&gt;
&lt;br /&gt;
No surprise here.&lt;br /&gt;
&lt;br /&gt;
In fact, you may have even done a double take when I talked about buffs and levels because you were sure your Agent's levels dropped in this boss battle.&lt;br /&gt;
&lt;br /&gt;
And sure enough, it's only here where that happens, the game also taking into account E.G.O and other effects to get the overall Level.&lt;br /&gt;
&lt;br /&gt;
The Department bonuses are still ignored though, and as you may recall, this is how the game calculates the displayed Virtue level.&lt;br /&gt;
&lt;br /&gt;
So basically, Hod Suppression is the only time the displayed Virtue levels completely correspond&lt;br /&gt;
to the Agent level.&lt;br /&gt;
&lt;br /&gt;
Everywhere else, you can't guarantee that the displayed numbers add up.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While we're still at Hod, remember what I said about the bugged research that doesn't add 5 to a new hire's stats, except in a certain situation?&lt;br /&gt;
&lt;br /&gt;
If you've finished Hod's suppression, you can lower a new hire's stat level down to level 1.&lt;br /&gt;
&lt;br /&gt;
They will finally end up with 20 instead of 15 for that stat.&lt;br /&gt;
&lt;br /&gt;
Oh and yeah, lowering a stat on hire will not change the title.&lt;br /&gt;
&lt;br /&gt;
Combine this with the fact that they start at level 4 with a stat tie, all of your new hires will be “Senior”, regardless if you nerf them or not.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Going outside Training Team, when I said the max value for a stat is 100, that's not taking into account Hokma and his missions.&lt;br /&gt;
&lt;br /&gt;
With his upgrades, your Agents can get stats up to 120 and eventually 130.&lt;br /&gt;
&lt;br /&gt;
Same mechanics come into play, extra experience will be ignored and the stat will stay at the current max allowed value. &lt;br /&gt;
&lt;br /&gt;
“Grand Senior” suffixes would also be much harder as you now have to go all the way to the max value for at least 2 stats, making display mods almost necessary if you want them.&lt;br /&gt;
&lt;br /&gt;
And yeah, that means I kinda lied when I said “Grand Senior” is easier to get than &amp;quot;Senior&amp;quot;, because I didn't take into account the late game.&lt;br /&gt;
&lt;br /&gt;
Anyway, Stats higher than 100 are considered EX but are still treated as level 5 for the sake of level checks.&lt;br /&gt;
&lt;br /&gt;
Clearing Hokma's suppression will also allow boosting to EX, the resulting stat of which will be a random value from 110 to 130.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Leveling and Abnormality Spoilers''&lt;br /&gt;
|-&lt;br /&gt;
| As for the spoilers related to leveling…&lt;br /&gt;
&lt;br /&gt;
I could list down the Abnormalities whose damage don't match with the work best suits them, but that's a bit too much for this already long video.&lt;br /&gt;
&lt;br /&gt;
Maybe I'll do it in a follow-up video, but until then, you can just make the list on your own.&lt;br /&gt;
&lt;br /&gt;
You'll find out that the problem's not that common, but I still think it more than enough to significantly slow down the progress of people unaware of the issue.&lt;br /&gt;
&lt;br /&gt;
I will end with a couple of notable Abnormalities, however, to point out some spoiler-y stuff that I couldn't talk about in the first part.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CENSORED deals a full 60% damage to SP at the start of work.&lt;br /&gt;
&lt;br /&gt;
Since the game deals horror damage after the SP is stored, any working Agent will start at the 1.0 damage factor range, and almost guaranteed to at least get up to 1.3, making this one of the best ways to max out Prudence as long as you have high Black defense E.G.O on hand.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the other hand, the Queen of Hatred and her normal state heals max HP and SP at the end of the work, but before the XP is calculated.&lt;br /&gt;
&lt;br /&gt;
So despite the matched damage type, your Agents will always get the 0.4 penalty.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And finally, thanks to the Virtue level shenanigans, a Tool just became one of the best Abnormalities one can get in the early to mid game: &lt;br /&gt;
&lt;br /&gt;
You Must Be Happy.&lt;br /&gt;
&lt;br /&gt;
By getting around 30 bonus to all Stats, your Agent works as if they're 2 levels higher, but the XP gain remains at the lower level, leading to a huge difference in the amount gained.&lt;br /&gt;
&lt;br /&gt;
Like here, this Agent's Virtue level is still treated as level 1,&lt;br /&gt;
&lt;br /&gt;
giving them 68% more XP than normal -&lt;br /&gt;
&lt;br /&gt;
23 XP for a single work.&lt;br /&gt;
| Limbus Company audio spoiler in this section&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Bonus Lesson (HP/SP UI display)''&lt;br /&gt;
|-&lt;br /&gt;
| And one bonus lesson before we end this video: notice how the Agent has absolutely no SP but isn't panicking?&lt;br /&gt;
&lt;br /&gt;
You might think that this is just a UI bug, but no, Agents can have 0 HP or SP in their display, and again it's because of floating point numbers.&lt;br /&gt;
&lt;br /&gt;
Yes, max HP and SP are whole numbers, but the actual values throughout the day aren't.&lt;br /&gt;
&lt;br /&gt;
So the whole damage your Agents take and the thing with the damage thresholds, are all based around the fact that these values are floating point.&lt;br /&gt;
&lt;br /&gt;
As for the display, yup, it's all rounded.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| As for the display, yup, it's all rounded.&lt;br /&gt;
&lt;br /&gt;
Even the damage uses a roundabout way of using the value before and after the damage to determine what damage to show.&lt;br /&gt;
| Damage values are also floating point, but the UI isn't simply rounding them&lt;br /&gt;
&lt;br /&gt;
What's displayed is:&lt;br /&gt;
&lt;br /&gt;
(HP or SP before damage, rounded) - (HP or SP after damage, rounded)&lt;br /&gt;
&lt;br /&gt;
eg. an Agent with 14.3 HP takes 2.7 dmg&lt;br /&gt;
&lt;br /&gt;
14.3 (before) - 2.7 = 11.6 (after)&lt;br /&gt;
&lt;br /&gt;
so the damage value displayed is:&lt;br /&gt;
&lt;br /&gt;
14 (before, rounded) - 12 (after, rounded) = 2 displayed&lt;br /&gt;
&lt;br /&gt;
not 2.7 rounded ie. 3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So why didn't I talk about this earlier in the video?&lt;br /&gt;
&lt;br /&gt;
Partially because I want to reward those who watch all the way to the end, but mostly because it doesn't really matter in practical terms.&lt;br /&gt;
&lt;br /&gt;
The Title and Level shenanigans were bordering on trivia anyway, adding this one might be a bit too much.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Outro''&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, that's it for this video.&lt;br /&gt;
&lt;br /&gt;
Like I said, I might make a follow up going through all the Abnormalities and running simulations on which are the best for farming, but right now my backlog is just too big.&lt;br /&gt;
&lt;br /&gt;
Thanks for watching, and see you in the next one.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/LobCorpLevelingGuide.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=164</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=164"/>
		<updated>2025-12-19T22:31:58Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki contains notes for Zero's (datenshi zero) [https://www.twitch.tv/datenshizero Twitch streams] and [https://www.youtube.com/channel/UCvjx7FLkj6kygN0o7WCg-PQ YouTube videos].&lt;br /&gt;
&lt;br /&gt;
== The City Runs ==&lt;br /&gt;
&lt;br /&gt;
[[Lobotomy Corporation Lore Run]] episode guide&lt;br /&gt;
&lt;br /&gt;
== The City Guides ==&lt;br /&gt;
&lt;br /&gt;
* [[The_Road_Not_Taken_script|The Road Not Taken]] - a history and overview of Library of Ruina and Limbus Company's unique combat system&lt;br /&gt;
* [[A Guide to Live-Streaming Project Moon Games for New Players]]&lt;br /&gt;
&lt;br /&gt;
=== Lobotomy Corporation ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Lobotomy Corporation&lt;br /&gt;
* [[Lobotomy_Corporation_Essential_Beginner_Tips_script|Essential Beginner Tips]]&lt;br /&gt;
* [[Lobotomy_Corporation_Stats_and_XP_script|Lobotomy Corporation's weirdly complex Stats and XP Mechanics (No Spoilers&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;)]] - WIP&lt;br /&gt;
&lt;br /&gt;
=== Library of Ruina ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Library of Ruina pt1&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 English Script]]&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 Notes]]&lt;br /&gt;
&lt;br /&gt;
=== Limbus Company ===&lt;br /&gt;
&lt;br /&gt;
* A quick and dirty guide for confused players&lt;br /&gt;
** full script&lt;br /&gt;
* [[Limbus_Company_Possible_QoL_Changes_Season_5_Script|Quality of Life Changes that I keep thinking about (season 5 edition)]]&lt;br /&gt;
&lt;br /&gt;
== Other Notes ==&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Stats_and_XP_script&amp;diff=163</id>
		<title>Lobotomy Corporation Stats and XP script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Stats_and_XP_script&amp;diff=163"/>
		<updated>2025-12-19T22:30:36Z</updated>

		<summary type="html">&lt;p&gt;Zero: Created page with &amp;quot;[https://www.youtube.com/watch?v=xRIyKJnDPw8 '''Lobotomy Corporation's weirdly complex Stats and XP Mechanics (No Spoilers&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;)''']  {| class=&amp;quot;wikitable&amp;quot;  |- ! S...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://www.youtube.com/watch?v=xRIyKJnDPw8 '''Lobotomy Corporation's weirdly complex Stats and XP Mechanics (No Spoilers&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;)''']&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! Notable On-screen blurbs !! Additional notes and credits&lt;br /&gt;
|-&lt;br /&gt;
| In a previous video, I showed this formula on screen...&lt;br /&gt;
&lt;br /&gt;
...then went on to say that you shouldn't pay too much attention to it and instead just work on the riskiest Abnormalities that you can handle.&lt;br /&gt;
&lt;br /&gt;
Turns out I was right, had I explained all of this properly, I would've derailed that video and easily doubled it in length. &lt;br /&gt;
&lt;br /&gt;
But at the same time, turns out I was also wrong: after spending some time going through the rabbit hole of Lobotomy Corporation's code, I learned about a mistake that almost every player makes when grinding for XP, and it goes against the advice I gave.&lt;br /&gt;
&lt;br /&gt;
So if you've already finished the game and you're just here for the clickbait, skip to the timestamp on screen.&lt;br /&gt;
&lt;br /&gt;
For the rest, I'll be giving you a tour of the game's weirdly complicated Stats and Leveling mechanics.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vt3CXBgKDhs Lobotomy Corporation - Essential Beginner Tips]&lt;br /&gt;
|-&lt;br /&gt;
| First, I'll run through some basics about Agent Stats, including the game's Color system.&lt;br /&gt;
&lt;br /&gt;
Next we'll go over the main topic, the Leveling process.&lt;br /&gt;
&lt;br /&gt;
Then we'll expand upon what we just covered and see how deep the Stats rabbit hole goes.&lt;br /&gt;
&lt;br /&gt;
Like with most of my guide videos, I will be avoiding spoilers.&lt;br /&gt;
&lt;br /&gt;
However, I have to spoil some early game Abnormalites to show some concrete examples on how the mechanics work.&lt;br /&gt;
&lt;br /&gt;
If this is still too much of a spoiler for you, come back later once you've fully researched most of them.&lt;br /&gt;
&lt;br /&gt;
Another problem with avoiding spoilers is I also have to avoid talking about some gameplay mechanics that change in the late game.&lt;br /&gt;
&lt;br /&gt;
Rather than wait for another video, I'll just shove them to a short Appendix at the end of this one.&lt;br /&gt;
&lt;br /&gt;
I strongly suggest skipping this part until you've reached the final stretch of the game.&lt;br /&gt;
| '''What We'll Cover'''&lt;br /&gt;
(Spoiler-free)&lt;br /&gt;
&lt;br /&gt;
* Basics of Agent Stats&lt;br /&gt;
* How leveling Stats work (ie. XP calculation formula)&lt;br /&gt;
* Other Stat-related topics&lt;br /&gt;
&lt;br /&gt;
+APPENDIX (full spoilers)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A bit of a disclaimer before we continue…&lt;br /&gt;
&lt;br /&gt;
Most of the info I'll be discussing comes from decompiling the latest version.&lt;br /&gt;
&lt;br /&gt;
While I've verified them through testing, and I will show examples throughout this video, there's a possibility that the decompiled code is inaccurate or more likely, I read the code wrong and the examples may just be a coincidence.&lt;br /&gt;
&lt;br /&gt;
Long story short, don't treat this video as 100% correct and check the comments for any major corrections.&lt;br /&gt;
&lt;br /&gt;
| Decompiled version: Steam v1.0213f1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| '''Agent Stats Mechanics'''&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's start with the basics.&lt;br /&gt;
&lt;br /&gt;
Your agents have 4 Primary Stats, or Virtues in game terms:&lt;br /&gt;
&lt;br /&gt;
Fortitude, Prudence, Temperance, and Justice.&lt;br /&gt;
&lt;br /&gt;
Each corresponds to 1 or more Secondary Stats:&lt;br /&gt;
&lt;br /&gt;
Fortitude determines the Agent's base max HP in game, with each point equal to 1 HP.&lt;br /&gt;
&lt;br /&gt;
Prudence does the same for SP.&lt;br /&gt;
&lt;br /&gt;
The next two aren't as simple. &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Temperance affects the Work Success Rate and Work Speed.&lt;br /&gt;
&lt;br /&gt;
This is what you see when you order your Agents to work on Abnormalities.&lt;br /&gt;
&lt;br /&gt;
...after you unlock all the Work Preferences.&lt;br /&gt;
&lt;br /&gt;
This info window doesn't tell you the actual Success Rate; instead, the text gives you the ranges where your Agent's Success Rate falls into,&lt;br /&gt;
&lt;br /&gt;
with “Very Low” meaning there's less than 20% chance of success per attempt at extracting a Positive Enkephalin box,&lt;br /&gt;
&lt;br /&gt;
“Low” less than 40%,&lt;br /&gt;
&lt;br /&gt;
“Common” at the middle at less than 60%,&lt;br /&gt;
&lt;br /&gt;
then “High”, and finally “Very High” at greater than or equal to 80%.&lt;br /&gt;
&lt;br /&gt;
Success Rate is capped at 95%, and some penalties are applied after that ceiling.&lt;br /&gt;
&lt;br /&gt;
Now that we've explained the mechanics, let's go back to Temperance and the Success Rate stat.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Each point of the Virtue leads to 0.2% better chance of work success.  &lt;br /&gt;
&lt;br /&gt;
That may not seem much, and in many cases it really isn't, but since the game adds it to the base Success Rate rather than multiplying it, the effects of a high Success Rate stat can be huge.&lt;br /&gt;
| 125 extra Temperance = +25%&lt;br /&gt;
&lt;br /&gt;
Added to base 50%, the bonus is effectively +50% (50% vs 75%)&lt;br /&gt;
&lt;br /&gt;
On a 25%, it's +100% (25% vs 50%)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Each Temperance point also contributes to 1% faster work speed.&lt;br /&gt;
&lt;br /&gt;
I won't go into detail with the numbers because it's a bit more complicated than Success Rate, but basically a 130 Work Speed Agent will work twice as fast as one as a 15 Work Speed Agent.&lt;br /&gt;
| Work Time is rounded up, the real values are 28.99s and 14.49s&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And finally Justice, contributing to Attack and Movement Speed.&lt;br /&gt;
&lt;br /&gt;
These are even more complicated than the Temperance stats, being tied to Unity's physics engine.&lt;br /&gt;
&lt;br /&gt;
But to keep things simple, you can also treat them as “1 point equals to 1%”, with the same 15 vs 130 comparison.&lt;br /&gt;
&lt;br /&gt;
The numbers don't quite match if you look real closely, but it's close enough for practical purposes.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A stat's value also determines its Level, as shown by the following table:&lt;br /&gt;
&lt;br /&gt;
Starting with Level 1 for stats less than 30,&lt;br /&gt;
&lt;br /&gt;
up to 5 for stats 85 and up.&lt;br /&gt;
&lt;br /&gt;
The game uses these levels to look up success rates for working with Abnormalities, and also uses it in other places, like requirements for equipping E.G.O.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Adding up stat levels gives you the Agent Level.&lt;br /&gt;
&lt;br /&gt;
Similar to the stats, this goes from Level 1 for Agents with total stats less than 6&lt;br /&gt;
&lt;br /&gt;
to Level 5 for those with a total of 16 or higher.&lt;br /&gt;
&lt;br /&gt;
Like Primary Stat levels, Agent levels are used all over the game, like how more senior Agents take less SP damage when working on or suppressing Abnormalities.&lt;br /&gt;
| Higher leveled Agents take less Fear damage on Work or Suppression&lt;br /&gt;
&lt;br /&gt;
* Abnormality Risk &amp;lt;= Agent level = no fear damage&lt;br /&gt;
* 1 Risk level higher = 10% SP fear damage&lt;br /&gt;
* 2 levels higher = 30% SP fear damage&lt;br /&gt;
* 3 levels higher = 60% SP fear damage&lt;br /&gt;
* 4 levels higher = automatically panic&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Work and Damage Types (Color System)''&lt;br /&gt;
|-&lt;br /&gt;
| Before we talk about Work, we might as well talk about the 4 colors and the damage types.&lt;br /&gt;
&lt;br /&gt;
As you may have noticed, Lobotomy Corporation doesn't use the usual classical elements for its types,&lt;br /&gt;
&lt;br /&gt;
but instead goes for the biblical Four Horsemen of the Apocalypse.&lt;br /&gt;
&lt;br /&gt;
Fortitude is Red.&lt;br /&gt;
&lt;br /&gt;
And to no one's surprise, Red damage affects HP.&lt;br /&gt;
&lt;br /&gt;
Prudence is White, and White affects SP, both damaging it or healing it.&lt;br /&gt;
&lt;br /&gt;
Temperance is Black, but since Black can be a challenge to show in games, it's represented by dark purple.&lt;br /&gt;
&lt;br /&gt;
Black damage is a combination of the previous two, damaging both.&lt;br /&gt;
&lt;br /&gt;
Or healing SP in the case of panicking agents.&lt;br /&gt;
&lt;br /&gt;
And finally, Justice is Pale.&lt;br /&gt;
&lt;br /&gt;
The in-game color might not match some translations of arguably the most popular horse, but light cyan has its own ties to Death.&lt;br /&gt;
&lt;br /&gt;
Anyway, Pale deals percent damage of the target's max health.&lt;br /&gt;
&lt;br /&gt;
So if after all the attack and defense calculations we end up with 1 Pale damage, it will deal 1% of the target's max HP.&lt;br /&gt;
&lt;br /&gt;
| Revelations 6:1-8&lt;br /&gt;
| Classical Elements:&lt;br /&gt;
* https://commons.wikimedia.org/wiki/File:Four_elements_representation.svg&lt;br /&gt;
* https://commons.wikimedia.org/wiki/File:Wuxing_diagram.svg&lt;br /&gt;
&lt;br /&gt;
Four Horsemen Shin Megami Tensei III: Nocturne Maniax sprites from https://megatenwiki.com/&lt;br /&gt;
* https://megatenwiki.com/images/f/f0/SMT3NM_White_Rider_Artwork.png&lt;br /&gt;
* https://megatenwiki.com/images/8/8d/SMT3NM_Red_Rider_Artwork.png&lt;br /&gt;
* https://megatenwiki.com/images/2/20/SMT3NM_Black_Rider_Artwork.png&lt;br /&gt;
* https://megatenwiki.com/images/5/5c/SMT3NM_Pale_Rider_Artwork.png&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| '''Leveling Mechanics'''&lt;br /&gt;
|-&lt;br /&gt;
| Ok, let's discuss what most of you are here for, the leveling and experience mechanics.&lt;br /&gt;
&lt;br /&gt;
Whenever an Agent works on an Abnormality, they earn experience for the Primary Stat they used.&lt;br /&gt;
&lt;br /&gt;
So if they did Instinct work which corresponds to Fortitude or Red, they'll improve that Primary Stat.&lt;br /&gt;
&lt;br /&gt;
Same thing for Insight with Prudence/White, Attachment with Temperance/Black, and Repression with Justice/Pale.&lt;br /&gt;
&lt;br /&gt;
This experience is added to the stat at the end of the day.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately, this value is hidden.&lt;br /&gt;
&lt;br /&gt;
You can see it with a mod - and for this video I'll be using the More Detailed Info Mod by Yentis from Nexus Mods.&lt;br /&gt;
| The UI doesn't show Experience values until the end of the day&lt;br /&gt;
| [https://www.nexusmods.com/lobotomycorporation/mods/47 More Detailed Info Mod by Yentis (Nexus Mods)]&lt;br /&gt;
|-&lt;br /&gt;
| And by the way, there's a maximum value for the stats.&lt;br /&gt;
&lt;br /&gt;
If a Virtue goes over 100 at the end of the day, the base stat will stay at the 100 ceiling.&lt;br /&gt;
&lt;br /&gt;
Simple enough so far? Let's go a bit deeper...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The game stores Primary Stats as integers, or whole numbers for normal people.&lt;br /&gt;
&lt;br /&gt;
The experience, on the other hand, is stored as floating point numbers AKA not whole numbers.&lt;br /&gt;
&lt;br /&gt;
To see this, let's quickly modify the mod to show the raw value up to 3 decimal places.&lt;br /&gt;
&lt;br /&gt;
And there it is.&lt;br /&gt;
| Temperance XP is NOT +2, it's actually +2.14&lt;br /&gt;
&lt;br /&gt;
not gonna detail what I modified, just watch the video&lt;br /&gt;
| Source: https://github.com/Yentis/LobotomyCorporation-MoreDetailedInfo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;What about rounding?&amp;quot; you might ask.&lt;br /&gt;
&lt;br /&gt;
Well, it just uses the default rounding operation in Unity, round half to even.&lt;br /&gt;
&lt;br /&gt;
Not what some are used to, but that's just how it is.&lt;br /&gt;
| aka Banker's Rounding&lt;br /&gt;
| Rounding references:&lt;br /&gt;
* https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Mathf.RoundToInt.html&lt;br /&gt;
* https://en.wikipedia.org/wiki/IEEE_754#Rounding_rules&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| ''Experience Calculation Formula''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/LobCorpLevelingGuide.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=162</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=162"/>
		<updated>2025-12-19T21:03:05Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki contains notes for Zero's (datenshi zero) [https://www.twitch.tv/datenshizero Twitch streams] and [https://www.youtube.com/channel/UCvjx7FLkj6kygN0o7WCg-PQ YouTube videos].&lt;br /&gt;
&lt;br /&gt;
== The City Runs ==&lt;br /&gt;
&lt;br /&gt;
[[Lobotomy Corporation Lore Run]] episode guide&lt;br /&gt;
&lt;br /&gt;
== The City Guides ==&lt;br /&gt;
&lt;br /&gt;
* [[The_Road_Not_Taken_script|The Road Not Taken]] - a history and overview of Library of Ruina and Limbus Company's unique combat system&lt;br /&gt;
* [[A Guide to Live-Streaming Project Moon Games for New Players]]&lt;br /&gt;
&lt;br /&gt;
=== Lobotomy Corporation ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Lobotomy Corporation&lt;br /&gt;
* [[Lobotomy_Corporation_Essential_Beginner_Tips_script|Essential Beginner Tips]]&lt;br /&gt;
&lt;br /&gt;
=== Library of Ruina ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Library of Ruina pt1&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 English Script]]&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 Notes]]&lt;br /&gt;
&lt;br /&gt;
=== Limbus Company ===&lt;br /&gt;
&lt;br /&gt;
* A quick and dirty guide for confused players&lt;br /&gt;
** full script&lt;br /&gt;
* [[Limbus_Company_Possible_QoL_Changes_Season_5_Script|Quality of Life Changes that I keep thinking about (season 5 edition)]]&lt;br /&gt;
&lt;br /&gt;
== Other Notes ==&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=PM_Streamer_Guide_script&amp;diff=161</id>
		<title>PM Streamer Guide script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=PM_Streamer_Guide_script&amp;diff=161"/>
		<updated>2025-02-16T18:04:47Z</updated>

		<summary type="html">&lt;p&gt;Zero: Redirected page to A Guide to Live-Streaming Project Moon Games for New Players&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[A_Guide_to_Live-Streaming_Project_Moon_Games_for_New_Players]]&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=A_Guide_to_Live-Streaming_Project_Moon_Games_for_New_Players&amp;diff=160</id>
		<title>A Guide to Live-Streaming Project Moon Games for New Players</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=A_Guide_to_Live-Streaming_Project_Moon_Games_for_New_Players&amp;diff=160"/>
		<updated>2025-02-16T18:02:15Z</updated>

		<summary type="html">&lt;p&gt;Zero: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot;  |- ! Script !! On-screen extra blurbs !! Additional notes and credits |- | Live streaming Project Moon games can be a uniquely fun experience; not only a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes and credits&lt;br /&gt;
|-&lt;br /&gt;
| Live streaming Project Moon games can be a uniquely fun experience; not only are there ample opportunities for audience participation, there's also years worth of lore and community in-jokes for everybody to enjoy.&lt;br /&gt;
&lt;br /&gt;
That is, if you've already finished the games and are up-to-date with Limbus Company.&lt;br /&gt;
&lt;br /&gt;
For a Streamer new to the franchise with lots to catch up on, it's a very different story.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hi, I'm Zero and in this video I'll be going over my thoughts about new players streaming Project Moon games.&lt;br /&gt;
| A Guide to Live-Streaming Project Moon Games as a New Player&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| First I'll talk about who this is for.&lt;br /&gt;
&lt;br /&gt;
Next I'll explain the main problem and some options to address that problem.&lt;br /&gt;
&lt;br /&gt;
Then I'll go through some options to address that problem.&lt;br /&gt;
&lt;br /&gt;
Then finally, a section for “Chat”. As a Streamer, you can skip this part but you can also watch it if you're ok with the minor spoilers.&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A quick disclaimer since we're potentially dealing with money here:&lt;br /&gt;
&lt;br /&gt;
I'm not a professional Streamer; I'm just a guy rambling on the internet.&lt;br /&gt;
&lt;br /&gt;
If you are a professional Streamer, please take everything I say with a grain of salt.&lt;br /&gt;
&lt;br /&gt;
Better yet, consult with other people before following any of my suggestions.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Who is this for?&lt;br /&gt;
|-&lt;br /&gt;
| On to the first part, who is this for?&lt;br /&gt;
&lt;br /&gt;
Obviously for Streamers new to Project Moon. But since advice for one type of Streamer may not apply to others, we'll need to split them up into groups.&lt;br /&gt;
&lt;br /&gt;
I'm gonna keep it simple and classify them by viewer count.&lt;br /&gt;
&lt;br /&gt;
First are Hobbyist Streamers, ones with less than 10 regular viewers. Maybe some friends will drop by to watch sometimes, but most of the time they just stream for the sake of streaming.&lt;br /&gt;
&lt;br /&gt;
Then the next step up are the Small Streamers, hovering around 40 viewers. These are either longtime Hobbyist Streamers that have slowly built up their faithful audience, or relatively new Streamers that took growing their audience much more seriously.&lt;br /&gt;
&lt;br /&gt;
Then there's the Large Streamers, I'd say 250 viewers would be a good baseline. These are professional or semi-professional Streamers that have worked hard to get to this level.&lt;br /&gt;
&lt;br /&gt;
I could add one last type, the Even Larger Streamers with thousands of viewers, but again keeping things simple, I'll lump them together with the Large Streamers, and just explain later how a much larger audience could change things.&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The main problem&lt;br /&gt;
|-&lt;br /&gt;
| Alright here's the deal, Project Moon games make it hard for new players to fully appreciate them.&lt;br /&gt;
&lt;br /&gt;
And it's not just because of one or two major issues breaking the game, but a combination of factors eventually leading to much bigger problems.&lt;br /&gt;
&lt;br /&gt;
Complicating matters is how some of those factors aren't problems but rather design choices that may even considered a plus in other situations. It's only when they're all combined that they become an issue.&lt;br /&gt;
&lt;br /&gt;
Think Domino effect or Swiss cheese model.&lt;br /&gt;
|&lt;br /&gt;
| [https://youtube.com/watch?v=y97rBdSYbkg Domino Chain Reaction (geometric growth in action)]&lt;br /&gt;
&lt;br /&gt;
Swiss cheese model: https://commons.wikimedia.org/wiki/File:Swiss_cheese_model_textless.svg&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, let's start with one of those non-issues: &lt;br /&gt;
&lt;br /&gt;
Project Moon games use some of the most unique game systems out there right now.&lt;br /&gt;
&lt;br /&gt;
Lobotomy Corporation is a management and memory game with a challenging Real-Time with Pause combat.&lt;br /&gt;
&lt;br /&gt;
Library of Ruina and Limbus Company, on the other hand, are hybrid tactical auto-battlers that flip traditional Turn-Based combat upside down.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On itself, this isn't an issue - there's a market out there for games that push the boundaries of gaming. But then there's the next part:&lt;br /&gt;
&lt;br /&gt;
The tutorials and manuals kinda suck, making it much harder to get into the games.&lt;br /&gt;
&lt;br /&gt;
But again, this doesn't affect other games that much. For example other complex simulators have bare bones tutorials that barely cover the basics, but it isn't that big of a deal breaker for them.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/108600/Project_Zomboid/ Project Zomboid (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| What Project Moon games have that those others don't is our next factor:&lt;br /&gt;
&lt;br /&gt;
They are best played knowing as little about them as possible.&lt;br /&gt;
&lt;br /&gt;
I'm sure you know of many games that fall into this category, though I should note that this isn't all about avoiding spoilers for plot twists.&lt;br /&gt;
&lt;br /&gt;
It's also because Project Moon games are structured such that details of the story and lore are presented like pieces of a jigsaw puzzle, and that “OH!” moment you get after all the pieces fit together won't be as impactful if you are spoiled, regardless if it's a plot twist or not.&lt;br /&gt;
&lt;br /&gt;
Normally this also isn't an issue, because unless you're a complete outsider to gaming, you shouldn't have problems picking up and playing those other games, usually because they're based on older games, say if you've played a JRPG before, it should be easy to jump into others.&lt;br /&gt;
&lt;br /&gt;
And also because they have adequate tutorials that introduce gameplay mechanics to new players.&lt;br /&gt;
|&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Half-Life_%28video_game%29 Half-Life]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Deus_Ex_%28video_game%29 Deus Ex]&lt;br /&gt;
&lt;br /&gt;
[https://glitchwave.com/game/bloodborne/ Bloodborne cover art]&lt;br /&gt;
&lt;br /&gt;
[https://www.rpgfan.com/gallery/shin-megami-tensei-iv-cover-art/ Shin Megami Tensei IV cover art]&lt;br /&gt;
&lt;br /&gt;
[https://glitchwave.com/game/the-world-ends-with-you/ The World Ends With You cover art]&lt;br /&gt;
&lt;br /&gt;
https://commons.wikimedia.org/wiki/File:Jigsaw_puzzle_01_by_Scouten.jpg&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Final_Fantasy_VI Final Fantasy VI (III NA release)]&lt;br /&gt;
&lt;br /&gt;
[https://atlus.com/atlus-titles/persona4-golden/ Persona 4 Golden]&lt;br /&gt;
|-&lt;br /&gt;
| If you put together all of what we just discussed, you should be able to start seeing the problem...&lt;br /&gt;
&lt;br /&gt;
It's as if to get the ideal Project Moon game experience, &lt;br /&gt;
&lt;br /&gt;
a new player has to already know as much about playing the game as possible,&lt;br /&gt;
&lt;br /&gt;
while knowing as little about the game as possible, &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And so we reach the fundamental dilemma with Project Moon games:&lt;br /&gt;
&lt;br /&gt;
Do you look up guides to understand how the game works but open yourself up to accidental spoilers? &lt;br /&gt;
&lt;br /&gt;
Or do you tough it out and try to play the game on your own, only to learn dozens of hours later that you've been missing out on some basic concepts and have been giving yourself unnecessary handicaps all this time?&lt;br /&gt;
&lt;br /&gt;
You can try going for a middle route, spoiling yourself a little to learn a bit more about the game, but how many compromises can you tolerate before you give up one way or another?&lt;br /&gt;
&lt;br /&gt;
By the way, we haven't even talked about streaming yet.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Streaming complications&lt;br /&gt;
|-&lt;br /&gt;
| Ok, streaming: it's got it's own set of problems that make things worse.&lt;br /&gt;
&lt;br /&gt;
The first one is caused by Streamers playing way too many games that they get blindsided by the dilemma.&lt;br /&gt;
&lt;br /&gt;
We already talked about lore rich games and how avoiding spoilers usually isn't a problem as they're either in an established genre or have approachable mechanics. And so Streamers don't need to go out an look for guides or ask too much help from Chat.&lt;br /&gt;
&lt;br /&gt;
As for games with complicated mechanics, it might be surprising to some, but they are streamed a lot, with the top games of Twitch filled with them.&lt;br /&gt;
&lt;br /&gt;
However, we haven't mentioned how these games have very simple un-spoilable stories, or have extensive lore but they're hidden well into the background. So having a wiki open on another window or getting Chat to guide the Streamer won't necessarily spoil that much.&lt;br /&gt;
&lt;br /&gt;
With Streamers used to playing either one of these types of games, most will not know how to deal with a game that is a mix of both.&lt;br /&gt;
&lt;br /&gt;
Or to put it in another way, Streamers will often go in with incorrect expectations.&lt;br /&gt;
&lt;br /&gt;
Let's take Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
A few years ago, a Streamer looking for content to stream might try LobCorp thinking it would be another rage game. Then they'll gloss over stuff that could've piqued their interest like the story and the setting. In the end, they don't get hooked, and so they drop the game after a few short cycles.&lt;br /&gt;
&lt;br /&gt;
Nowadays it's the opposite, with Streamers trying out LobCorp after hearing good things about how the lore was built up across the series. Then they start the game and learn it's a painfully janky game that doesn't hold your hand. Same end result, they also drop the game.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=mOQwMLWEJrg PlayStation - NieR: Automata – “Glory to Mankind 119450310” Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
&lt;br /&gt;
[https://www.escapefromtarkov.com/ Escape from Tarkov]&lt;br /&gt;
&lt;br /&gt;
[https://escapefromtarkov.fandom.com/wiki/Factory Escape from Tarkov Wiki]&lt;br /&gt;
|-&lt;br /&gt;
| Then there's the next problem, the best and worst thing about streams: Chat.&lt;br /&gt;
&lt;br /&gt;
Say you're streaming like you would with any new game - you warn chat to avoid spoilers but allow backseating only when you ask the questions first.&lt;br /&gt;
&lt;br /&gt;
This approach works for complicated games, but only up to a certain point - some games are just too complicated and even the most knowledgeable chat members can have trouble explaining things to the Streamer.&lt;br /&gt;
&lt;br /&gt;
With smaller Streamers, it's easier - they can just stop and have a discussion with chat until they get a good idea how to do things. &lt;br /&gt;
&lt;br /&gt;
Larger Streamers don't have that privilege as they've got a huge audience to entertain. And even if they slow down to listen to chat's advice, the problems still continue - if there's too many people in chat that know the game, the Streamer will get overloaded with info. If there's too little, it can get a bit awkward talking to only a few people in chat, and if those &amp;quot;few people&amp;quot; give wrong advice, there's not enough people to correct them.&lt;br /&gt;
&lt;br /&gt;
And then there's the chat delay, 5-10 seconds might not seem much, but it's just long enough that you can't ask chat to remind you about certain things in LobCorp. They will remind you, but it will be too late.&lt;br /&gt;
&lt;br /&gt;
And finally the cherry on top - once you finally find a good level of backseating allowed, you're bound to get at least a couple of clueless self-proclaimed Project Moon fans come into chat, see the active audience interaction, and assume it's ok to start spamming spoilers, looping us back into the main dilemma.&lt;br /&gt;
|&lt;br /&gt;
| [https://mods.factorio.com/mod/Krastorio2 Factorio Krastorio 2 mod]&lt;br /&gt;
|-&lt;br /&gt;
| Now if the last one was about chat and complicated gameplay, we also got the other side of the coin - a problem mostly on the Streamer, and is related to the lore.&lt;br /&gt;
&lt;br /&gt;
Remember what I said about jigsaw puzzles and things falling into place?&lt;br /&gt;
&lt;br /&gt;
Now think about how many times a Streamer is distracted while playing games, whether through personal tangents or addressing donations - that jigsaw puzzle is gonna have some missing pieces unless the Streamer pays closer attention to the game.&lt;br /&gt;
&lt;br /&gt;
Sure they could use the logs or the replay functions to revisit story and dialogue, but when was the last time you've seen a Streamer do that? Especially, as we said, there's a lot of people waiting for the Streamer to entertain them.&lt;br /&gt;
&lt;br /&gt;
This rush to go through the game to not bore the audience leads to another problem: sometimes the game needs time to sink in.&lt;br /&gt;
&lt;br /&gt;
A quick history lesson for some context: both Lobotomy Corporation and Library of Ruina went through Steam's Early Access. While the former's update schedule was more in line with your typical Early access game, Ruina did something so groundbreaking that I'm both surprised and not surprised that more Early Access games haven't followed suit:&lt;br /&gt;
&lt;br /&gt;
Namely, we got a couple of new stages to play through every week, almost like a TV show. &lt;br /&gt;
&lt;br /&gt;
As streaming services eventually learned the hard way, sometimes it's better get away from the binge model and split things up, building anticipation among the audience on how things will progress.&lt;br /&gt;
&lt;br /&gt;
This continues in Limbus Company, with major story content updates split to multiple weeks.&lt;br /&gt;
&lt;br /&gt;
So yeah, binging Ruina and Limbus may not be a good idea.&lt;br /&gt;
&lt;br /&gt;
As for Lobotomy Corporation, oddly enough it suffers the opposite problem - it's common for players to take very long breaks between sessions, forgetting everything related to the story by the time they come back.&lt;br /&gt;
&lt;br /&gt;
I could go on with this line of discussion, but it all boils down to this: a new player streaming to a sizable audience will have a much harder time appreciating the games' story compared to those who have played on their own as the games and updates came out.&lt;br /&gt;
|&lt;br /&gt;
| [https://streamlabs.com/ Streamlabs donation widget]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Mandalorian_season_1 Mandalorian Season 1]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/gameofthrones/comments/vi7add/no_spoilers_official_poster_for_house_of_the/ House of the Dragon Season 1 poster]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Sh%C5%8Dgun_(2024_TV_series) Shogun (2024)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Solutions&lt;br /&gt;
|-&lt;br /&gt;
| Alright - here are the problems, what's the solution then?&lt;br /&gt;
&lt;br /&gt;
I'm gonna go out and say it, there's no proven and consistent solution as of this video. If there was, we'd see more new players doing full franchise playthroughs.&lt;br /&gt;
&lt;br /&gt;
That said, let's go through some options.&lt;br /&gt;
&lt;br /&gt;
There's the default option, “just stream with the chat open”, which I've already talked about, problems and all. We'll get back to it later.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then there's a better option, at least theoretically: get an Advisor to guide the Streamer.&lt;br /&gt;
&lt;br /&gt;
If you're kicking yourself for not thinking about this obvious solution considering that every game in the series has an Advisor or a Guide character, don't worry, I'll wait for you to finish.&lt;br /&gt;
&lt;br /&gt;
Despite obvious as it may now seem, I'm certain most Streamers haven't thought about it. But if you look around, once in a while, you may find some Smaller Streamers doing it. As for bigger Streamers, Shirakami Fubuki did this years ago - and this was even before Ruina's early access. So it's also not a new idea.&lt;br /&gt;
&lt;br /&gt;
So yeah, an Advisor - rather than asking chat questions, the Streamer would be in a call with someone who has already finished the game. The latter will then teach the ins and outs of the game, and point out stuff here and there. But apart from that, the Advisor is totally hands-off, letting the Streamer make some mistakes and see the results for themselves.&lt;br /&gt;
&lt;br /&gt;
As for the Chat, it's up to the Streamer to decide. They could still read chat, and thanks to having an Advisor, trolling would no longer be an issue.&lt;br /&gt;
&lt;br /&gt;
Unless of course, the Advisor joins in on the fun.&lt;br /&gt;
&lt;br /&gt;
But if there's too many people dropping spoilers, the Streamer could also pin a comment that they won't read Chat and or donations until they behave.&lt;br /&gt;
&lt;br /&gt;
Thanks to years of social deduction games, ignoring Chat isn't that extreme or weird anymore.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.twitch.tv/chingana_humilde Chingana_Humilde Twitch] - random streamer that happened to play LobCorp, have a discord call open, and start on day 1 when I was recording b-roll&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Huwnudda2yM &amp;lt;nowiki&amp;gt;[DAY18]HOLOLIVE_ Lobotomy Corporation⧸2Looop[白上フブキ⧸ホロライブ]&amp;lt;/nowiki&amp;gt;] - VoDs of older episodes of Fubuki's playthrough (&amp;quot;even before Ruina's Early Access&amp;quot;) have been privated (or member's only?)&lt;br /&gt;
&lt;br /&gt;
[https://github.com/gummangummangumman/twitch_chat_simulator gummangummangumman - Twitch Chat Simulator]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=0YKjFoGxbec Among Us trailer]&lt;br /&gt;
|-&lt;br /&gt;
| But then comes the hard part - who do you get to be the Advisor?&lt;br /&gt;
&lt;br /&gt;
For Smaller Streamers, this one's easier. It's 2025, so if it's the first time the Streamer is trying out Project Moon games, there's a good chance that a friend or a mod suggested the game. If that's the case, just bring them on stream.&lt;br /&gt;
&lt;br /&gt;
It gets a bit complicated with Larger Streamers, though.&lt;br /&gt;
&lt;br /&gt;
With so much going on in the game, the Advisor might give bad info to the Streamer once in a while, causing chat to inevitably correct it. In a smaller stream, this can be a good thing, with chat helping the Advisor out.&lt;br /&gt;
&lt;br /&gt;
On a much larger stream, dozens of “well akshually's” popping up can get annoying really fast and might even be too much for the Advisor to handle, especially if they're just a friend and not a mod that's used to this bullshit.&lt;br /&gt;
&lt;br /&gt;
So if you don't want to subject your friend to chat's degeneracy, who else can you bring in to be the adviser?&lt;br /&gt;
&lt;br /&gt;
Project Moon content creators. Again another obvious solution.&lt;br /&gt;
&lt;br /&gt;
Find someone with videos showing that they know what they're doing. Bonus points if they've dabbled with mods that add new content, and if they've played them on stream.&lt;br /&gt;
&lt;br /&gt;
If you're that big of a Streamer that Chat can scare away a guest, I'm sure you can find a Project Moon content creator within a few degrees of separation from you, if you don't already have some among your longtime viewers.&lt;br /&gt;
&lt;br /&gt;
Then again if you're popular for… &amp;quot;less desirable reasons&amp;quot; you shouldn't be surprised if the more knowledgeable ones would outright ignore you.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Ok, so you've roped in someone good at Project Moon games as an Advisor, there's still another problem: the time commitment.&lt;br /&gt;
&lt;br /&gt;
These are very long games; not gonna spoil how long, just gonna say that if you do get hooked, you could be blocking off your schedule for a long time. &lt;br /&gt;
&lt;br /&gt;
Again for Smaller Streamers this is fine, with every stream being a sort of weekly game night with friends.&lt;br /&gt;
&lt;br /&gt;
For external collabs however, someone's got to get paid.&lt;br /&gt;
&lt;br /&gt;
Seriously. It's ok if it's just gonna be a few streams, but if this collab's gonna be a regular thing, some sort of compensation should be on the table. Or the guest would only be on stream once in a while. Or you've got multiple guests that rotate.&lt;br /&gt;
&lt;br /&gt;
and so on... anything that would make it less of a hassle for both of you.&lt;br /&gt;
&lt;br /&gt;
And that's it for the Advisor route, at least for now.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.pexels.com/photo/friends-playing-together-on-a-game-console-7856028/ Friends Playing Together on a Game Console - Ron Loch]&lt;br /&gt;
&lt;br /&gt;
[https://www.pexels.com/photo/two-people-shaking-hands-4963433/ Two People Shaking Hands - Ketut Subiyanto]&lt;br /&gt;
&lt;br /&gt;
[https://www.pexels.com/photo/crop-man-paying-with-american-dollars-4386417/ Crop man paying with American dollars - Kaboompics.com]&lt;br /&gt;
|-&lt;br /&gt;
| You might have noticed that we haven't really talked about Hobbyist Streamers yet, so what about them?&lt;br /&gt;
&lt;br /&gt;
Oddly enough, I'd go with the default “just stream with the chat open” approach.&lt;br /&gt;
&lt;br /&gt;
From what I've seen with Hobbyist Streamers and with my own experience streaming my LobCorp playthrough, spoilers aren't really a problem especially if you make it clear that your stream doesn't want it.&lt;br /&gt;
&lt;br /&gt;
Sure there might be some weirdos that can't read dropping by, but from what I've seen there are many more lurkers willing to help if you have any questions.&lt;br /&gt;
&lt;br /&gt;
So despite all of what I said earlier in the video, the default route is a viable streaming option… if you're a hobbyist. Sadly it quickly gets worse the more viewers you have.&lt;br /&gt;
&lt;br /&gt;
Streaming with an Advisor is still a better option, if somehow a hobbyist can get one.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And there's the third option: if you're really worried about spoilers, playing the games off-stream is always on the table.&lt;br /&gt;
&lt;br /&gt;
That's what I did, so when I streamed LobCorp, I was pretty much immune to spoilers - because I already spoiled myself when I was looking for guides.&lt;br /&gt;
&lt;br /&gt;
This goes beyond avoiding spoilers, though, especially if you plan to upload VoDs or edited playthroughs of your streams.&lt;br /&gt;
&lt;br /&gt;
This is because everything we've discussed so far that makes it challenging to stream the games also affect the resulting videos.&lt;br /&gt;
&lt;br /&gt;
That is to say most of them leave a lot to be desired...&lt;br /&gt;
&lt;br /&gt;
Many are first playthroughs, and no amount of editing will remove the awkward gameplay coming from an Advisor-less first time player.&lt;br /&gt;
&lt;br /&gt;
Playing off-stream first gives you the opportunity to produce much better videos: you can play better, focus on the parts of the story that will be important later on, and keep your eyes open for stuff you might not have noticed in your earlier playthroughs.&lt;br /&gt;
&lt;br /&gt;
In other words, your playthrough would be more like a deep dive from a lore-master, and less like a game reviewer rushing to meet a deadline.&lt;br /&gt;
&lt;br /&gt;
The downside here is that you don't get the &amp;quot;genuine first-time reaction&amp;quot; that so many crave nowadays. So if your target audience prefers that over quality gameplay, this approach may not be for you.&lt;br /&gt;
&lt;br /&gt;
Though I must also point out that without an Advisor or looking up other players' analysis of the games, it may take a couple of replays before the metaphorical jigsaw puzzle will click for some players. So sometimes your reaction to the second or later playthroughs could be better than your first.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=WU37D73MJi4 Bloodborne Lore Playthrough Part One - heyZeusHeresToast]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=848Y1Uu5Htk Cuphead Gamescom Demo： Dean's Shameful 26 Minutes Of Gameplay - VentureBeat]&lt;br /&gt;
|-&lt;br /&gt;
| And here are your options.&lt;br /&gt;
&lt;br /&gt;
Now it's up to you to decide which best suits your streams.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Where to start?&lt;br /&gt;
|-&lt;br /&gt;
| Once you've decided how you're going to go about streaming, next you'll need to decide where to start.&lt;br /&gt;
&lt;br /&gt;
The most obvious choice is to start at the beginning, Lobotomy Corporation, as it would unravel the story in a logical order.&lt;br /&gt;
&lt;br /&gt;
However, it's also the hardest to get into, not only due to difficulty, but also because it's as janky as an ambitious small indie developer's first game. So I'd strongly recommend getting an Advisor if you choose to start with this game first.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Limbus Company's the most accessible and you can get by without an Advisor.&lt;br /&gt;
&lt;br /&gt;
However, it's a gacha game so the references to the previous games meant to open your wallet will go over your head if you start with this game.&lt;br /&gt;
&lt;br /&gt;
Seriously though, you can still enter the series through this game, but note that it is not a direct sequel, but a spinoff.&lt;br /&gt;
&lt;br /&gt;
Basically, it will spoil the previous two games, but most of the spoilers will come from those not directly involved with them.&lt;br /&gt;
&lt;br /&gt;
Speaking of spoilers, Limbus Company's also reached that point in its popularity where those who blatantly put spoilers in their posts and thumbnails now far surpass those who take time to hide them. In other words, it's practically impossible to avoid spoilers for Limbus Company nowadays.&lt;br /&gt;
&lt;br /&gt;
On the other hand, LobCorp's older so there's less market for clickbait, and some spoilers have even been shitposted and reposted over and over that they've almost become non-spoilers, confusing anyone not familiar with the in-jokes.&lt;br /&gt;
&lt;br /&gt;
Basically, as long as you're not actively looking for LobCorp content, you are slightly less likely to get spoiled.&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is in the middle of the two - it's harder to get into than Limbus Company, but still easier than Lobotomy Corporation. I'd still recommend an Advisor for it, though.&lt;br /&gt;
&lt;br /&gt;
In terms of spoilers, it also spoils LobCorp, but in a different way. We'll get back to this later.&lt;br /&gt;
&lt;br /&gt;
As for the other type of spoilers, the one from the fanbase, it's a mix of both. It's recent enough that you can still get accidental spoilers on your feeds, but old enough that some community memes are beaten to the ground already.&lt;br /&gt;
&lt;br /&gt;
And here's a summary on where to start. &lt;br /&gt;
&lt;br /&gt;
Unfortunately this table doesn't tell you the most important thing - &lt;br /&gt;
&lt;br /&gt;
What are these games all about? and WHY would you want to play any of them?&lt;br /&gt;
&lt;br /&gt;
So let's go through them one by one and give you actual reasons to play them.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lobotomy Corporation is a management game, with the said corp in the business of providing energy to a world that has a never ending demand for it.&lt;br /&gt;
&lt;br /&gt;
However, they don't get this energy from fossil fuels, renewables, or even nuclear sources.&lt;br /&gt;
&lt;br /&gt;
They extract it from Abnormalities, anomalous entities contained within Lobotomy Corporation's sites.&lt;br /&gt;
&lt;br /&gt;
In the game you play as a new site manager, and it's your job to reach the daily energy quota for 50 days.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, you start out with almost no information about the Abnormalities and you have to figure out by trial and error how to extract the most energy out of them. And with new Abnormalities added to the site almost every day, soon you'll be juggling dozens of them at the same time.&lt;br /&gt;
&lt;br /&gt;
But it gets worse. To use a phrase from another franchise, these Abnormalities do get a bit quirky, and one mistake can lead to containment breaches, deaths of your employees, or even day resets.&lt;br /&gt;
&lt;br /&gt;
Thankfully, the game allows you to return to checkpoints. You don't get to bring back everything, but you get a chance to pick more manageable Abnormalities.&lt;br /&gt;
&lt;br /&gt;
Worst case, you can always go back to the start, ending a cycle for one the weirdest roguelites you'll ever play.&lt;br /&gt;
&lt;br /&gt;
And with that introduction, we can loop back to what I briefly mentioned earlier about why you might want to play this game, namely:&lt;br /&gt;
&lt;br /&gt;
You're a fan of losing is fun games like roguelites and survival games.&lt;br /&gt;
&lt;br /&gt;
Or you want to get your feet wet in the deep lore that is the Project Moon franchise.&lt;br /&gt;
|&lt;br /&gt;
| https://commons.wikimedia.org/wiki/File:Lufkin_Mark_II_Oelpumpe_im_Oelfeld_Hiersdorf_in_Oberoesterreich.jpg&lt;br /&gt;
&lt;br /&gt;
https://commons.wikimedia.org/wiki/File:Adlershof_photovoltaic_power_station_(5).jpg&lt;br /&gt;
&lt;br /&gt;
https://commons.wikimedia.org/wiki/File:Cofrentes_nuclear_power_plant_cooling_towers.jpg&lt;br /&gt;
|-&lt;br /&gt;
| But really, there's one main reason why you might want to play Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
It's how I got into the game, and it's even one of the main reasons why the game was made.&lt;br /&gt;
&lt;br /&gt;
You love SCP, but are frustrated that most SCP-inspired video games out there are just clones of SCP: Containment Breach. &lt;br /&gt;
&lt;br /&gt;
Unfortunately explaining SCP would be too big of a tangent and is best moved to another video. So for the interest of time, I'm gonna assume you're at least vaguely familiar with SCP and anomalous containment fiction as a whole, and maybe seen some gameplay of other SCP games.&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a number of problems an SCP fan may have with the current crop of SCP games, but I'll just focus on what I believe is the biggest one:&lt;br /&gt;
&lt;br /&gt;
Most games center around containment breaches, with the player taking control of a character tasked to survive and escape the event, or suppress and re-contain the anomalies, or a mix of both.&lt;br /&gt;
&lt;br /&gt;
And I can't blame the game devs, containment breaches are the most exciting part about about being in a SCP-like universe, even if your demise is the most likely outcome.&lt;br /&gt;
&lt;br /&gt;
However, the concept of SCP is much more than containment breaches. In fact, SCP doesn't stand for Secure Contain Protect - that's just the Foundation's motto.&lt;br /&gt;
&lt;br /&gt;
SCP stands for “Special Containment Procedures”, documents detailing how to contain anomalies, written in dry scientific and bureaucratic language which often masks the great lengths the foundation goes through to fulfill its goals.&lt;br /&gt;
&lt;br /&gt;
And we don't really see this side of SCPs that much in SCP-inspired games.&lt;br /&gt;
&lt;br /&gt;
Where's the methodical approach to investigating the unknown?&lt;br /&gt;
&lt;br /&gt;
The mounting dread as the scale and extent of your mission becomes more and more apparent?&lt;br /&gt;
&lt;br /&gt;
The ethical and moral dilemmas involved in dealing with such a seemingly futile Sysiphean task?&lt;br /&gt;
&lt;br /&gt;
You do see these in other Cosmic Horror games, just not SCP-inspired or anomalous containment games.&lt;br /&gt;
&lt;br /&gt;
Now, if I list down the things that I think should be in my ideal SCP game, then score games according to those criteria, here's what we get:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Containment breach&amp;quot;-based SCP games do really well on the top half, but end up getting a low score because they operate on a smaller scale and you don't get to see the big picture.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Lovecraftian and Cosmic Horror games can get excellent scores on some parts, but they still don't get a high overall score because, well, they're not meant to be SCP games.&lt;br /&gt;
&lt;br /&gt;
You might think I'm gonna fanboy here and say LobCorp absolutely blows them all out of the water, but no, Lobotomy Corporation is a flawed game, and other games in this table are definitely better than it in some places.&lt;br /&gt;
&lt;br /&gt;
As an SCP game, though, it's the only one out there that covers all the bases. So until a more ambitious and better funded studio manages to combine, say, the mainstream appeal of Control with the depth and dreariness of Sunless Sea, anyone wishing to get the “shady organization that probably shouldn't be working with this many anomalies” experience will have to settle with the janky game that is Lobotomy Corporation.&lt;br /&gt;
| &lt;br /&gt;
| [https://www.inven.co.kr/webzine/news/?news=176803&amp;amp;game=6985 &amp;lt;nowiki&amp;gt;[Interview] From student project to Steam Early Access, the past two years of 'Lobotomy Corporation'&amp;lt;/nowiki&amp;gt; - Google Translated]&lt;br /&gt;
&lt;br /&gt;
[https://www.scpcbgame.com/ SCP: Containment Breach]&lt;br /&gt;
&lt;br /&gt;
[https://www.imdb.com/title/tt1259521/mediaviewer/rm2931760897/?ref_=ttmi_mi_25 Cabin in the Woods poster - IMDB]&lt;br /&gt;
&lt;br /&gt;
[https://www.rottentomatoes.com/tv/warehouse-13/s01 Warehouse 13 Season 1 poster - Rotten Tomatoes]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/700330/SCP_Secret_Laboratory/ SCP: Secret Laboratory]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/872670/SCP_5K/ SCP: 5K]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=pFGgEoIVi7A Control Ultimate Edition Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1939100/Go_Home_Annie/ Go Home Annie]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=cb5ztJBDAGQ WORLD OF HORROR - Announcement Trailer - Nintendo Switch]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=L6Kg5NCYIkY Slay the Princess — The Pristine Cut Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=QhIk2PqPU3o Sunless Sea： Launch Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| But what if you don't care about SCPs? Or maybe you don't want to spend way too much time on a janky roguelite management game.&lt;br /&gt;
&lt;br /&gt;
Maybe you'd rather spend way too much time on a card battler instead.&lt;br /&gt;
&lt;br /&gt;
Seriously though, going straight to the next game is an option, as Library of Ruina recaps the story of Lobotomy Corporation as you play it.&lt;br /&gt;
&lt;br /&gt;
Before I describe the next 2 games, I have to say that it's impossible for me to describe them without dropping hints related to spoilers. So if you're locked in with Lobotomy Corporation as the start of your Project Moon journey, skip to the timestamp on screen.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, Library of Ruina:&lt;br /&gt;
&lt;br /&gt;
Play this if you want a uniquely different gaming experience. Like if you take a normal game, then flip half of it upside down.&lt;br /&gt;
&lt;br /&gt;
Starting with the premise: in the previous game, you were preventing murderous anomalous entities from breaching containment.&lt;br /&gt;
&lt;br /&gt;
Now you ARE the Eldritch horror, slowly murdering your way through the ranks of the City to get to your end goal.&lt;br /&gt;
&lt;br /&gt;
Then there's the setting: The City can be described simply as a dystopian cyberpunk megacity, but it doesn't have the wide eyed wonder that 80's or 90's cyberpunk had with cyberspace. There's Augmentations, AI dilemmas, and overall suffering caused by Corporations, but there's no fancy hacking here - the Internet and telecommunications are just as mundane as it is in our time.&lt;br /&gt;
&lt;br /&gt;
It's also based on East Asian sensibilities rather than Western Cyberpunk, with the most prominent feature being the overly heavy regulation on firearms forcing many to rely on melee combat.&lt;br /&gt;
&lt;br /&gt;
Speaking of the combat: on the surface it looks like yet another Slay the Spire clone, but once you actually play it you'll see how much it questions not just card game combat, but video game combat as a whole…&lt;br /&gt;
&lt;br /&gt;
Like why do units just stand and take damage in turn-based games? why can't they try to parry before taking damage instead?&lt;br /&gt;
&lt;br /&gt;
Or why do we need a special skill to defend our party members when speedier units can intercept attacks like in tactical games?&lt;br /&gt;
&lt;br /&gt;
I could go on with other stuff, but I think you got the point. So let's proceed to the last game…&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.imdb.com/video/vi397129241/?playlistId=tt3472226&amp;amp;ref_=tt_ov_ov_vi KUNG FURY Official Trailer] - [https://www.youtube.com/@LaserUnicorns LaserUnicorns]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=hoRwOux7Ofw Deus Ex: Human Revolution Extended Cut CGI Trailer - Deus Ex]&lt;br /&gt;
|-&lt;br /&gt;
| Limbus Company, it's a spinoff so I won't be spoiling anything that I haven't mentioned yet but if you want to skip, timestamp on screen.&lt;br /&gt;
&lt;br /&gt;
Limbus Company: it's Dante's Inferno, with &amp;quot;Hell&amp;quot; being &amp;quot;The City&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Dante, now an amnesiac with a clock for a head, travels around The City guided by Vergilius, with the ultimate goal of gathering Golden Boughs from former Lobotomy Corporation branches. This road trip explores the other parts of the City that we haven't seen in the previous entries.&lt;br /&gt;
&lt;br /&gt;
Along for the ride and serving as the journey's muscle are the twelve Sinners, people who are also suspiciously named after literary figures from around the world.&lt;br /&gt;
&lt;br /&gt;
So there's your first selling point: if you love classic literature but hate how media keeps going for a select few titles like Sherlock Holmes, this might be up your alley.&lt;br /&gt;
&lt;br /&gt;
The next major selling point - it's a live service gacha game, that doesn't feel like a live service gacha game.&lt;br /&gt;
&lt;br /&gt;
Take for example the combat, if a live service gacha comes out of nowhere boasting a unique combat experience, you just know it's gonna be another Raid Summoner's War clone.&lt;br /&gt;
&lt;br /&gt;
Limbus Company, on the other hand, does use a unique combat system, a hybrid tactical auto-battler that only it and Library of Ruina use.&lt;br /&gt;
&lt;br /&gt;
Then there's the monetization which I won't go into detail. Basically, if you've got the patience almost all of the game is available to you through gameplay.&lt;br /&gt;
&lt;br /&gt;
And one last, seemingly minor change from your usual gacha - the rating. When a gacha game is rated for more mature audiences, usually it's just because of fanservice.&lt;br /&gt;
&lt;br /&gt;
Limbus Company shows us what we're missing: there's violence and gore, your teams covered in blood after a long battle. Mature topics are also tackled, you know things like overwork and tax evasion.&lt;br /&gt;
&lt;br /&gt;
Jokes aside, this game does go to places where mature games in the same market typically avoid, fitting for an allegorical journey through hell.&lt;br /&gt;
&lt;br /&gt;
And I guess that's also a fitting end to this section: if you're looking for indie games that explore issues that modern AAA slop rarely touch upon nowadays so as not to offend their mainstream audience, any of these three games may scratch your itch.&lt;br /&gt;
| &lt;br /&gt;
| [https://www.gutenberg.org/files/8800/8800-h/8800-h.htm Dante's Inferno - Project Gutenberg]&lt;br /&gt;
&lt;br /&gt;
https://commons.wikimedia.org/wiki/File:Sandro_Botticelli_-_La_Carte_de_l%27Enfer.jpg&lt;br /&gt;
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https://commons.wikimedia.org/wiki/File:Cover_of_the_first_edition_of_Crime_and_Punishment.jpg&lt;br /&gt;
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https://en.wikipedia.org/wiki/File:The_Wings_(Yi_Sang).jpg&lt;br /&gt;
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https://commons.wikimedia.org/wiki/File:Houghton_Lowell_1238.5_(A)_-_Wuthering_Heights,_1847.jpg&lt;br /&gt;
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https://commons.wikimedia.org/wiki/File:Moby-Dick_FE_title_page.jpg&lt;br /&gt;
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https://commons.wikimedia.org/wiki/File:Demian_Erstausgabe.jpg&lt;br /&gt;
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https://commons.wikimedia.org/wiki/File:%EC%B9%B4%ED%94%84%EC%B9%B4%EC%9D%98_%EC%86%8C%EC%84%A4_-%EB%B3%80%EC%8B%A0-%EC%9D%98_%EC%B4%88%ED%8C%90%EB%B3%B8_%EC%B1%85_%ED%91%9C%EC%A7%80.jpg&lt;br /&gt;
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https://commons.wikimedia.org/wiki/File:Miguel_de_Cervantes_(1605)_El_ingenioso_hidalgo_Don_Quixote_de_la_Mancha.png&lt;br /&gt;
&lt;br /&gt;
[https://www.amazon.co.jp/-/en/%E8%8A%A5%E5%B7%9D-%E7%AB%9C%E4%B9%8B%E4%BB%8B-ebook/dp/B009IWSL5W 地獄変 - Amazon.co.jp]&lt;br /&gt;
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https://commons.wikimedia.org/wiki/File:Goethe_Faust_I_1808.jpg&lt;br /&gt;
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https://commons.wikimedia.org/wiki/File:Dream_of_the_red_chamber_-_Youzheng_version.png&lt;br /&gt;
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https://commons.wikimedia.org/wiki/File:Odyssey_of_Homer_Palmer-0005.jpg&lt;br /&gt;
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https://commons.wikimedia.org/wiki/File:L%27%C3%89tranger_(Albert_Camus).jpg&lt;br /&gt;
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https://commons.wikimedia.org/wiki/File:ArthurConanDoyle_AStudyInScarlet.jpg&lt;br /&gt;
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https://commons.wikimedia.org/wiki/File:Sherlock_Holmes_poster_1916.jpg&lt;br /&gt;
&lt;br /&gt;
[https://www.imdb.com/title/tt1475582/ BBC Sherlock - IMDB]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/2426960/Summoners_War/ Summoner's War]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=sM00MX-MCS0 &amp;lt;nowiki&amp;gt;림버스 컴퍼니 적안 료슈 ｜ Limbus Company Red Eyes Ryoshu - 얼툰_Ultoon&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
[https://x.com/FGOJohnD/status/1633571414363230208 Heathcliff meme image]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Important things to know before starting&lt;br /&gt;
|-&lt;br /&gt;
| Once you've decided where to start, here's some things you have to be aware of before playing each game:&lt;br /&gt;
&lt;br /&gt;
Lobotomy Corporation:&lt;br /&gt;
&lt;br /&gt;
There's a memory leak, but as a Streamer, your streaming rig should have more than enough memory for it to be a problem.&lt;br /&gt;
&lt;br /&gt;
Worst case you can always reset your game after a few hours.&lt;br /&gt;
&lt;br /&gt;
The game allows you to customize your Agents, including their names.&lt;br /&gt;
&lt;br /&gt;
While this is a great place for audience interaction, note that there is a built-in name list that the game draws from and they can be… well.. interesting.&lt;br /&gt;
&lt;br /&gt;
Some are unintentionally funny, others are hard to pronounce, and others… let's just say where I'm from, I would rather reroll some names rather than deal with them.&lt;br /&gt;
&lt;br /&gt;
So yeah, be prepared to quickly reroll if you see a name that you don't like, say an ex or someone way worse.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina:&lt;br /&gt;
&lt;br /&gt;
First off, just stick with the PC version.&lt;br /&gt;
&lt;br /&gt;
It's much easier to navigate with the mouse and keyboard and the loading times are much faster.&lt;br /&gt;
&lt;br /&gt;
Customization returns, so yeah, up to you how you deal with certain names.  At least now renaming is free.&lt;br /&gt;
&lt;br /&gt;
Then there's the music - this is where Mili started doing the vocal tracks for the franchise.&lt;br /&gt;
&lt;br /&gt;
I honestly don't know how much it affects the monetization of videos, but this is a heads up so you won't be surprised and be prepared to do some audio scrubbing if your platform's content detection algorithm messes up. &lt;br /&gt;
&lt;br /&gt;
If you're really paranoid, you can just ask chat to tell you when to mute the music, though understand that Mili's songs only play at key moments in the game, so not only will you be missing out on what the community considers some the highest points in the series, you will also be spoiling yourself.&lt;br /&gt;
&lt;br /&gt;
Oh and yeah, speaking of audio, mix the audio before the stream unless you want to (RIP headphone users) on game startup.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Limbus Company: same here just go with the Steam version.&lt;br /&gt;
&lt;br /&gt;
Even if you've got a kick-ass mobile streaming setup, the PC version is just more stable, not to mention the unique id on the title screen is much more anonymous than your email.&lt;br /&gt;
&lt;br /&gt;
Speaking of privacy, the game doesn't have a Streamer mode yet so you should strongly consider censoring some stuff through your overlay -&lt;br /&gt;
&lt;br /&gt;
we already mentioned the title screen, then there's the User ID unless you want to get swamped with friend requests, and perhaps the Lunacy count to hide how responsible or irresponsible you are with gambling.&lt;br /&gt;
&lt;br /&gt;
Mili returns, so like I said earlier, prepare for content detection shenanigans.&lt;br /&gt;
&lt;br /&gt;
And lastly, plan ahead about what you'll be doing with the live service gacha part.&lt;br /&gt;
&lt;br /&gt;
Best case scenario, you've got an experienced Advisor and both of you are challenge runners, then you can set the whole stream's schtick as going through the game with as little pulls as possible.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you've got to decide how much are you gonna spend on the game.&lt;br /&gt;
&lt;br /&gt;
Are you gonna whale upfront and pull on stream for content?&lt;br /&gt;
&lt;br /&gt;
Or maybe you'll be more responsible and wait until you start liking the game enough before opening your wallet?&lt;br /&gt;
&lt;br /&gt;
The choice is yours.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=YijBTJTi1QQ SCP-610 - The Flesh that Hates ☣ : Object Class - Keter : Contagion SCP - TheVolgun]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=EOxarwd3eTs SCP: OVERLORD - Evan Royalty]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Last tip for Streamers&lt;br /&gt;
|-&lt;br /&gt;
| One last tip before I talk to the Advisors and chat, the obligatory one for anyone new to Project Moon games.&lt;br /&gt;
&lt;br /&gt;
Read.&lt;br /&gt;
&lt;br /&gt;
Not sure if you've noticed it yet, but every game in the series is a blatant reference to reading.&lt;br /&gt;
&lt;br /&gt;
The second game has Library in the title. The third is full of classical literature references.&lt;br /&gt;
&lt;br /&gt;
The first isn't quite as blatant, but is arguably the most important - the strong ties to SCPs. Despite its popularity in video platforms, at the end of the day SCP entries are still text documents.&lt;br /&gt;
&lt;br /&gt;
And just like SCPs, most of the challenges that you face in the whole series can be dealt with by reading and understanding what you're facing. Sometimes it's straightforward, other times it requires some extra thinking.&lt;br /&gt;
&lt;br /&gt;
So yeah, read. And always remember that you can take your time to do so, despite the more impatient side of your chat.&lt;br /&gt;
&lt;br /&gt;
Pro tip: ask your adviser for help if you have trouble understanding what you just read.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| And that's it for the Streamer tips. The next part's going to be for the Advisors and chat. If you're a Streamer you can stick around but there will be minor spoilers abound.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tips for Advisors and Chat&lt;br /&gt;
|- &lt;br /&gt;
| Let's get straight to business, Advisors, your main role is to be the Skip Tutorial button for the Streamer.&lt;br /&gt;
&lt;br /&gt;
Not that I recommend you tell the Streamer to skip the tutorial, but watching them play through it will show you what you're up against:&lt;br /&gt;
&lt;br /&gt;
the huge info dump, the odd timing of introducing concepts, and finally, how some things are straight up not explained.&lt;br /&gt;
&lt;br /&gt;
So yeah, you're gonna have to sit down before the stream and figure out what the Streamer needs to learn and when to step in and teach them.&lt;br /&gt;
&lt;br /&gt;
However, making a full on lesson plan ahead of time would be overkill.&lt;br /&gt;
&lt;br /&gt;
For most Streamers, just having a checklist on hand to remind yourself what to teach should be enough.&lt;br /&gt;
&lt;br /&gt;
I have a video about essential LobCorp tips and you can use that list as a baseline.&lt;br /&gt;
&lt;br /&gt;
I don't have an equivalent video for the other two games yet, but consider skimming over my overview of Ruina's combat to get some hints on how you'd explain the unique combat mechanics to the Streamer.&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another task for the adviser - mods. Not chat moderators, but game mods.&lt;br /&gt;
&lt;br /&gt;
Mod sites and the Steam Workshop are full of spoilers, so if either you the Advisor or the Streamer suggests using mods, it's up to you to prepare a spoiler-free step-by-step guide to download and install them.&lt;br /&gt;
&lt;br /&gt;
If you ask me, the only mods I'd go for are appearance mods, as they improve audience participation.&lt;br /&gt;
&lt;br /&gt;
I wouldn't go for game changing mods for a new player, like the detailed info LobCorp mod or the NoGrind Ruina mod, because even though they can be huge Quality of Life changes, they still fundamentally change how the game plays and in turn changes the experience.&lt;br /&gt;
&lt;br /&gt;
I'd wait for the late game or repeat playthroughs before even thinking about adding them.&lt;br /&gt;
&lt;br /&gt;
But at the end of the day, you're the Advisor, and you have the final say on what mods to suggest to the Streamer.&lt;br /&gt;
&lt;br /&gt;
Except for Limbus Company mods. I honestly don't know if mods break the Terms of Service, but I don't want you to learn the hard way.&lt;br /&gt;
| &lt;br /&gt;
| https://www.nexusmods.com/lobotomycorporation/mods/83&lt;br /&gt;
&lt;br /&gt;
https://www.nexusmods.com/lobotomycorporation/mods/214&lt;br /&gt;
&lt;br /&gt;
https://www.nexusmods.com/lobotomycorporation/mods/47 - More Detailed Info&lt;br /&gt;
&lt;br /&gt;
https://www.nexusmods.com/libraryofruina/mods/30 - NoGrind&lt;br /&gt;
&lt;br /&gt;
https://www.nexusmods.com/lobotomycorporation/mods/168 - HP bar stacking&lt;br /&gt;
|-&lt;br /&gt;
| Next up: Reading Homework.&lt;br /&gt;
&lt;br /&gt;
I didn't bring this up in the &amp;quot;READ&amp;quot; section with the Streamer earlier because, well, it's a straight up spoiler.&lt;br /&gt;
&lt;br /&gt;
If you played through the games, you should know that some references are such non-spoilers that knowing about them beforehand actually improves your enjoyment of the game. However, you should also know that the extreme opposite is also true - there are works wherein the mere acknowledgement that the game references them can be counted as a major spoiler.&lt;br /&gt;
&lt;br /&gt;
So no, in this video I won't be listing books or other works that I recommend your Streamer read beforehand. Except Limbus Company, as that game sorta expects you to be familiar with the works related to each character.&lt;br /&gt;
&lt;br /&gt;
That said, there's opportunity here for advisers to tailor the Streamer's experience&lt;br /&gt;
&lt;br /&gt;
Say the Streamer is well versed in literature or an SCP fan, you can just sit back and let them connect the dots on their own. Then later on, point out the stuff they missed. And maybe drop some red herrings here and there if they're feeling too smug about figuring things out too quickly.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if the Streamer's more of your average “I stopped reading books after getting out of school” type, but is willing to start reading again, you'd point out the non-spoilery references earlier while deferring the major spoilers much later, or even after the playthrough.&lt;br /&gt;
|&lt;br /&gt;
| [https://en.wikipedia.org/wiki/The_Little_Match_Girl The Little Match Girl]&lt;br /&gt;
&lt;br /&gt;
[https://www.postype.com/@projectmoon Project Moon Postype - Distortion Detective and Leviathan]&lt;br /&gt;
&lt;br /&gt;
[https://x.com/baalbuddy/status/1440433502604783630 BaalBuddy]&lt;br /&gt;
&lt;br /&gt;
[https://scp-wiki.wikidot.com/sunny-s-black-and-white-art SunnyClockwork]&lt;br /&gt;
&lt;br /&gt;
https://tvtropes.org/pmwiki/pmwiki.php/Main/RedHerring&lt;br /&gt;
&lt;br /&gt;
[https://www.amazon.com/Romeo-Juliet-Folger-Shakespeare-Library/dp/0743477111 Romeo and Juliet (Amazon)]&lt;br /&gt;
&lt;br /&gt;
https://commons.wikimedia.org/wiki/File:To_Kill_a_Mockingbird_(first_edition_cover).jpg&lt;br /&gt;
&lt;br /&gt;
https://commons.wikimedia.org/wiki/File:The_Catcher_in_the_Rye_(1951,_first_edition_cover).jpg&lt;br /&gt;
|-&lt;br /&gt;
| This whole knowing what to point out and what to hide isn't limited to literary references, it can also be applied to other hidden details that the Streamer might miss.&lt;br /&gt;
&lt;br /&gt;
For example, the extra details and Easter eggs that sprinkled throughout the series. Unfortunately, they're hard to see because most of the time you're zoomed out or are focused on the action.&lt;br /&gt;
&lt;br /&gt;
And sometimes they're hidden unless you play in a certain way - say if you play too well, you won't see certain special attacks and death animations.&lt;br /&gt;
&lt;br /&gt;
So yeah, advisers should consider pointing out these things when doing so won't derail the playthrough too much, though they should also take care not to overdo it and accidentally point out a detail that will only make sense much later in the game. aka spoilers&lt;br /&gt;
| &lt;br /&gt;
| https://www.youtube.com/@LofiGirl&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=IMC0uZY2iH0 Sonic Adventure 2 (Dark Story + Final Story) ｜ Real-Time Fandub Games - SnapCube]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=-8XHl2G8Z8E &amp;lt;nowiki&amp;gt;Metal Gear Rising Revengeance - Metal Gear RAY Boss Fight [4K 60FPS] - Shirrako&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
|-&lt;br /&gt;
| Speaking of spoilers, I might as well remind chat about basic etiquette.&lt;br /&gt;
&lt;br /&gt;
First off, check the Title and Description about how much spoilers the Streamer allows in the stream. If there isn't any, assume that the Streamer DOESN'T want spoilers.&lt;br /&gt;
&lt;br /&gt;
For the Advisor, remind the Streamer to add it before going live.&lt;br /&gt;
&lt;br /&gt;
Those warnings generally cut down most of the spoilers, though even the most obedient chat members will have trouble not spoiling climactic plot developments too early.&lt;br /&gt;
&lt;br /&gt;
Look even I'm not immune to this, I will join in the meme spam of &amp;quot;I've come to make an announcement&amp;quot; or “Rules of nature”, but I try to wait until after they play out on stream and not 5 minutes ahead. &lt;br /&gt;
&lt;br /&gt;
Then again, chat getting too excited is just part of streaming, so we can give them a pass, or a warning if they get too annoying. Besides, experienced Streamers should be used to it by now.&lt;br /&gt;
&lt;br /&gt;
But for those who are obviously trolling by spamming spoilers, or if we're gonna be charitable, clueless chat members looking for attention, just tell the Streamer to time them out or ban them.&lt;br /&gt;
&lt;br /&gt;
No use letting them continue.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Back to reading :&lt;br /&gt;
&lt;br /&gt;
There's more to reading than gameplay related stuff like passives, guidelines, etc. and the reading homework. There's still other text like Abnormality Stories.&lt;br /&gt;
&lt;br /&gt;
Pointing these out could be done by both the Advisors and Chat, but in my experience chat members that suggest reading stuff like observation logs are often ignored or are lost in the sea of other messages. So this job's squarely at the adviser, with chat reminding them to do it.&lt;br /&gt;
&lt;br /&gt;
So what else does the Streamer have to read?&lt;br /&gt;
&lt;br /&gt;
For LobCorp, I already mentioned the Abnormality Stories, then there's the blurbs above the containment units during work. Aside from expanding the game's lore, those flavor texts can also contain gameplay related stuff not mentioned in the main document.&lt;br /&gt;
&lt;br /&gt;
There's also chatter among employees, though they can get repetitive.&lt;br /&gt;
&lt;br /&gt;
Finally there's the often overlooked text like the Mission, Research, and Department Descriptions.&lt;br /&gt;
&lt;br /&gt;
For Library of Ruina: the Book Stories.&lt;br /&gt;
&lt;br /&gt;
These can set the mood of the game early on - see Finn and Yun - but in almost all of the streams that I've watched, the Streamer misses out on this one.&lt;br /&gt;
&lt;br /&gt;
Other than that, the combat messages at the bottom are also often ignored even though some of the comments can get interesting.&lt;br /&gt;
&lt;br /&gt;
Limbus Company - again Observation Logs, this one's a bit harder because there's no codex yet as of this video, but there's a lot of stuff in there that fleshes out the enemy as well as the Sinners assigned to write about them.&lt;br /&gt;
&lt;br /&gt;
Then there's the Mirror World stories and Dante's Notes - more lore to digest.&lt;br /&gt;
&lt;br /&gt;
And remember that this is a live service game so new things are added regularly.&lt;br /&gt;
&lt;br /&gt;
You don't need to read the Patch Notes, just be aware that occasionally,some new stuff to read will pop up in certain places.&lt;br /&gt;
&lt;br /&gt;
And for the series as a whole, well, I don't need to spoil them - you already know the lines of text that I'm talking about.&lt;br /&gt;
&lt;br /&gt;
Unless you ignored them in your playthrough, despite being a trademark of the series by now. At least you now know first hand how the Streamer can ignore such an important part of the game.&lt;br /&gt;
&lt;br /&gt;
Except for Limbus Company. They're pretty hard to ignore in that game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next up, Pronunciation. &lt;br /&gt;
&lt;br /&gt;
sigh... I should make a video about this.&lt;br /&gt;
&lt;br /&gt;
Alright, the series is full of terms from all around the world, as an Advisor what do you do if the Streamer asks how things are pronounced?&lt;br /&gt;
&lt;br /&gt;
As I haven't done the the video yet, my current opinion on pronunciation is it's all up to you. Most of the fanbase mispronounces the terms foreign to them anyway.&lt;br /&gt;
&lt;br /&gt;
I have my own guidelines for pronunciation in my streams and videos, but that's just me and all of this may be too much effort for your typical gamer.&lt;br /&gt;
&lt;br /&gt;
Long story short, do some research so you won't look stupid in front of the Streamer's worldwide audience, but don't force the Streamer to pronounce things in a certain way.&lt;br /&gt;
&lt;br /&gt;
That said, it's a good idea to have some standards in place so both you and the Streamer don't go too wild with butchering words.&lt;br /&gt;
&lt;br /&gt;
Say you're ok pronouncing Meursault as Mr. Salt. Or for extra “insult” to the French, pronounce “Cinq” as “sink”.&lt;br /&gt;
&lt;br /&gt;
But then you draw the line at pronouncing Ryōshū's &amp;quot;ry&amp;quot; digram like it's 1991.&lt;br /&gt;
|&lt;br /&gt;
| https://commons.wikimedia.org/wiki/File:Salzstreuer.jpg&lt;br /&gt;
&lt;br /&gt;
https://commons.wikimedia.org/wiki/File:Sink-Albis.jpg&lt;br /&gt;
&lt;br /&gt;
[https://streetfighter.fandom.com/wiki/Ryu/Gallery?file=Ryu-sf2-portrait.gif Ryu sprite]&lt;br /&gt;
|-&lt;br /&gt;
| Next let's talk about everyone's favorite thing to do in a LobCorp stream: suggest run ending Abnormalities to the Streamer.&lt;br /&gt;
&lt;br /&gt;
As funny as it is, this is a serious matter - many Streamers stopped streaming just because chat decided to suggest picking an abno that is way out of their league.&lt;br /&gt;
&lt;br /&gt;
It's a lot less of an issue with an adviser, as pretty much every abno can be contained even in the first cycle if you know how, but there are still some that may be too much even with an adviser.&lt;br /&gt;
&lt;br /&gt;
Personally, I'd avoid run-ending Abnormalities as much as possible, while still nudging them towards hard-but-doable ones for a challenge.&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Wrapping this video up with the final tip for Advisors and chat as a whole:&lt;br /&gt;
&lt;br /&gt;
Understand that Project Moon games may not be for the Streamer.&lt;br /&gt;
&lt;br /&gt;
Different strokes for different folks. I don't give a shit about pretty much every &amp;quot;game of the year&amp;quot;, and in the same way, your favorite Streamer may not be up for indie game jank.&lt;br /&gt;
&lt;br /&gt;
You can hype up Project Moon games all you want, but at the end of the day if it doesn't click with them, they'll drop the game and move on. In fact, hyping them up too much might just turn off the Streamer instead.&lt;br /&gt;
&lt;br /&gt;
All you can do is to try to give them the best possible experience, clearing all the unintentional hurdles in the way so they have a better chance to stick around.&lt;br /&gt;
&lt;br /&gt;
It's an uphill battle, after all you are trying to give them much fun and enjoyment as you can from games that are all about suffering.&lt;br /&gt;
&lt;br /&gt;
If you succeed, then great. If not, well, that's just how it is.&lt;br /&gt;
| &lt;br /&gt;
| https://thegameawards.com/nominees/game-of-the-year&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video.&lt;br /&gt;
&lt;br /&gt;
I've been working on this on and off for months and it turned out much longer than I originally anticipated. If you're still watching, go check out the description for some few extra tidbits on how long this took.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching, and see you in the next video where I hopefully will return to proper guides instead of rambling again for 50 minutes...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/PMStreamerGuide.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=PM_Streamer_Guide_script&amp;diff=159</id>
		<title>PM Streamer Guide script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=PM_Streamer_Guide_script&amp;diff=159"/>
		<updated>2025-02-16T04:42:04Z</updated>

		<summary type="html">&lt;p&gt;Zero: Created page with &amp;quot;= A Guide to Live-Streaming Project Moon Games for New Players =  {| class=&amp;quot;wikitable&amp;quot;  |- ! Script !! On-screen extra blurbs !! Additional notes and credits |- | Live streami...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= A Guide to Live-Streaming Project Moon Games for New Players =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes and credits&lt;br /&gt;
|-&lt;br /&gt;
| Live streaming Project Moon games can be a uniquely fun experience; not only are there ample opportunities for audience participation, there's also years worth of lore and community in-jokes for everybody to enjoy.&lt;br /&gt;
&lt;br /&gt;
That is, if you've already finished the games and are up-to-date with Limbus Company.&lt;br /&gt;
&lt;br /&gt;
For a Streamer new to the franchise with lots to catch up on, it's a very different story.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hi, I'm Zero and in this video I'll be going over my thoughts about new players streaming Project Moon games.&lt;br /&gt;
| A Guide to Live-Streaming Project Moon Games as a New Player&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| First I'll talk about who this is for.&lt;br /&gt;
&lt;br /&gt;
Next I'll explain the main problem and some options to address that problem.&lt;br /&gt;
&lt;br /&gt;
Then I'll go through some options to address that problem.&lt;br /&gt;
&lt;br /&gt;
Then finally, a section for “Chat”. As a Streamer, you can skip this part but you can also watch it if you're ok with the minor spoilers.&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A quick disclaimer since we're potentially dealing with money here:&lt;br /&gt;
&lt;br /&gt;
I'm not a professional Streamer; I'm just a guy rambling on the internet.&lt;br /&gt;
&lt;br /&gt;
If you are a professional Streamer, please take everything I say with a grain of salt.&lt;br /&gt;
&lt;br /&gt;
Better yet, consult with other people before following any of my suggestions.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Who is this for?&lt;br /&gt;
|-&lt;br /&gt;
| On to the first part, who is this for?&lt;br /&gt;
&lt;br /&gt;
Obviously for Streamers new to Project Moon. But since advice for one type of Streamer may not apply to others, we'll need to split them up into groups.&lt;br /&gt;
&lt;br /&gt;
I'm gonna keep it simple and classify them by viewer count.&lt;br /&gt;
&lt;br /&gt;
First are Hobbyist Streamers, ones with less than 10 regular viewers. Maybe some friends will drop by to watch sometimes, but most of the time they just stream for the sake of streaming.&lt;br /&gt;
&lt;br /&gt;
Then the next step up are the Small Streamers, hovering around 40 viewers. These are either longtime Hobbyist Streamers that have slowly built up their faithful audience, or relatively new Streamers that took growing their audience much more seriously.&lt;br /&gt;
&lt;br /&gt;
Then there's the Large Streamers, I'd say 250 viewers would be a good baseline. These are professional or semi-professional Streamers that have worked hard to get to this level.&lt;br /&gt;
&lt;br /&gt;
I could add one last type, the Even Larger Streamers with thousands of viewers, but again keeping things simple, I'll lump them together with the Large Streamers, and just explain later how a much larger audience could change things.&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The main problem&lt;br /&gt;
|-&lt;br /&gt;
| Alright here's the deal, Project Moon games make it hard for new players to fully appreciate them.&lt;br /&gt;
&lt;br /&gt;
And it's not just because of one or two major issues breaking the game, but a combination of factors eventually leading to much bigger problems.&lt;br /&gt;
&lt;br /&gt;
Complicating matters is how some of those factors aren't problems but rather design choices that may even considered a plus in other situations. It's only when they're all combined that they become an issue.&lt;br /&gt;
&lt;br /&gt;
Think Domino effect or Swiss cheese model.&lt;br /&gt;
|&lt;br /&gt;
| [https://youtube.com/watch?v=y97rBdSYbkg Domino Chain Reaction (geometric growth in action)]&lt;br /&gt;
&lt;br /&gt;
Swiss cheese model: https://commons.wikimedia.org/wiki/File:Swiss_cheese_model_textless.svg&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, let's start with one of those non-issues: &lt;br /&gt;
&lt;br /&gt;
Project Moon games use some of the most unique game systems out there right now.&lt;br /&gt;
&lt;br /&gt;
Lobotomy Corporation is a management and memory game with a challenging Real-Time with Pause combat.&lt;br /&gt;
&lt;br /&gt;
Library of Ruina and Limbus Company, on the other hand, are hybrid tactical auto-battlers that flip traditional Turn-Based combat upside down.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On itself, this isn't an issue - there's a market out there for games that push the boundaries of gaming. But then there's the next part:&lt;br /&gt;
&lt;br /&gt;
The tutorials and manuals kinda suck, making it much harder to get into the games.&lt;br /&gt;
&lt;br /&gt;
But again, this doesn't affect other games that much. For example other complex simulators have bare bones tutorials that barely cover the basics, but it isn't that big of a deal breaker for them.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/108600/Project_Zomboid/ Project Zomboid (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| What Project Moon games have that those others don't is our next factor:&lt;br /&gt;
&lt;br /&gt;
They are best played knowing as little about them as possible.&lt;br /&gt;
&lt;br /&gt;
I'm sure you know of many games that fall into this category, though I should note that this isn't all about avoiding spoilers for plot twists.&lt;br /&gt;
&lt;br /&gt;
It's also because Project Moon games are structured such that details of the story and lore are presented like pieces of a jigsaw puzzle, and that “OH!” moment you get after all the pieces fit together won't be as impactful if you are spoiled, regardless if it's a plot twist or not.&lt;br /&gt;
&lt;br /&gt;
Normally this also isn't an issue, because unless you're a complete outsider to gaming, you shouldn't have problems picking up and playing those other games, usually because they're based on older games, say if you've played a JRPG before, it should be easy to jump into others.&lt;br /&gt;
&lt;br /&gt;
And also because they have adequate tutorials that introduce gameplay mechanics to new players.&lt;br /&gt;
|&lt;br /&gt;
| https://commons.wikimedia.org/wiki/File:Jigsaw_puzzle_01_by_Scouten.jpg&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Final_Fantasy_VI Final Fantasy VI (III NA release)]&lt;br /&gt;
&lt;br /&gt;
[https://atlus.com/atlus-titles/persona4-golden/ Persona 4 Golden]&lt;br /&gt;
|-&lt;br /&gt;
| If you put together all of what we just discussed, you should be able to start seeing the problem...&lt;br /&gt;
&lt;br /&gt;
It's as if to get the ideal Project Moon game experience, &lt;br /&gt;
&lt;br /&gt;
a new player has to already know as much about playing the game as possible,&lt;br /&gt;
&lt;br /&gt;
while knowing as little about the game as possible, &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And so we reach the fundamental dilemma with Project Moon games:&lt;br /&gt;
&lt;br /&gt;
Do you look up guides to understand how the game works but open yourself up to accidental spoilers? &lt;br /&gt;
&lt;br /&gt;
Or do you tough it out and try to play the game on your own, only to learn dozens of hours later that you've been missing out on some basic concepts and have been giving yourself unnecessary handicaps all this time?&lt;br /&gt;
&lt;br /&gt;
You can try going for a middle route, spoiling yourself a little to learn a bit more about the game, but how many compromises can you tolerate before you give up one way or another?&lt;br /&gt;
&lt;br /&gt;
By the way, we haven't even talked about streaming yet.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Streaming complications&lt;br /&gt;
|-&lt;br /&gt;
| Ok, streaming: it's got it's own set of problems that make things worse.&lt;br /&gt;
&lt;br /&gt;
The first one is caused by Streamers playing way too many games that they get blindsided by the dilemma.&lt;br /&gt;
&lt;br /&gt;
We already talked about lore rich games and how avoiding spoilers usually isn't a problem as they're either in an established genre or have approachable mechanics. And so Streamers don't need to go out an look for guides or ask too much help from Chat.&lt;br /&gt;
&lt;br /&gt;
As for games with complicated mechanics, it might be surprising to some, but they are streamed a lot, with the top games of Twitch filled with them.&lt;br /&gt;
&lt;br /&gt;
However, we haven't mentioned how these games have very simple un-spoilable stories, or have extensive lore but they're hidden well into the background. So having a wiki open on another window or getting Chat to guide the Streamer won't necessarily spoil that much.&lt;br /&gt;
&lt;br /&gt;
With Streamers used to playing either one of these types of games, most will not know how to deal with a game that is a mix of both.&lt;br /&gt;
&lt;br /&gt;
Or to put it in another way, Streamers will often go in with incorrect expectations.&lt;br /&gt;
&lt;br /&gt;
Let's take Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
A few years ago, a Streamer looking for content to stream might try LobCorp thinking it would be another rage game. Then they'll gloss over stuff that could've piqued their interest like the story and the setting. In the end, they don't get hooked, and so they drop the game after a few short cycles.&lt;br /&gt;
&lt;br /&gt;
Nowadays it's the opposite, with Streamers trying out LobCorp after hearing good things about how the lore was built up across the series. Then they start the game and learn it's a painfully janky game that doesn't hold your hand. Same end result, they also drop the game.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=mOQwMLWEJrg PlayStation - NieR: Automata – “Glory to Mankind 119450310” Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
&lt;br /&gt;
[https://www.escapefromtarkov.com/ Escape from Tarkov]&lt;br /&gt;
&lt;br /&gt;
[https://escapefromtarkov.fandom.com/wiki/Factory Escape from Tarkov Wiki]&lt;br /&gt;
|-&lt;br /&gt;
| Then there's the next problem, the best and worst thing about streams: Chat.&lt;br /&gt;
&lt;br /&gt;
Say you're streaming like you would with any new game - you warn chat to avoid spoilers but allow backseating only when you ask the questions first.&lt;br /&gt;
&lt;br /&gt;
This approach works for complicated games, but only up to a certain point - some games are just too complicated and even the most knowledgeable chat members can have trouble explaining things to the Streamer.&lt;br /&gt;
&lt;br /&gt;
With smaller Streamers, it's easier - they can just stop and have a discussion with chat until they get a good idea how to do things. &lt;br /&gt;
&lt;br /&gt;
Larger Streamers don't have that privilege as they've got a huge audience to entertain. And even if they slow down to listen to chat's advice, the problems still continue - if there's too many people in chat that know the game, the Streamer will get overloaded with info. If there's too little, it can get a bit awkward talking to only a few people in chat, and if those &amp;quot;few people&amp;quot; give wrong advice, there's not enough people to correct them.&lt;br /&gt;
&lt;br /&gt;
And then there's the chat delay, 5-10 seconds might not seem much, but it's just long enough that you can't ask chat to remind you about certain things in LobCorp. They will remind you, but it will be too late.&lt;br /&gt;
&lt;br /&gt;
And finally the cherry on top - once you finally find a good level of backseating allowed, you're bound to get at least a couple of clueless self-proclaimed Project Moon fans come into chat, see the active audience interaction, and assume it's ok to start spamming spoilers, looping us back into the main dilemma.&lt;br /&gt;
|&lt;br /&gt;
| [https://mods.factorio.com/mod/Krastorio2 Factorio Krastorio 2 mod]&lt;br /&gt;
|-&lt;br /&gt;
| Now if the last one was about chat and complicated gameplay, we also got the other side of the coin - a problem mostly on the Streamer, and is related to the lore.&lt;br /&gt;
&lt;br /&gt;
Remember what I said about jigsaw puzzles and things falling into place?&lt;br /&gt;
&lt;br /&gt;
Now think about how many times a Streamer is distracted while playing games, whether through personal tangents or addressing donations - that jigsaw puzzle is gonna have some missing pieces unless the Streamer pays closer attention to the game.&lt;br /&gt;
&lt;br /&gt;
Sure they could use the logs or the replay functions to revisit story and dialogue, but when was the last time you've seen a Streamer do that? Especially, as we said, there's a lot of people waiting for the Streamer to entertain them.&lt;br /&gt;
&lt;br /&gt;
This rush to go through the game to not bore the audience leads to another problem: sometimes the game needs time to sink in.&lt;br /&gt;
&lt;br /&gt;
A quick history lesson for some context: both Lobotomy Corporation and Library of Ruina went through Steam's Early Access. While the former's update schedule was more in line with your typical Early access game, Ruina did something so groundbreaking that I'm both surprised and not surprised that more Early Access games haven't followed suit:&lt;br /&gt;
&lt;br /&gt;
Namely, we got a couple of new stages to play through every week, almost like a TV show. &lt;br /&gt;
&lt;br /&gt;
As streaming services eventually learned the hard way, sometimes it's better get away from the binge model and split things up, building anticipation among the audience on how things will progress.&lt;br /&gt;
&lt;br /&gt;
This continues in Limbus Company, with major story content updates split to multiple weeks.&lt;br /&gt;
&lt;br /&gt;
So yeah, binging Ruina and Limbus may not be a good idea.&lt;br /&gt;
&lt;br /&gt;
As for Lobotomy Corporation, oddly enough it suffers the opposite problem - it's common for players to take very long breaks between sessions, forgetting everything related to the story by the time they come back.&lt;br /&gt;
&lt;br /&gt;
I could go on with this line of discussion, but it all boils down to this: a new player streaming to a sizable audience will have a much harder time appreciating the games' story compared to those who have played on their own as the games and updates came out.&lt;br /&gt;
|&lt;br /&gt;
| [https://streamlabs.com/ Streamlabs donation widget]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Mandalorian_season_1 Mandalorian Season 1]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/gameofthrones/comments/vi7add/no_spoilers_official_poster_for_house_of_the/ House of the Dragon Season 1 poster]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Sh%C5%8Dgun_(2024_TV_series) Shogun (2024)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Solutions&lt;br /&gt;
|-&lt;br /&gt;
| Alright - here are the problems, what's the solution then?&lt;br /&gt;
&lt;br /&gt;
I'm gonna go out and say it, there's no proven and consistent solution as of this video. If there was, we'd see more new players doing full franchise playthroughs.&lt;br /&gt;
&lt;br /&gt;
That said, let's go through some options.&lt;br /&gt;
&lt;br /&gt;
There's the default option, “just stream with the chat open”, which I've already talked about, problems and all. We'll get back to it later.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then there's a better option, at least theoretically: get an Advisor to guide the Streamer.&lt;br /&gt;
&lt;br /&gt;
If you're kicking yourself for not thinking about this obvious solution considering that every game in the series has an Advisor or a Guide character, don't worry, I'll wait for you to finish.&lt;br /&gt;
&lt;br /&gt;
Despite obvious as it may now seem, I'm certain most Streamers haven't thought about it. But if you look around, once in a while, you may find some Smaller Streamers doing it. As for bigger Streamers, Shirakami Fubuki did this years ago - and this was even before Ruina's early access. So it's also not a new idea.&lt;br /&gt;
&lt;br /&gt;
So yeah, an Advisor - rather than asking chat questions, the Streamer would be in a call with someone who has already finished the game. The latter will then teach the ins and outs of the game, and point out stuff here and there. But apart from that, the Advisor is totally hands-off, letting the Streamer make some mistakes and see the results for themselves.&lt;br /&gt;
&lt;br /&gt;
As for the Chat, it's up to the Streamer to decide. They could still read chat, and thanks to having an Advisor, trolling would no longer be an issue.&lt;br /&gt;
&lt;br /&gt;
Unless of course, the Advisor joins in on the fun.&lt;br /&gt;
&lt;br /&gt;
But if there's too many people dropping spoilers, the Streamer could also pin a comment that they won't read Chat and or donations until they behave.&lt;br /&gt;
&lt;br /&gt;
Thanks to years of social deduction games, ignoring Chat isn't that extreme or weird anymore.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.twitch.tv/chingana_humilde Chingana_Humilde Twitch] - random streamer that happened to play LobCorp, have a discord call open, and start on day 1 when I was recording b-roll&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Huwnudda2yM &amp;lt;nowiki&amp;gt;[DAY18]HOLOLIVE_ Lobotomy Corporation⧸2Looop[白上フブキ⧸ホロライブ]&amp;lt;/nowiki&amp;gt;] - VoDs of older episodes of Fubuki's playthrough (&amp;quot;even before Ruina's Early Access&amp;quot;) have been privated (or member's only?)&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=0YKjFoGxbec Among Us trailer]&lt;br /&gt;
|-&lt;br /&gt;
| But then comes the hard part - who do you get to be the Advisor?&lt;br /&gt;
&lt;br /&gt;
For Smaller Streamers, this one's easier. It's 2025, so if it's the first time the Streamer is trying out Project Moon games, there's a good chance that a friend or a mod suggested the game. If that's the case, just bring them on stream.&lt;br /&gt;
&lt;br /&gt;
It gets a bit complicated with Larger Streamers, though.&lt;br /&gt;
&lt;br /&gt;
With so much going on in the game, the Advisor might give bad info to the Streamer once in a while, causing chat to inevitably correct it. In a smaller stream, this can be a good thing, with chat helping the Advisor out.&lt;br /&gt;
&lt;br /&gt;
On a much larger stream, dozens of “well akshually's” popping up can get annoying really fast and might even be too much for the Advisor to handle, especially if they're just a friend and not a mod that's used to this bullshit.&lt;br /&gt;
&lt;br /&gt;
So if you don't want to subject your friend to chat's degeneracy, who else can you bring in to be the adviser?&lt;br /&gt;
&lt;br /&gt;
Project Moon content creators. Again another obvious solution.&lt;br /&gt;
&lt;br /&gt;
Find someone with videos showing that they know what they're doing. Bonus points if they've dabbled with mods that add new content, and if they've played them on stream.&lt;br /&gt;
&lt;br /&gt;
If you're that big of a Streamer that Chat can scare away a guest, I'm sure you can find a Project Moon content creator within a few degrees of separation from you, if you don't already have some among your longtime viewers.&lt;br /&gt;
&lt;br /&gt;
Then again if you're popular for… &amp;quot;less desirable reasons&amp;quot; you shouldn't be surprised if the more knowledgeable ones would outright ignore you.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Ok, so you've roped in someone good at Project Moon games as an Advisor, there's still another problem: the time commitment.&lt;br /&gt;
&lt;br /&gt;
These are very long games; not gonna spoil how long, just gonna say that if you do get hooked, you could be blocking off your schedule for a long time. &lt;br /&gt;
&lt;br /&gt;
Again for Smaller Streamers this is fine, with every stream being a sort of weekly game night with friends.&lt;br /&gt;
&lt;br /&gt;
For external collabs however, someone's got to get paid.&lt;br /&gt;
&lt;br /&gt;
Seriously. It's ok if it's just gonna be a few streams, but if this collab's gonna be a regular thing, some sort of compensation should be on the table. Or the guest would only be on stream once in a while. Or you've got multiple guests that rotate.&lt;br /&gt;
&lt;br /&gt;
and so on... anything that would make it less of a hassle for both of you.&lt;br /&gt;
&lt;br /&gt;
And that's it for the Advisor route, at least for now.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.pexels.com/photo/friends-playing-together-on-a-game-console-7856028/ Friends Playing Together on a Game Console - Ron Loch]&lt;br /&gt;
&lt;br /&gt;
[https://www.pexels.com/photo/two-people-shaking-hands-4963433/ Two People Shaking Hands - Ketut Subiyanto]&lt;br /&gt;
&lt;br /&gt;
[https://www.pexels.com/photo/crop-man-paying-with-american-dollars-4386417/ Crop man paying with American dollars - Kaboompics.com]&lt;br /&gt;
|-&lt;br /&gt;
| You might have noticed that we haven't really talked about Hobbyist Streamers yet, so what about them?&lt;br /&gt;
&lt;br /&gt;
Oddly enough, I'd go with the default “just stream with the chat open” approach.&lt;br /&gt;
&lt;br /&gt;
From what I've seen with Hobbyist Streamers and with my own experience streaming my LobCorp playthrough, spoilers aren't really a problem especially if you make it clear that your stream doesn't want it.&lt;br /&gt;
&lt;br /&gt;
Sure there might be some weirdos that can't read dropping by, but from what I've seen there are many more lurkers willing to help if you have any questions.&lt;br /&gt;
&lt;br /&gt;
So despite all of what I said earlier in the video, the default route is a viable streaming option… if you're a hobbyist. Sadly it quickly gets worse the more viewers you have.&lt;br /&gt;
&lt;br /&gt;
Streaming with an Advisor is still a better option, if somehow a hobbyist can get one.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And there's the third option: if you're really worried about spoilers, playing the games off-stream is always on the table.&lt;br /&gt;
&lt;br /&gt;
That's what I did, so when I streamed LobCorp, I was pretty much immune to spoilers - because I already spoiled myself when I was looking for guides.&lt;br /&gt;
&lt;br /&gt;
This goes beyond avoiding spoilers, though, especially if you plan to upload VoDs or edited playthroughs of your streams.&lt;br /&gt;
&lt;br /&gt;
This is because everything we've discussed so far that makes it challenging to stream the games also affect the resulting videos.&lt;br /&gt;
&lt;br /&gt;
That is to say most of them leave a lot to be desired...&lt;br /&gt;
&lt;br /&gt;
Many are first playthroughs, and no amount of editing will remove the awkward gameplay coming from an Advisor-less first time player.&lt;br /&gt;
&lt;br /&gt;
Playing off-stream first gives you the opportunity to produce much better videos: you can play better, focus on the parts of the story that will be important later on, and keep your eyes open for stuff you might not have noticed in your earlier playthroughs.&lt;br /&gt;
&lt;br /&gt;
In other words, your playthrough would be more like a deep dive from a lore-master, and less like a game reviewer rushing to meet a deadline.&lt;br /&gt;
&lt;br /&gt;
The downside here is that you don't get the &amp;quot;genuine first-time reaction&amp;quot; that so many crave nowadays. So if your target audience prefers that over quality gameplay, this approach may not be for you.&lt;br /&gt;
&lt;br /&gt;
Though I must also point out that without an Advisor or looking up other players' analysis of the games, it may take a couple of replays before the metaphorical jigsaw puzzle will click for some players. So sometimes your reaction to the second or later playthroughs could be better than your first.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=WU37D73MJi4 Bloodborne Lore Playthrough Part One - heyZeusHeresToast]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=848Y1Uu5Htk Cuphead Gamescom Demo： Dean's Shameful 26 Minutes Of Gameplay - VentureBeat]&lt;br /&gt;
|-&lt;br /&gt;
| And here are your options.&lt;br /&gt;
&lt;br /&gt;
Now it's up to you to decide which best suits your streams.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Where to start?&lt;br /&gt;
|-&lt;br /&gt;
| Once you've decided how you're going to go about streaming, next you'll need to decide where to start.&lt;br /&gt;
&lt;br /&gt;
The most obvious choice is to start at the beginning, Lobotomy Corporation, as it would unravel the story in a logical order.&lt;br /&gt;
&lt;br /&gt;
However, it's also the hardest to get into, not only due to difficulty, but also because it's as janky as an ambitious small indie developer's first game. So I'd strongly recommend getting an Advisor if you choose to start with this game first.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Limbus Company's the most accessible and you can get by without an Advisor.&lt;br /&gt;
&lt;br /&gt;
However, it's a gacha game so the references to the previous games meant to open your wallet will go over your head if you start with this game.&lt;br /&gt;
&lt;br /&gt;
Seriously though, you can still enter the series through this game, but note that it is not a direct sequel, but a spinoff.&lt;br /&gt;
&lt;br /&gt;
Basically, it will spoil the previous two games, but most of the spoilers will come from those not directly involved with them.&lt;br /&gt;
&lt;br /&gt;
Speaking of spoilers, Limbus Company's also reached that point in its popularity where those who blatantly put spoilers in their posts and thumbnails now far surpass those who take time to hide them. In other words, it's practically impossible to avoid spoilers for Limbus Company nowadays.&lt;br /&gt;
&lt;br /&gt;
On the other hand, LobCorp's older so there's less market for clickbait, and some spoilers have even been shitposted and reposted over and over that they've almost become non-spoilers, confusing anyone not familiar with the in-jokes.&lt;br /&gt;
&lt;br /&gt;
Basically, as long as you're not actively looking for LobCorp content, you are slightly less likely to get spoiled.&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is in the middle of the two - it's harder to get into than Limbus Company, but still easier than Lobotomy Corporation. I'd still recommend an Advisor for it, though.&lt;br /&gt;
&lt;br /&gt;
In terms of spoilers, it also spoils LobCorp, but in a different way. We'll get back to this later.&lt;br /&gt;
&lt;br /&gt;
As for the other type of spoilers, the one from the fanbase, it's a mix of both. It's recent enough that you can still get accidental spoilers on your feeds, but old enough that some community memes are beaten to the ground already.&lt;br /&gt;
&lt;br /&gt;
And here's a summary on where to start. &lt;br /&gt;
&lt;br /&gt;
Unfortunately this table doesn't tell you the most important thing - &lt;br /&gt;
&lt;br /&gt;
What are these games all about? and WHY would you want to play any of them?&lt;br /&gt;
&lt;br /&gt;
So let's go through them one by one and give you actual reasons to play them.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lobotomy Corporation is a management game, with the said corp in the business of providing energy to a world that has a never ending demand for it.&lt;br /&gt;
&lt;br /&gt;
However, they don't get this energy from fossil fuels, renewables, or even nuclear sources.&lt;br /&gt;
&lt;br /&gt;
They extract it from Abnormalities, anomalous entities contained within Lobotomy Corporation's sites.&lt;br /&gt;
&lt;br /&gt;
In the game you play as a new site manager, and it's your job to reach the daily energy quota for 50 days.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, you start out with almost no information about the Abnormalities and you have to figure out by trial and error how to extract the most energy out of them. And with new Abnormalities added to the site almost every day, soon you'll be juggling dozens of them at the same time.&lt;br /&gt;
&lt;br /&gt;
But it gets worse. To use a phrase from another franchise, these Abnormalities do get a bit quirky, and one mistake can lead to containment breaches, deaths of your employees, or even day resets.&lt;br /&gt;
&lt;br /&gt;
Thankfully, the game allows you to return to checkpoints. You don't get to bring back everything, but you get a chance to pick more manageable Abnormalities.&lt;br /&gt;
&lt;br /&gt;
Worst case, you can always go back to the start, ending a cycle for one the weirdest roguelites you'll ever play.&lt;br /&gt;
&lt;br /&gt;
And with that introduction, we can loop back to what I briefly mentioned earlier about why you might want to play this game, namely:&lt;br /&gt;
&lt;br /&gt;
You're a fan of losing is fun games like roguelites and survival games.&lt;br /&gt;
&lt;br /&gt;
Or you want to get your feet wet in the deep lore that is the Project Moon franchise.&lt;br /&gt;
|&lt;br /&gt;
| https://commons.wikimedia.org/wiki/File:Lufkin_Mark_II_Oelpumpe_im_Oelfeld_Hiersdorf_in_Oberoesterreich.jpg&lt;br /&gt;
&lt;br /&gt;
https://commons.wikimedia.org/wiki/File:Adlershof_photovoltaic_power_station_(5).jpg&lt;br /&gt;
&lt;br /&gt;
https://commons.wikimedia.org/wiki/File:Cofrentes_nuclear_power_plant_cooling_towers.jpg&lt;br /&gt;
|-&lt;br /&gt;
| But really, there's one main reason why you might want to play Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
It's how I got into the game, and it's even one of the main reasons why the game was made.&lt;br /&gt;
&lt;br /&gt;
You love SCP, but are frustrated that most SCP-inspired video games out there are just clones of SCP: Containment Breach. &lt;br /&gt;
&lt;br /&gt;
Unfortunately explaining SCP would be too big of a tangent and is best moved to another video. So for the interest of time, I'm gonna assume you're at least vaguely familiar with SCP and anomalous containment fiction as a whole, and maybe seen some gameplay of other SCP games.&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a number of problems an SCP fan may have with the current crop of SCP games, but I'll just focus on what I believe is the biggest one:&lt;br /&gt;
&lt;br /&gt;
Most games center around containment breaches, with the player taking control of a character tasked to survive and escape the event, or suppress and re-contain the anomalies, or a mix of both.&lt;br /&gt;
&lt;br /&gt;
And I can't blame the game devs, containment breaches are the most exciting part about about being in a SCP-like universe, even if your demise is the most likely outcome.&lt;br /&gt;
&lt;br /&gt;
However, the concept of SCP is much more than containment breaches. In fact, SCP doesn't stand for Secure Contain Protect - that's just the Foundation's motto.&lt;br /&gt;
&lt;br /&gt;
SCP stands for “Special Containment Procedures”, documents detailing how to contain anomalies, written in dry scientific and bureaucratic language which often masks the great lengths the foundation goes through to fulfill its goals.&lt;br /&gt;
&lt;br /&gt;
And we don't really see this side of SCPs that much in SCP-inspired games.&lt;br /&gt;
&lt;br /&gt;
Where's the methodical approach to investigating the unknown?&lt;br /&gt;
&lt;br /&gt;
The mounting dread as the scale and extent of your mission becomes more and more apparent?&lt;br /&gt;
&lt;br /&gt;
The ethical and moral dilemmas involved in dealing with such a seemingly futile Sysiphean task?&lt;br /&gt;
&lt;br /&gt;
You do see these in other Cosmic Horror games, just not SCP-inspired or anomalous containment games.&lt;br /&gt;
&lt;br /&gt;
Now, if I list down the things that I think should be in my ideal SCP game, then score games according to those criteria, here's what we get:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Containment breach&amp;quot;-based SCP games do really well on the top half, but end up getting a low score because they operate on a smaller scale and you don't get to see the big picture.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Lovecraftian and Cosmic Horror games can get excellent scores on some parts, but they still don't get a high overall score because, well, they're not meant to be SCP games.&lt;br /&gt;
&lt;br /&gt;
You might think I'm gonna fanboy here and say LobCorp absolutely blows them all out of the water, but no, Lobotomy Corporation is a flawed game, and other games in this table are definitely better than it in some places.&lt;br /&gt;
&lt;br /&gt;
As an SCP game, though, it's the only one out there that covers all the bases. So until a more ambitious and better funded studio manages to combine, say, the mainstream appeal of Control with the depth and dreariness of Sunless Sea, anyone wishing to get the “shady organization that probably shouldn't be working with this many anomalies” experience will have to settle with the janky game that is Lobotomy Corporation.&lt;br /&gt;
| &lt;br /&gt;
| [https://www.inven.co.kr/webzine/news/?news=176803&amp;amp;game=6985 &amp;lt;nowiki&amp;gt;[Interview] From student project to Steam Early Access, the past two years of 'Lobotomy Corporation'&amp;lt;/nowiki&amp;gt; - Google Translated]&lt;br /&gt;
&lt;br /&gt;
[https://www.scpcbgame.com/ SCP: Containment Breach]&lt;br /&gt;
&lt;br /&gt;
[https://www.imdb.com/title/tt1259521/mediaviewer/rm2931760897/?ref_=ttmi_mi_25 Cabin in the Woods poster - IMDB]&lt;br /&gt;
&lt;br /&gt;
[https://www.rottentomatoes.com/tv/warehouse-13/s01 Warehouse 13 Season 1 poster - Rotten Tomatoes]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/700330/SCP_Secret_Laboratory/ SCP: Secret Laboratory]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/872670/SCP_5K/ SCP: 5K]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=pFGgEoIVi7A Control Ultimate Edition Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1939100/Go_Home_Annie/ Go Home Annie]&lt;br /&gt;
|-&lt;br /&gt;
| But what if you don't care about SCPs? Or maybe you don't want to spend way too much time on a janky roguelite management game.&lt;br /&gt;
&lt;br /&gt;
Maybe you'd rather spend way too much time on a card battler instead.&lt;br /&gt;
&lt;br /&gt;
Seriously though, going straight to the next game is an option, as Library of Ruina recaps the story of Lobotomy Corporation as you play it.&lt;br /&gt;
&lt;br /&gt;
Before I describe the next 2 games, I have to say that it's impossible for me to describe them without dropping hints related to spoilers. So if you're locked in with Lobotomy Corporation as the start of your Project Moon journey, skip to the timestamp on screen.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, Library of Ruina:&lt;br /&gt;
&lt;br /&gt;
Play this if you want a uniquely different gaming experience. Like if you take a normal game, then flip half of it upside down.&lt;br /&gt;
&lt;br /&gt;
Starting with the premise: in the previous game, you were preventing murderous anomalous entities from breaching containment.&lt;br /&gt;
&lt;br /&gt;
Now you ARE the Eldritch horror, slowly murdering your way through the ranks of the City to get to your end goal.&lt;br /&gt;
&lt;br /&gt;
Then there's the setting: The City can be described simply as a dystopian cyberpunk megacity, but it doesn't have the wide eyed wonder that 80's or 90's cyberpunk had with cyberspace. There's Augmentations, AI dilemmas, and overall suffering caused by Corporations, but there's no fancy hacking here - the Internet and telecommunications are just as mundane as it is in our time.&lt;br /&gt;
&lt;br /&gt;
It's also based on East Asian sensibilities rather than Western Cyberpunk, with the most prominent feature being the overly heavy regulation on firearms forcing many to rely on melee combat.&lt;br /&gt;
&lt;br /&gt;
Speaking of the combat: on the surface it looks like yet another Slay the Spire clone, but once you actually play it you'll see how much it questions not just card game combat, but video game combat as a whole…&lt;br /&gt;
&lt;br /&gt;
Like why do units just stand and take damage in turn-based games? why can't they try to parry before taking damage instead?&lt;br /&gt;
&lt;br /&gt;
Or why do we need a special skill to defend our party members when speedier units can intercept attacks like in tactical games?&lt;br /&gt;
&lt;br /&gt;
I could go on with other stuff, but I think you got the point. So let's proceed to the last game…&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| Limbus Company, it's a spinoff so I won't be spoiling anything that I haven't mentioned yet but if you want to skip, timestamp on screen.&lt;br /&gt;
&lt;br /&gt;
Limbus Company: it's Dante's Inferno, with &amp;quot;Hell&amp;quot; being &amp;quot;The City&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Dante, now an amnesiac with a clock for a head, travels around The City guided by Vergilius, with the ultimate goal of gathering Golden Boughs from former Lobotomy Corporation branches. This road trip explores the other parts of the City that we haven't seen in the previous entries.&lt;br /&gt;
&lt;br /&gt;
Along for the ride and serving as the journey's muscle are the twelve Sinners, people who are also suspiciously named after literary figures from around the world.&lt;br /&gt;
&lt;br /&gt;
So there's your first selling point: if you love classic literature but hate how media keeps going for a select few titles like Sherlock Holmes, this might be up your alley.&lt;br /&gt;
&lt;br /&gt;
The next major selling point - it's a live service gacha game, that doesn't feel like a live service gacha game.&lt;br /&gt;
&lt;br /&gt;
Take for example the combat, if a live service gacha comes out of nowhere boasting a unique combat experience, you just know it's gonna be another Raid Summoner's War clone.&lt;br /&gt;
&lt;br /&gt;
Limbus Company, on the other hand, does use a unique combat system, a hybrid tactical auto-battler that only it and Library of Ruina use.&lt;br /&gt;
&lt;br /&gt;
Then there's the monetization which I won't go into detail. Basically, if you've got the patience almost all of the game is available to you through gameplay.&lt;br /&gt;
&lt;br /&gt;
And one last, seemingly minor change from your usual gacha - the rating. When a gacha game is rated for more mature audiences, usually it's just because of fanservice.&lt;br /&gt;
&lt;br /&gt;
Limbus Company shows us what we're missing: there's violence and gore, your teams covered in blood after a long battle. Mature topics are also tackled, you know things like overwork and tax evasion.&lt;br /&gt;
&lt;br /&gt;
Jokes aside, this game does go to places where mature games in the same market typically avoid, fitting for an allegorical journey through hell.&lt;br /&gt;
&lt;br /&gt;
And I guess that's also a fitting end to this section: if you're looking for indie games that explore issues that modern AAA slop rarely touch upon nowadays so as not to offend their mainstream audience, any of these three games may scratch your itch.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Important things to know before starting&lt;br /&gt;
|-&lt;br /&gt;
| Once you've decided where to start, here's some things you have to be aware of before playing each game:&lt;br /&gt;
&lt;br /&gt;
Lobotomy Corporation:&lt;br /&gt;
&lt;br /&gt;
There's a memory leak, but as a Streamer, your streaming rig should have more than enough memory for it to be a problem.&lt;br /&gt;
&lt;br /&gt;
Worst case you can always reset your game after a few hours.&lt;br /&gt;
&lt;br /&gt;
The game allows you to customize your Agents, including their names.&lt;br /&gt;
&lt;br /&gt;
While this is a great place for audience interaction, note that there is a built-in name list that the game draws from and they can be… well.. interesting.&lt;br /&gt;
&lt;br /&gt;
Some are unintentionally funny, others are hard to pronounce, and others… let's just say where I'm from, I would rather reroll some names rather than deal with them.&lt;br /&gt;
&lt;br /&gt;
So yeah, be prepared to quickly reroll if you see a name that you don't like, say an ex or someone way worse.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina:&lt;br /&gt;
&lt;br /&gt;
First off, just stick with the PC version.&lt;br /&gt;
&lt;br /&gt;
It's much easier to navigate with the mouse and keyboard and the loading times are much faster.&lt;br /&gt;
&lt;br /&gt;
Customization returns, so yeah, up to you how you deal with certain names.  At least now renaming is free.&lt;br /&gt;
&lt;br /&gt;
Then there's the music - this is where Mili started doing the vocal tracks for the franchise.&lt;br /&gt;
&lt;br /&gt;
I honestly don't know how much it affects the monetization of videos, but this is a heads up so you won't be surprised and be prepared to do some audio scrubbing if your platform's content detection algorithm messes up. &lt;br /&gt;
&lt;br /&gt;
If you're really paranoid, you can just ask chat to tell you when to mute the music, though understand that Mili's songs only play at key moments in the game, so not only will you be missing out on what the community considers some the highest points in the series, you will also be spoiling yourself.&lt;br /&gt;
&lt;br /&gt;
Oh and yeah, speaking of audio, mix the audio before the stream unless you want to (RIP headphone users) on game startup.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Limbus Company: same here just go with the Steam version.&lt;br /&gt;
&lt;br /&gt;
Even if you've got a kick-ass mobile streaming setup, the PC version is just more stable, not to mention the unique id on the title screen is much more anonymous than your email.&lt;br /&gt;
&lt;br /&gt;
Speaking of privacy, the game doesn't have a Streamer mode yet so you should strongly consider censoring some stuff through your overlay -&lt;br /&gt;
&lt;br /&gt;
we already mentioned the title screen, then there's the User ID unless you want to get swamped with friend requests, and perhaps the Lunacy count to hide how responsible or irresponsible you are with gambling.&lt;br /&gt;
&lt;br /&gt;
Mili returns, so like I said earlier, prepare for content detection shenanigans.&lt;br /&gt;
&lt;br /&gt;
And lastly, plan ahead about what you'll be doing with the live service gacha part.&lt;br /&gt;
&lt;br /&gt;
Best case scenario, you've got an experienced Advisor and both of you are challenge runners, then you can set the whole stream's schtick as going through the game with as little pulls as possible.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you've got to decide how much are you gonna spend on the game.&lt;br /&gt;
&lt;br /&gt;
Are you gonna whale upfront and pull on stream for content?&lt;br /&gt;
&lt;br /&gt;
Or maybe you'll be more responsible and wait until you start liking the game enough before opening your wallet?&lt;br /&gt;
&lt;br /&gt;
The choice is yours.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Last tip for Streamers&lt;br /&gt;
|-&lt;br /&gt;
| One last tip before I talk to the Advisors and chat, the obligatory one for anyone new to Project Moon games.&lt;br /&gt;
&lt;br /&gt;
Read.&lt;br /&gt;
&lt;br /&gt;
Not sure if you've noticed it yet, but every game in the series is a blatant reference to reading.&lt;br /&gt;
&lt;br /&gt;
The second game has Library in the title. The third is full of classical literature references.&lt;br /&gt;
&lt;br /&gt;
The first isn't quite as blatant, but is arguably the most important - the strong ties to SCPs. Despite its popularity in video platforms, at the end of the day SCP entries are still text documents.&lt;br /&gt;
&lt;br /&gt;
And just like SCPs, most of the challenges that you face in the whole series can be dealt with by reading and understanding what you're facing. Sometimes it's straightforward, other times it requires some extra thinking.&lt;br /&gt;
&lt;br /&gt;
So yeah, read. And always remember that you can take your time to do so, despite the more impatient side of your chat.&lt;br /&gt;
&lt;br /&gt;
Pro tip: ask your adviser for help if you have trouble understanding what you just read.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for the Streamer tips. The next part's going to be for the Advisors and chat. If you're a Streamer you can stick around but there will be minor spoilers abound.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tips for Advisors and Chat&lt;br /&gt;
|- &lt;br /&gt;
| Let's get straight to business, Advisors, your main role is to be the Skip Tutorial button for the Streamer.&lt;br /&gt;
&lt;br /&gt;
Not that I recommend you tell the Streamer to skip the tutorial, but watching them play through it will show you what you're up against:&lt;br /&gt;
&lt;br /&gt;
the huge info dump, the odd timing of introducing concepts, and finally, how some things are straight up not explained.&lt;br /&gt;
&lt;br /&gt;
So yeah, you're gonna have to sit down before the stream and figure out what the Streamer needs to learn and when to step in and teach them.&lt;br /&gt;
&lt;br /&gt;
However, making a full on lesson plan ahead of time would be overkill.&lt;br /&gt;
&lt;br /&gt;
For most Streamers, just having a checklist on hand to remind yourself what to teach should be enough.&lt;br /&gt;
&lt;br /&gt;
I have a video about essential LobCorp tips and you can use that list as a baseline.&lt;br /&gt;
&lt;br /&gt;
I don't have an equivalent video for the other two games yet, but consider skimming over my overview of Ruina's combat to get some hints on how you'd explain the unique combat mechanics to the Streamer.&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another task for the adviser - mods. Not chat moderators, but game mods.&lt;br /&gt;
&lt;br /&gt;
Mod sites and the Steam Workshop are full of spoilers, so if either you the Advisor or the Streamer suggests using mods, it's up to you to prepare a spoiler-free step-by-step guide to download and install them.&lt;br /&gt;
&lt;br /&gt;
If you ask me, the only mods I'd go for are appearance mods, as they improve audience participation.&lt;br /&gt;
&lt;br /&gt;
I wouldn't go for game changing mods for a new player, like the detailed info LobCorp mod or the NoGrind Ruina mod, because even though they can be huge Quality of Life changes, they still fundamentally change how the game plays and in turn changes the experience.&lt;br /&gt;
&lt;br /&gt;
I'd wait for the late game or repeat playthroughs before even thinking about adding them.&lt;br /&gt;
&lt;br /&gt;
But at the end of the day, you're the Advisor, and you have the final say on what mods to suggest to the Streamer.&lt;br /&gt;
&lt;br /&gt;
Except for Limbus Company mods. I honestly don't know if mods break the Terms of Service, but I don't want you to learn the hard way.&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next up: Reading Homework.&lt;br /&gt;
&lt;br /&gt;
I didn't bring this up in the &amp;quot;READ&amp;quot; section with the Streamer earlier because, well, it's a straight up spoiler.&lt;br /&gt;
&lt;br /&gt;
If you played through the games, you should know that some references are such non-spoilers that knowing about them beforehand actually improves your enjoyment of the game. However, you should also know that the extreme opposite is also true - there are works wherein the mere acknowledgement that the game references them can be counted as a major spoiler.&lt;br /&gt;
&lt;br /&gt;
So no, in this video I won't be listing books or other works that I recommend your Streamer read beforehand. Except Limbus Company, as that game sorta expects you to be familiar with the works related to each character.&lt;br /&gt;
&lt;br /&gt;
That said, there's opportunity here for advisers to tailor the Streamer's experience&lt;br /&gt;
&lt;br /&gt;
Say the Streamer is well versed in literature or an SCP fan, you can just sit back and let them connect the dots on their own. Then later on, point out the stuff they missed. And maybe drop some red herrings here and there if they're feeling too smug about figuring things out too quickly.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if the Streamer's more of your average “I stopped reading books after getting out of school” type, but is willing to start reading again, you'd point out the non-spoilery references earlier while deferring the major spoilers much later, or even after the playthrough.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This whole knowing what to point out and what to hide isn't limited to literary references, it can also be applied to other hidden details that the Streamer might miss.&lt;br /&gt;
&lt;br /&gt;
For example, the extra details and Easter eggs that sprinkled throughout the series. Unfortunately, they're hard to see because most of the time you're zoomed out or are focused on the action.&lt;br /&gt;
&lt;br /&gt;
And sometimes they're hidden unless you play in a certain way - say if you play too well, you won't see certain special attacks and death animations.&lt;br /&gt;
&lt;br /&gt;
So yeah, advisers should consider pointing out these things when doing so won't derail the playthrough too much, though they should also take care not to overdo it and accidentally point out a detail that will only make sense much later in the game. aka spoilers&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Speaking of spoilers, I might as well remind chat about basic etiquette.&lt;br /&gt;
&lt;br /&gt;
First off, check the Title and Description about how much spoilers the Streamer allows in the stream. If there isn't any, assume that the Streamer DOESN'T want spoilers.&lt;br /&gt;
&lt;br /&gt;
For the Advisor, remind the Streamer to add it before going live.&lt;br /&gt;
&lt;br /&gt;
Those warnings generally cut down most of the spoilers, though even the most obedient chat members will have trouble not spoiling climactic plot developments too early.&lt;br /&gt;
&lt;br /&gt;
Look even I'm not immune to this, I will join in the meme spam of &amp;quot;I've come to make an announcement&amp;quot; or “Rules of nature”, but I try to wait until after they play out on stream and not 5 minutes ahead. &lt;br /&gt;
&lt;br /&gt;
Then again, chat getting too excited is just part of streaming, so we can give them a pass, or a warning if they get too annoying. Besides, experienced Streamers should be used to it by now.&lt;br /&gt;
&lt;br /&gt;
But for those who are obviously trolling by spamming spoilers, or if we're gonna be charitable, clueless chat members looking for attention, just tell the Streamer to time them out or ban them.&lt;br /&gt;
&lt;br /&gt;
No use letting them continue.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Back to reading :&lt;br /&gt;
&lt;br /&gt;
There's more to reading than gameplay related stuff like passives, guidelines, etc. and the reading homework. There's still other text like Abnormality Stories.&lt;br /&gt;
&lt;br /&gt;
Pointing these out could be done by both the Advisors and Chat, but in my experience chat members that suggest reading stuff like observation logs are often ignored or are lost in the sea of other messages. So this job's squarely at the adviser, with chat reminding them to do it.&lt;br /&gt;
&lt;br /&gt;
So what else does the Streamer have to read?&lt;br /&gt;
&lt;br /&gt;
For LobCorp, I already mentioned the Abnormality Stories, then there's the blurbs above the containment units during work. Aside from expanding the game's lore, those flavor texts can also contain gameplay related stuff not mentioned in the main document.&lt;br /&gt;
&lt;br /&gt;
There's also chatter among employees, though they can get repetitive.&lt;br /&gt;
&lt;br /&gt;
Finally there's the often overlooked text like the Mission, Research, and Department Descriptions.&lt;br /&gt;
&lt;br /&gt;
For Library of Ruina: the Book Stories.&lt;br /&gt;
&lt;br /&gt;
These can set the mood of the game early on - see Finn and Yun - but in almost all of the streams that I've watched, the Streamer misses out on this one.&lt;br /&gt;
&lt;br /&gt;
Other than that, the combat messages at the bottom are also often ignored even though some of the comments can get interesting.&lt;br /&gt;
&lt;br /&gt;
Limbus Company - again Observation Logs, this one's a bit harder because there's no codex yet as of this video, but there's a lot of stuff in there that fleshes out the enemy as well as the Sinners assigned to write about them.&lt;br /&gt;
&lt;br /&gt;
Then there's the Mirror World stories and Dante's Notes - more lore to digest.&lt;br /&gt;
&lt;br /&gt;
And remember that this is a live service game so new things are added regularly.&lt;br /&gt;
&lt;br /&gt;
You don't need to read the Patch Notes, just be aware that occasionally,some new stuff to read will pop up in certain places.&lt;br /&gt;
&lt;br /&gt;
And for the series as a whole, well, I don't need to spoil them - you already know the lines of text that I'm talking about.&lt;br /&gt;
&lt;br /&gt;
Unless you ignored them in your playthrough, despite being a trademark of the series by now. At least you now know first hand how the Streamer can ignore such an important part of the game.&lt;br /&gt;
&lt;br /&gt;
Except for Limbus Company. They're pretty hard to ignore in that game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next up, pronunciation. &lt;br /&gt;
&lt;br /&gt;
sigh... I should make a video about this.&lt;br /&gt;
&lt;br /&gt;
Alright, the series is full of terms from all around the world, as an Advisor what do you do if the Streamer asks how things are pronounced?&lt;br /&gt;
&lt;br /&gt;
As I haven't done the the video yet, my current opinion on pronunciation is it's all up to you. Most of the fanbase mispronounces the terms foreign to them anyway.&lt;br /&gt;
&lt;br /&gt;
I have my own guidelines for pronunciation in my streams and videos, but that's just me and all of this may be too much effort for your typical gamer.&lt;br /&gt;
&lt;br /&gt;
Long story short, do some research so you won't look stupid in front of the Streamer's worldwide audience, but don't force the Streamer to pronounce things in a certain way.&lt;br /&gt;
&lt;br /&gt;
That said, it's a good idea to have some standards in place so both you and the Streamer don't go too wild with butchering words.&lt;br /&gt;
&lt;br /&gt;
Say you're ok pronouncing Meursault as Mr. Salt. Or for extra “insult” to the French, pronounce “Cinq” as “sink”.&lt;br /&gt;
&lt;br /&gt;
But then you draw the line at pronouncing Ryōshū's &amp;quot;ry&amp;quot; digram like it's 1991.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next let's talk about everyone's favorite thing to do in a LobCorp stream: suggest run ending Abnormalities to the Streamer.&lt;br /&gt;
&lt;br /&gt;
As funny as it is, this is a serious matter - many Streamers stopped streaming just because chat decided to suggest picking an abno that is way out of their league.&lt;br /&gt;
&lt;br /&gt;
It's a lot less of an issue with an adviser, as pretty much every abno can be contained even in the first cycle if you know how, but there are still some that may be too much even with an adviser.&lt;br /&gt;
&lt;br /&gt;
Personally, I'd avoid run-ending Abnormalities as much as possible, while still nudging them towards hard-but-doable ones for a challenge.&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Wrapping this video up with the final tip for Advisors and chat as a whole:&lt;br /&gt;
&lt;br /&gt;
Understand that Project Moon games may not be for the Streamer.&lt;br /&gt;
&lt;br /&gt;
Different strokes for different folks. I don't give a shit about pretty much every &amp;quot;game of the year&amp;quot;, and in the same way, your favorite Streamer may not be up for indie game jank.&lt;br /&gt;
&lt;br /&gt;
You can hype up Project Moon games all you want, but at the end of the day if it doesn't click with them, they'll drop the game and move on. In fact, hyping them up too much might just turn off the Streamer instead.&lt;br /&gt;
&lt;br /&gt;
All you can do is to try to give them the best possible experience, clearing all the unintentional hurdles in the way so they have a better chance to stick around.&lt;br /&gt;
&lt;br /&gt;
It's an uphill battle, after all you are trying to give them much fun and enjoyment as you can from games that are all about suffering.&lt;br /&gt;
&lt;br /&gt;
If you succeed, then great. If not, well, that's just how it is.&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video.&lt;br /&gt;
&lt;br /&gt;
I've been working on this on and off for months and it turned out much longer than I originally anticipated. If you're still watching, go check out the description for some few extra tidbits on how long this took.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching, and see you in the next video where I hopefully will return to proper guides instead of rambling again for 50 minutes...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/PMStreamerGuide.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Limbus_Company_Possible_QoL_Changes_Season_5_Script&amp;diff=158</id>
		<title>Limbus Company Possible QoL Changes Season 5 Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Limbus_Company_Possible_QoL_Changes_Season_5_Script&amp;diff=158"/>
		<updated>2024-10-27T03:41:30Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Recently we've been getting long awaited Quality of Life changes added to the game, but the game still has a lot of room for improvement.&lt;br /&gt;
| QOL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So to commemorate the start of Season 5, I'll be throwing out some changes we might see in the future, ones that I can't stop thinking about.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Quick rundown on how this video will go:&lt;br /&gt;
&lt;br /&gt;
First, I'll briefly explain the Quality of Life change, then after that I'll be summing up my thoughts into:&lt;br /&gt;
&lt;br /&gt;
- how much the change will add to the game&lt;br /&gt;
&lt;br /&gt;
I'll shorten the label to Game+ because it's too long.&lt;br /&gt;
&lt;br /&gt;
- how much effort will be required&lt;br /&gt;
&lt;br /&gt;
with the huge caveat that I don't have access to the code base or the development pipeline, so there's no way I can be accurate unless I get my hands on a Singularity, and even then I'd probably still won't be able to do it.&lt;br /&gt;
&lt;br /&gt;
and wrapping it up with some final thoughts, usually around the lines of “should they do this?”&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In the previous video, I listed the major pain points with the game's system, so that's where we'll start.&lt;br /&gt;
&lt;br /&gt;
We'll skip the UI for now and head straight to the Onboarding changes.&lt;br /&gt;
|&lt;br /&gt;
| Previous video: [https://www.youtube.com/watch?v=HpQBSQj6bHU The Road Not Taken: Library of Ruina's Unique take on Turn-Based Combat]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Part 1: Changes related to Onboarding&lt;br /&gt;
|-&lt;br /&gt;
| The first change is something I also mentioned in that video, an in-game manual.&lt;br /&gt;
&lt;br /&gt;
Like I said there, the game uses a combat system alien to most gamers, with lots of new concepts.&lt;br /&gt;
&lt;br /&gt;
An in-game manual, preferably one with animated examples and a search feature would go a long way to help new players get the hang of things.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio (Steam Page)]&lt;br /&gt;
|-&lt;br /&gt;
| This is gonna be a huge improvement to the game, but will require a LOT of effort.&lt;br /&gt;
&lt;br /&gt;
So, should they do this?&lt;br /&gt;
&lt;br /&gt;
On mobile, probably not.&lt;br /&gt;
&lt;br /&gt;
The game's already big enough as it is, and the high res videos would take even more space.&lt;br /&gt;
&lt;br /&gt;
On Steam, space isn't that big of a deal, but it's still gonna take a huge chunk of the development time for new features.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Thankfully there's an alternative: An external manual.&lt;br /&gt;
&lt;br /&gt;
No, I'm not talking about directing players to the Fandom Wiki, Reddit, or Discord.&lt;br /&gt;
&lt;br /&gt;
With no way to guarantee their accuracy, that's just asking players to take a gamble.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, I'd also include YouTube as another place where you can't fully trust the info, even my videos.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| What I'm suggesting instead is to again, take a cue from Factorio and setup a self-hosted wiki.&lt;br /&gt;
&lt;br /&gt;
The community contributions would then be carefully curated to ensure their accuracy.&lt;br /&gt;
&lt;br /&gt;
Not as convenient as an in-game manual, but still a good resource for new players.&lt;br /&gt;
|&lt;br /&gt;
| [https://wiki.factorio.com/ Official Factorio Wiki]&lt;br /&gt;
|-&lt;br /&gt;
| Overall, an easier alternative thanks to community input, though I'm still on the fence here.&lt;br /&gt;
&lt;br /&gt;
Setup and admin can be outsourced, but the overall moderation process could take way more effort than it looks on the surface.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next one's a low-hanging fruit that I expect to happen soon: Updated Combat Tips&lt;br /&gt;
&lt;br /&gt;
By now the devs should have enough player info to know which tips are really useful, and what needs to be added to the list.&lt;br /&gt;
&lt;br /&gt;
For example, tapping and holding the screen to speed up the E.G.O animation, or how Offsetting cancels Evade skills.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This one can also be crowdsourced.&lt;br /&gt;
&lt;br /&gt;
Small change, minimal effort, this might even arrive without any fanfare.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Last thing for onboarding, updating the tutorial.&lt;br /&gt;
&lt;br /&gt;
The tutorial from Day 1 and what we have right now are mostly the same with one major upgrade: &lt;br /&gt;
&lt;br /&gt;
a bit about explaining Coins were added, which results in the next part about Clashing make much more sense.&lt;br /&gt;
&lt;br /&gt;
But yeah, same tutorial.&lt;br /&gt;
&lt;br /&gt;
I could nitpick some parts that could be fixed, but for this one I'd rather look at the bigger picture.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| If they're gonna overhaul it, I'd like to see:&lt;br /&gt;
&lt;br /&gt;
- before explaining Resonance, talk about the Auto-Battler aspect of the game, for example, by default the Sinners will choose the targets by themselves.&lt;br /&gt;
&lt;br /&gt;
Heck, maybe even break the 4th wall and let Faust warn the player that this isn't your usual Turn-Based RPG combat.&lt;br /&gt;
&lt;br /&gt;
But ultimately, a tutorial update should only come after the official manual, either in-game or external so the new players have a way to clear up any concepts that weren't clearly explained by the tutorial, updated or not.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This change won't affect the majority of players, but could greatly increase the retention in case there's a surge in new players.&lt;br /&gt;
&lt;br /&gt;
Effort wise is similar: the framework is there, they just need to make sure that they don't break it - crashes or soft locks are surefire ways for a new player to drop the game.&lt;br /&gt;
&lt;br /&gt;
Overall, something they should consider, though as I said, this works best when timed correctly.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Part 2: UI Changes&lt;br /&gt;
|-&lt;br /&gt;
| On to the UI changes…&lt;br /&gt;
&lt;br /&gt;
I'll preface this section by repeating what I said in the previous video - a combat system that combines wildly different genres means the UI will always be cluttered and busy.&lt;br /&gt;
&lt;br /&gt;
So I won't bother talking about a UI overhaul.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I also won't be talking about Area-of-Effect and how to help players make sense of the complicated sub-target rules.&lt;br /&gt;
&lt;br /&gt;
Maybe by next season I could think of ways to simplify it in the UI side.&lt;br /&gt;
&lt;br /&gt;
But now, not yet.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, first change, a Turn Order Display.&lt;br /&gt;
&lt;br /&gt;
Veteran players with over a thousand hours of Ruina and Limbus Company combined don't really need this, but for new players, a UI element showing the predicted order of attacks would be a great way to ease them in to the combat system.&lt;br /&gt;
&lt;br /&gt;
Sure there will be instances where the order won't play out as predicted, but that's just how it is.&lt;br /&gt;
&lt;br /&gt;
And yeah, the UI's already full so it's got to be a popup.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Overall, another big deal for new players with a high dev cost.&lt;br /&gt;
&lt;br /&gt;
As for whether the should they do this, well, they already tried before.&lt;br /&gt;
&lt;br /&gt;
So it all depends on why they removed it - if it's just because they had other important stuff to do, maybe we'll see it added.&lt;br /&gt;
&lt;br /&gt;
But if they realized it just wasn't worth the effort... yeah...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Speaking of popups showing info, how about a Battle Log?&lt;br /&gt;
&lt;br /&gt;
In the past year and a half, the game has evolved to add a ton of new interactions between effects.&lt;br /&gt;
&lt;br /&gt;
Problem is, it can be a bit overwhelming to understand what just happened.&lt;br /&gt;
&lt;br /&gt;
So a log showing a list of what just happened, like which effect dealt damage, or which attack applied a status, would clearly explain how things work.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles (Steam Page)]&lt;br /&gt;
|- &lt;br /&gt;
| Again, no space in the UI so this has to be a popup.&lt;br /&gt;
&lt;br /&gt;
Not sure if it's a huge upgrade to the game experience, so I'll just say it's Medium to High.&lt;br /&gt;
&lt;br /&gt;
In terms of effort, I'm fairly sure that there's already a log, at least for the combat part.&lt;br /&gt;
&lt;br /&gt;
That's the simplest way to pull off the pseudo-simultaneous combat in Regular Encounters.&lt;br /&gt;
&lt;br /&gt;
Turning that into a popup, and logging the other stuff like the Start of Turn effects might be a more complicated than expected.&lt;br /&gt;
&lt;br /&gt;
They should absolutely do this, but then again I'm biased as this feature would make writing guides a lot easier.&lt;br /&gt;
&lt;br /&gt;
No more going through the footage frame by frame.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next one's another low-hanging fruit, display skill numbers on the dashboard.&lt;br /&gt;
&lt;br /&gt;
You don't need this for heavily used Identities.&lt;br /&gt;
&lt;br /&gt;
But for new or underused IDs, having a visual indicator on the dashboard telling you which is the weak Skill 1 or the strong Skill 3 will save you a couple of seconds from double-checking it.&lt;br /&gt;
&lt;br /&gt;
Could be a number, could be something like dots or lines.&lt;br /&gt;
&lt;br /&gt;
And of course, it has to be togglable in the options.&lt;br /&gt;
&lt;br /&gt;
Not a big change, so simple that they could've thought about it already.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next would be a Search function to help you find Identities that synergize with each other.&lt;br /&gt;
&lt;br /&gt;
But after thinking about it, the UI's just not suited for it yet.&lt;br /&gt;
&lt;br /&gt;
So let's go for an easier alternative: add some Effect icons on the Skill display alongside the Damage Type and Sin.&lt;br /&gt;
&lt;br /&gt;
Nothing much to say here.&lt;br /&gt;
&lt;br /&gt;
If they can do it without much effort, it's a good stopgap until they can build better team building UIs.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And last on the UI changes - the Cycle Clashes button.&lt;br /&gt;
&lt;br /&gt;
Still not in the game, and I find myself in situations where it's more useful here than it was in Ruina.&lt;br /&gt;
&lt;br /&gt;
At this point, however, players got used to the Last-In-First-Out style so this really isn't that necessary.&lt;br /&gt;
&lt;br /&gt;
Also like the Turn Order bar, I'm sure they've thought about adding this in so there's probably a good reason why it still isn't.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Part 3: Misc Changes&lt;br /&gt;
|-&lt;br /&gt;
| For this last part, I'll be listing changes that don't quite fit in the previous two.&lt;br /&gt;
&lt;br /&gt;
Spread out extra attacks on Focused Encounter Win-Rate button.&lt;br /&gt;
&lt;br /&gt;
Right now most of the extra attacks go to the slowest enemy unit.&lt;br /&gt;
&lt;br /&gt;
Maybe add a toggle option to spread out the attack using the Regular Encounter scheme?&lt;br /&gt;
&lt;br /&gt;
Not a big change, saves you a couple of seconds on mob encounters.&lt;br /&gt;
&lt;br /&gt;
A good addition if it's not too hard to implement.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Turn the Event Skip button to Skip All.&lt;br /&gt;
&lt;br /&gt;
While the current skip does speed things up a bit, the extra prompts and its distance from the edge for Mobile mean that spamming tap anywhere else can be more convenient.&lt;br /&gt;
&lt;br /&gt;
Changing the behavior to skip all pages and prompts might make it more useful.&lt;br /&gt;
&lt;br /&gt;
Minimal change, maybe?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Go to Mission buttons.&lt;br /&gt;
&lt;br /&gt;
Maybe you weren't paying attention and went straight to the daily missions before completing a Luxcavation.&lt;br /&gt;
&lt;br /&gt;
A small button sending you directly to the screen will save a second or two.&lt;br /&gt;
&lt;br /&gt;
Also a minimal change, might have to squeeze it in a bit.&lt;br /&gt;
&lt;br /&gt;
Also expected by many gacha gamers.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Streamer mode.&lt;br /&gt;
&lt;br /&gt;
Friend requests aren't that big of a deal, but maybe you just don't want your viewers to comment on your elevated Lunacy count pre-Walpurgis Night.&lt;br /&gt;
&lt;br /&gt;
Or maybe you're one of those people streaming on Mobile and don't want to show your e-mail address.&lt;br /&gt;
&lt;br /&gt;
Don't know if it's worth adding though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And last for this video, fix the Project Moon Steam Curator page.&lt;br /&gt;
&lt;br /&gt;
There's a reason why I used SteamDB in my previous video for this bit - and that's because you can't do the same in Steam as Limbus Company is missing.&lt;br /&gt;
&lt;br /&gt;
While they're at it, they should think about doing what ConcernedApe did and convert the page to a combo Publisher and Developer page.&lt;br /&gt;
&lt;br /&gt;
Doesn't help improve the game per se, though it should help with discoverability, say, for announcements.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/curator/40685294 ProjectMoon Curator page (as of the video)]&lt;br /&gt;
&lt;br /&gt;
ConcernedApe (Stardew Valley creator) - Steam [https://store.steampowered.com/publisher/ConcernedApe Publisher] and [https://store.steampowered.com/developer/ConcernedApe Developer] pages&lt;br /&gt;
|-&lt;br /&gt;
| Alright, that's it for this quick, lower-effort video.&lt;br /&gt;
&lt;br /&gt;
I'll return to this next season to see what got in.&lt;br /&gt;
&lt;br /&gt;
Thanks for watching and see you in the next one.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/qol_season_5.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=157</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=157"/>
		<updated>2024-10-27T03:32:42Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki contains notes for Zero's (datenshi zero) [https://www.twitch.tv/datenshizero Twitch streams] and [https://www.youtube.com/channel/UCvjx7FLkj6kygN0o7WCg-PQ YouTube videos].&lt;br /&gt;
&lt;br /&gt;
== The City Runs ==&lt;br /&gt;
&lt;br /&gt;
[[Lobotomy Corporation Lore Run]] episode guide&lt;br /&gt;
&lt;br /&gt;
== The City Guides ==&lt;br /&gt;
&lt;br /&gt;
* [[The_Road_Not_Taken_script|The Road Not Taken]] - a history and overview of Library of Ruina and Limbus Company's unique combat system&lt;br /&gt;
&lt;br /&gt;
=== Lobotomy Corporation ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Lobotomy Corporation&lt;br /&gt;
* [[Lobotomy_Corporation_Essential_Beginner_Tips_script|Essential Beginner Tips]]&lt;br /&gt;
&lt;br /&gt;
=== Library of Ruina ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Library of Ruina pt1&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 English Script]]&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 Notes]]&lt;br /&gt;
&lt;br /&gt;
=== Limbus Company ===&lt;br /&gt;
&lt;br /&gt;
* A quick and dirty guide for confused players&lt;br /&gt;
** full script&lt;br /&gt;
* [[Limbus_Company_Possible_QoL_Changes_Season_5_Script|Quality of Life Changes that I keep thinking about (season 5 edition)]]&lt;br /&gt;
&lt;br /&gt;
== Other Notes ==&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Limbus_Company_Possible_QoL_Changes_Season_5_Script&amp;diff=156</id>
		<title>Limbus Company Possible QoL Changes Season 5 Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Limbus_Company_Possible_QoL_Changes_Season_5_Script&amp;diff=156"/>
		<updated>2024-10-19T03:45:20Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Recently we've been getting long awaited Quality of Life changes added to the game, but the game still has a lot of room for improvement.&lt;br /&gt;
| QOL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So to commemorate the start of Season 5, I'll be throwing out some changes we might see in the future, ones that I can't stop thinking about.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Quick rundown on how this video will go:&lt;br /&gt;
&lt;br /&gt;
First, I'll briefly explain the Quality of Life change, then after that I'll be summing up my thoughts into:&lt;br /&gt;
&lt;br /&gt;
- how much the change will add to the game&lt;br /&gt;
&lt;br /&gt;
I'll shorten the label to Game+ because it's too long.&lt;br /&gt;
&lt;br /&gt;
- how much effort will be required&lt;br /&gt;
&lt;br /&gt;
with the huge caveat that I don't have access to the code base or the development pipeline, so there's no way I can be accurate unless I get my hands on a Singularity, and even then I'd probably still won't be able to do it.&lt;br /&gt;
&lt;br /&gt;
and wrapping it up with some final thoughts, usually around the lines of “should they do this?”&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In the previous video, I listed the major pain points with the game's system, so that's where we'll start.&lt;br /&gt;
&lt;br /&gt;
We'll skip the UI for now and head straight to the Onboarding changes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Part 1: Changes related to Onboarding&lt;br /&gt;
|-&lt;br /&gt;
| The first change is something I also mentioned in that video, an in-game manual.&lt;br /&gt;
&lt;br /&gt;
Like I said there, the game uses a combat system alien to most gamers, with lots of new concepts.&lt;br /&gt;
&lt;br /&gt;
An in-game manual, preferably one with animated examples and a search feature would go a long way to help new players get the hang of things.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| This is gonna be a huge improvement to the game, but will require a LOT of effort.&lt;br /&gt;
&lt;br /&gt;
So, should they do this?&lt;br /&gt;
&lt;br /&gt;
On mobile, probably not.&lt;br /&gt;
&lt;br /&gt;
The game's already big enough as it is, and the high res videos would take even more space.&lt;br /&gt;
&lt;br /&gt;
On Steam, space isn't that big of a deal, but it's still gonna take a huge chunk of the development time for new features.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Thankfully there's an alternative: An external manual.&lt;br /&gt;
&lt;br /&gt;
No, I'm not talking about directing players to the Fandom Wiki, Reddit, or Discord.&lt;br /&gt;
&lt;br /&gt;
With no way to guarantee their accuracy, that's just asking players to take a gamble.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, I'd also include YouTube as another place where you can't fully trust the info, even my videos.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| What I'm suggesting instead is to again, take a cue from Factorio and setup a self-hosted wiki.&lt;br /&gt;
&lt;br /&gt;
The community contributions would then be carefully curated to ensure their accuracy.&lt;br /&gt;
&lt;br /&gt;
Not as convenient as an in-game manual, but still a good resource for new players.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Overall, an easier alternative thanks to community input, though I'm still on the fence here.&lt;br /&gt;
&lt;br /&gt;
Setup and admin can be outsourced, but the overall moderation process could take way more effort than it looks on the surface.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next one's a low-hanging fruit that I expect to happen soon: Updated Combat Tips&lt;br /&gt;
&lt;br /&gt;
By now the devs should have enough player info to know which tips are really useful, and what needs to be added to the list.&lt;br /&gt;
&lt;br /&gt;
For example, tapping and holding the screen to speed up the E.G.O animation, or how Offsetting cancels Evade skills.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This one can also be crowdsourced.&lt;br /&gt;
&lt;br /&gt;
Small change, minimal effort, this might even arrive without any fanfare.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Last thing for onboarding, updating the tutorial.&lt;br /&gt;
&lt;br /&gt;
The tutorial from Day 1 and what we have right now are mostly the same with one major upgrade: &lt;br /&gt;
&lt;br /&gt;
a bit about explaining Coins were added, which results in the next part about Clashing make much more sense.&lt;br /&gt;
&lt;br /&gt;
But yeah, same tutorial.&lt;br /&gt;
&lt;br /&gt;
I could nitpick some parts that could be fixed, but for this one I'd rather look at the bigger picture.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| If they're gonna overhaul it, I'd like to see:&lt;br /&gt;
&lt;br /&gt;
- before explaining Resonance, talk about the Auto-Battler aspect of the game, for example, by default the Sinners will choose the targets by themselves.&lt;br /&gt;
&lt;br /&gt;
Heck, maybe even break the 4th wall and let Faust warn the player that this isn't your usual Turn-Based RPG combat.&lt;br /&gt;
&lt;br /&gt;
But ultimately, a tutorial update should only come after the official manual, either in-game or external so the new players have a way to clear up any concepts that weren't clearly explained by the tutorial, updated or not.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This change won't affect the majority of players, but could greatly increase the retention in case there's a surge in new players.&lt;br /&gt;
&lt;br /&gt;
Effort wise is similar: the framework is there, they just need to make sure that they don't break it - crashes or soft locks are surefire ways for a new player to drop the game.&lt;br /&gt;
&lt;br /&gt;
Overall, something they should consider, though as I said, this works best when timed correctly.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Part 2: UI Changes&lt;br /&gt;
|-&lt;br /&gt;
| On to the UI changes…&lt;br /&gt;
&lt;br /&gt;
I'll preface this section by repeating what I said in the previous video - a combat system that combines wildly different genres means the UI will always be cluttered and busy.&lt;br /&gt;
&lt;br /&gt;
So I won't bother talking about a UI overhaul.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I also won't be talking about Area-of-Effect and how to help players make sense of the complicated sub-target rules.&lt;br /&gt;
&lt;br /&gt;
Maybe by next season I could think of ways to simplify it in the UI side.&lt;br /&gt;
&lt;br /&gt;
But now, not yet.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, first change, a Turn Order Display.&lt;br /&gt;
&lt;br /&gt;
Veteran players with over a thousand hours of Ruina and Limbus Company combined don't really need this, but for new players, a UI element showing the predicted order of attacks would be a great way to ease them in to the combat system.&lt;br /&gt;
&lt;br /&gt;
Sure there will be instances where the order won't play out as predicted, but that's just how it is.&lt;br /&gt;
&lt;br /&gt;
And yeah, the UI's already full so it's got to be a popup.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Overall, another big deal for new players with a high dev cost.&lt;br /&gt;
&lt;br /&gt;
As for whether the should they do this, well, they already tried before.&lt;br /&gt;
&lt;br /&gt;
So it all depends on why they removed it - if it's just because they had other important stuff to do, maybe we'll see it added.&lt;br /&gt;
&lt;br /&gt;
But if they realized it just wasn't worth the effort... yeah...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Speaking of popups showing info, how about a Battle Log?&lt;br /&gt;
&lt;br /&gt;
In the past year and a half, the game has evolved to add a ton of new interactions between effects.&lt;br /&gt;
&lt;br /&gt;
Problem is, it can be a bit overwhelming to understand what just happened.&lt;br /&gt;
&lt;br /&gt;
So a log showing a list of what just happened, like which effect dealt damage, or which attack applied a status, would clearly explain how things work.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| Again, no space in the UI so this has to be a popup.&lt;br /&gt;
&lt;br /&gt;
Not sure if it's a huge upgrade to the game experience, so I'll just say it's Medium to High.&lt;br /&gt;
&lt;br /&gt;
In terms of effort, I'm fairly sure that there's already a log, at least for the combat part.&lt;br /&gt;
&lt;br /&gt;
That's the simplest way to pull off the pseudo-simultaneous combat in Regular Encounters.&lt;br /&gt;
&lt;br /&gt;
Turning that into a popup, and logging the other stuff like the Start of Turn effects might be a more complicated than expected.&lt;br /&gt;
&lt;br /&gt;
They should absolutely do this, but then again I'm biased as this feature would make writing guides a lot easier.&lt;br /&gt;
&lt;br /&gt;
No more going through the footage frame by frame.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next one's another low-hanging fruit, display skill numbers on the dashboard.&lt;br /&gt;
&lt;br /&gt;
You don't need this for heavily used Identities.&lt;br /&gt;
&lt;br /&gt;
But for new or underused IDs, having a visual indicator on the dashboard telling you which is the weak Skill 1 or the strong Skill 3 will save you a couple of seconds from double-checking it.&lt;br /&gt;
&lt;br /&gt;
Could be a number, could be something like dots or lines.&lt;br /&gt;
&lt;br /&gt;
And of course, it has to be togglable in the options.&lt;br /&gt;
&lt;br /&gt;
Not a big change, so simple that they could've thought about it already.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next would be a Search function to help you find Identities that synergize with each other.&lt;br /&gt;
&lt;br /&gt;
But after thinking about it, the UI's just not suited for it yet.&lt;br /&gt;
&lt;br /&gt;
So let's go for an easier alternative: add some Effect icons on the Skill display alongside the Damage Type and Sin.&lt;br /&gt;
&lt;br /&gt;
Nothing much to say here.&lt;br /&gt;
&lt;br /&gt;
If they can do it without much effort, it's a good stopgap until they can build better team building UIs.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And last on the UI changes - the Cycle Clashes button.&lt;br /&gt;
&lt;br /&gt;
Still not in the game, and I find myself in situations where it's more useful here than it was in Ruina.&lt;br /&gt;
&lt;br /&gt;
At this point, however, players got used to the Last-In-First-Out style so this really isn't that necessary.&lt;br /&gt;
&lt;br /&gt;
Also like the Turn Order bar, I'm sure they've thought about adding this in so there's probably a good reason why it still isn't.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Part 3: Misc Changes&lt;br /&gt;
|-&lt;br /&gt;
| For this last part, I'll be listing changes that don't quite fit in the previous two.&lt;br /&gt;
&lt;br /&gt;
Spread out extra attacks on Focused Encounter Win-Rate button.&lt;br /&gt;
&lt;br /&gt;
Right now most of the extra attacks go to the slowest enemy unit.&lt;br /&gt;
&lt;br /&gt;
Maybe add a toggle option to spread out the attack using the Regular Encounter scheme?&lt;br /&gt;
&lt;br /&gt;
Not a big change, saves you a couple of seconds on mob encounters.&lt;br /&gt;
&lt;br /&gt;
A good addition if it's not too hard to implement.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Turn the Event Skip button to Skip All.&lt;br /&gt;
&lt;br /&gt;
While the current skip does speed things up a bit, the extra prompts and its distance from the edge for Mobile mean that spamming tap anywhere else can be more convenient.&lt;br /&gt;
&lt;br /&gt;
Changing the behavior to skip all pages and prompts might make it more useful.&lt;br /&gt;
&lt;br /&gt;
Minimal change, maybe?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Go to Mission buttons.&lt;br /&gt;
&lt;br /&gt;
Maybe you weren't paying attention and went straight to the daily missions before completing a Luxcavation.&lt;br /&gt;
&lt;br /&gt;
A small button sending you directly to the screen will save a second or two.&lt;br /&gt;
&lt;br /&gt;
Also a minimal change, might have to squeeze it in a bit.&lt;br /&gt;
&lt;br /&gt;
Also expected by many gacha gamers.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Streamer mode.&lt;br /&gt;
&lt;br /&gt;
Friend requests aren't that big of a deal, but maybe you just don't want your viewers to comment on your elevated Lunacy count pre-Walpurgis Night.&lt;br /&gt;
&lt;br /&gt;
Or maybe you're one of those people streaming on Mobile and don't want to show your e-mail address.&lt;br /&gt;
&lt;br /&gt;
Don't know if it's worth adding though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And last for this video, fix the Project Moon Steam Curator page.&lt;br /&gt;
&lt;br /&gt;
There's a reason why I used SteamDB in my previous video for this bit - and that's because you can't do the same in Steam as Limbus Company is missing.&lt;br /&gt;
&lt;br /&gt;
While they're at it, they should think about doing what ConcernedApe did and convert the page to a combo Publisher and Developer page.&lt;br /&gt;
&lt;br /&gt;
Doesn't help improve the game per se, though it should help with discoverability, say, for announcements.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, that's it for this quick, lower-effort video.&lt;br /&gt;
&lt;br /&gt;
I'll return to this next season to see what got in.&lt;br /&gt;
&lt;br /&gt;
Thanks for watching and see you in the next one.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/qol_season_5.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Limbus_Company_Possible_QoL_Changes_Season_5_Script&amp;diff=155</id>
		<title>Limbus Company Possible QoL Changes Season 5 Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Limbus_Company_Possible_QoL_Changes_Season_5_Script&amp;diff=155"/>
		<updated>2024-10-19T02:45:07Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Recently we've been getting long awaited Quality of Life changes added to the game, but the game still has a lot of room for improvement.&lt;br /&gt;
| QOL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So to commemorate the start of Season 5, I'll be throwing out some changes we might see in the future, ones that I can't stop thinking about.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Quick rundown on how this video will go:&lt;br /&gt;
&lt;br /&gt;
First, I'll briefly explain the Quality of Life change, then after that I'll be summing up my thoughts into:&lt;br /&gt;
&lt;br /&gt;
- how much the change will add to the game&lt;br /&gt;
&lt;br /&gt;
I'll shorten the label to Game+ because it's too long.&lt;br /&gt;
&lt;br /&gt;
- how much effort will be required&lt;br /&gt;
&lt;br /&gt;
with the huge caveat that I don't have access to the code base or the development pipeline, so there's no way I can be accurate unless I get my hands on a Singularity, and even then I'd probably still won't be able to do it.&lt;br /&gt;
&lt;br /&gt;
and wrapping it up with some final thoughts, usually around the lines of “should they do this?”&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In the previous video, I listed the major pain points with the game's system, so that's where we'll start.&lt;br /&gt;
&lt;br /&gt;
We'll skip the UI for now and head straight to the Onboarding changes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Part 1: Changes related to Onboarding&lt;br /&gt;
|-&lt;br /&gt;
| The first change is something I also mentioned in that video, an in-game manual.&lt;br /&gt;
&lt;br /&gt;
Like I said there, the game uses a combat system alien to most gamers, with lots of new concepts.&lt;br /&gt;
&lt;br /&gt;
An in-game manual, preferably one with animated examples and a search feature would go a long way to help new players get the hang of things.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| This is gonna be a huge improvement to the game, but will require a LOT of effort.&lt;br /&gt;
&lt;br /&gt;
So, should they do this?&lt;br /&gt;
&lt;br /&gt;
On mobile, probably not.&lt;br /&gt;
&lt;br /&gt;
The game's already big enough as it is, and the high res videos would take even more space.&lt;br /&gt;
&lt;br /&gt;
On Steam, space isn't that big of a deal, but it's still gonna take a huge chunk of the development time for new features.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Thankfully there's an alternative: An external manual.&lt;br /&gt;
&lt;br /&gt;
No, I'm not talking about directing players to the Fandom Wiki, Reddit, or Discord.&lt;br /&gt;
&lt;br /&gt;
With no way to guarantee their accuracy, that's just asking players to take a gamble.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, I'd also include YouTube as another place where you can't fully trust the info, even my videos.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| What I'm suggesting instead is to again, take a cue from Factorio and setup a self-hosted wiki.&lt;br /&gt;
&lt;br /&gt;
The community contributions would then be carefully curated to ensure their accuracy.&lt;br /&gt;
&lt;br /&gt;
Not as convenient as an in-game manual, but still a good resource for new players.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Overall, an easier alternative thanks to community input, though I'm still on the fence here.&lt;br /&gt;
&lt;br /&gt;
Setup and admin can be outsourced, but the overall moderation process could take way more effort than it looks on the surface.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next one's a low-hanging fruit that I expect to happen soon: Updated Combat Tips&lt;br /&gt;
&lt;br /&gt;
By now the devs should have enough player info to know which tips are really useful, and what needs to be added to the list.&lt;br /&gt;
&lt;br /&gt;
For example, tapping and holding the screen to speed up the E.G.O animation, or how Offsetting cancels Evade skills.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This one can also be crowdsourced.&lt;br /&gt;
&lt;br /&gt;
Small change, minimal effort, this might even arrive without any fanfare.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/qol_season_5.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Limbus_Company_Possible_QoL_Changes_Season_5_Script&amp;diff=154</id>
		<title>Limbus Company Possible QoL Changes Season 5 Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Limbus_Company_Possible_QoL_Changes_Season_5_Script&amp;diff=154"/>
		<updated>2024-10-19T02:40:47Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Recently we've been getting long awaited Quality of Life changes added to the game, but the game still has a lot of room for improvement.&lt;br /&gt;
| QOL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So to commemorate the start of Season 5, I'll be throwing out some changes we might see in the future, ones that I can't stop thinking about.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Quick rundown on how this video will go:&lt;br /&gt;
&lt;br /&gt;
First, I'll briefly explain the Quality of Life change, then after that I'll be summing up my thoughts into:&lt;br /&gt;
&lt;br /&gt;
- how much the change will add to the game&lt;br /&gt;
&lt;br /&gt;
I'll shorten the label to Game+ because it's too long.&lt;br /&gt;
&lt;br /&gt;
- how much effort will be required&lt;br /&gt;
&lt;br /&gt;
with the huge caveat that I don't have access to the code base or the development pipeline, so there's no way I can be accurate unless I get my hands on a Singularity, and even then I'd probably still won't be able to do it.&lt;br /&gt;
&lt;br /&gt;
and wrapping it up with some final thoughts, usually around the lines of “should they do this?”&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In the previous video, I listed the major pain points with the game's system, so that's where we'll start.&lt;br /&gt;
&lt;br /&gt;
We'll skip the UI for now and head straight to the Onboarding changes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Part 1: Changes related to Onboarding&lt;br /&gt;
|-&lt;br /&gt;
| The first change is something I also mentioned in that video, an in-game manual.&lt;br /&gt;
&lt;br /&gt;
Like I said there, the game uses a combat system alien to most gamers, with lots of new concepts.&lt;br /&gt;
&lt;br /&gt;
An in-game manual, preferably one with animated examples and a search feature would go a long way to help new players get the hang of things.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| This is gonna be a huge improvement to the game, but will require a LOT of effort.&lt;br /&gt;
&lt;br /&gt;
So, should they do this?&lt;br /&gt;
&lt;br /&gt;
On mobile, probably not.&lt;br /&gt;
&lt;br /&gt;
The game's already big enough as it is, and the high res videos would take even more space.&lt;br /&gt;
&lt;br /&gt;
On Steam, space isn't that big of a deal, but it's still gonna take a huge chunk of the development time for new features.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/qol_season_5.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=153</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Main_Page&amp;diff=153"/>
		<updated>2024-10-19T02:39:47Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki contains notes for Zero's (datenshi zero) [https://www.twitch.tv/datenshizero Twitch streams] and [https://www.youtube.com/channel/UCvjx7FLkj6kygN0o7WCg-PQ YouTube videos].&lt;br /&gt;
&lt;br /&gt;
== The City Runs ==&lt;br /&gt;
&lt;br /&gt;
[[Lobotomy Corporation Lore Run]] episode guide&lt;br /&gt;
&lt;br /&gt;
== The City Guides ==&lt;br /&gt;
&lt;br /&gt;
* [[The_Road_Not_Taken_script|The Road Not Taken]] - a history and overview of Library of Ruina and Limbus Company's unique combat system&lt;br /&gt;
&lt;br /&gt;
=== Lobotomy Corporation ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Lobotomy Corporation&lt;br /&gt;
* [[Lobotomy_Corporation_Essential_Beginner_Tips_script|Essential Beginner Tips]]&lt;br /&gt;
&lt;br /&gt;
=== Library of Ruina ===&lt;br /&gt;
&lt;br /&gt;
* A Spoiler-Free Guide to Library of Ruina pt1&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 English Script]]&lt;br /&gt;
** [[Library Of Ruina Guide Pt1 Notes]]&lt;br /&gt;
&lt;br /&gt;
=== Limbus Company ===&lt;br /&gt;
&lt;br /&gt;
* A quick and dirty guide for confused players&lt;br /&gt;
** full script&lt;br /&gt;
&lt;br /&gt;
== Other Notes ==&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Limbus_Company_Possible_QoL_Changes_Season_5_Script&amp;diff=152</id>
		<title>Limbus Company Possible QoL Changes Season 5 Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Limbus_Company_Possible_QoL_Changes_Season_5_Script&amp;diff=152"/>
		<updated>2024-10-19T02:38:01Z</updated>

		<summary type="html">&lt;p&gt;Zero: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot;  |- ! Script !! On-screen extra blurbs !! Additional notes |- | Recently we've been getting long awaited Quality of Life changes added to the game, but th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Recently we've been getting long awaited Quality of Life changes added to the game, but the game still has a lot of room for improvement.&lt;br /&gt;
| QOL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So to commemorate the start of Season 5, I'll be throwing out some changes we might see in the future, ones that I can't stop thinking about.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Quick rundown on how this video will go:&lt;br /&gt;
&lt;br /&gt;
First, I'll briefly explain the Quality of Life change, then after that I'll be summing up my thoughts into:&lt;br /&gt;
&lt;br /&gt;
- how much the change will add to the game&lt;br /&gt;
&lt;br /&gt;
I'll shorten the label to Game+ because it's too long.&lt;br /&gt;
&lt;br /&gt;
- how much effort will be required&lt;br /&gt;
&lt;br /&gt;
with the huge caveat that I don't have access to the code base or the development pipeline, so there's no way I can be accurate unless I get my hands on a Singularity, and even then I'd probably still won't be able to do it.&lt;br /&gt;
&lt;br /&gt;
and wrapping it up with some final thoughts, usually around the lines of “should they do this?”&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In the previous video, I listed the major pain points with the game's system, so that's where we'll start.&lt;br /&gt;
&lt;br /&gt;
We'll skip the UI for now and head straight to the Onboarding changes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Part 1: Changes related to Onboarding&lt;br /&gt;
|-&lt;br /&gt;
| The first change is something I also mentioned in that video, an in-game manual.&lt;br /&gt;
&lt;br /&gt;
Like I said there, the game uses a combat system alien to most gamers, with lots of new concepts.&lt;br /&gt;
&lt;br /&gt;
An in-game manual, preferably one with animated examples and a search feature would go a long way to help new players get the hang of things.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| This is gonna be a huge improvement to the game, but will require a LOT of effort.&lt;br /&gt;
&lt;br /&gt;
So, should they do this?&lt;br /&gt;
&lt;br /&gt;
On mobile, probably not.&lt;br /&gt;
&lt;br /&gt;
The game's already big enough as it is, and the high res videos would take even more space.&lt;br /&gt;
&lt;br /&gt;
On Steam, space isn't that big of a deal, but it's still gonna take a huge chunk of the development time for new features.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=151</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=151"/>
		<updated>2024-08-25T09:08:11Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Links, References and Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
|&lt;br /&gt;
|  [https://www.youtube.com/watch?v=ofmYqXfjFs8 &amp;amp;#91; Library Of Ruina &amp;amp;#93; String Theocracy]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
| Link to full script including all references (eg. video sources) in the Description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
| Generic instead of In-Game Terms:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deck&amp;quot; instead of &amp;quot;Bookshelf&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Card&amp;quot; instead of &amp;quot;Page&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
and so on...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/568220/Lobotomy_Corporation__Monster_Management_Simulation/ Lobotomy Corporation (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
| Lobotomy Corporation Retail Release - April 2018&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Early Access - May 2020&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Retail Release - August 2021&lt;br /&gt;
&lt;br /&gt;
Prototype - initial Auto-Battler&amp;lt;br /&amp;gt;&lt;br /&gt;
Prototype - Cards added&amp;lt;br /&amp;gt;&lt;br /&gt;
Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
| Light cost on the top-left corner of a Card&amp;lt;br /&amp;gt;&lt;br /&gt;
Lights above units tell you how many they currently have&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
| Similar to Slay the Spire's Intent system&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
| The on screen blurbs don't really matter, the important parts are seeing the IRL movement of miniatures and rolling of the dice in the first video, and the Pathfinder 2e calculations in the second.&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| [https://megamitensei.fandom.com/wiki/Ky%C5%AByaku_Megami_Tensei Kyūyaku Megami Tensei I (SFC remake of MT1)]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1413480/Shin_Megami_Tensei_III_Nocturne_HD_Remaster/ Shin Megami Tensei III: Nocturne HD Remaster]&lt;br /&gt;
&lt;br /&gt;
[https://atlus.com/smt5/ Shin Megami Tensei V]&lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
| [https://atlus.com/atlus-titles/persona4-golden/ Persona 4 Golden]&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
| Only 2 damage taken after 5 turns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of deal.&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
| Footage from Persona 4 Golden&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
| &amp;quot;action queue&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;pip&amp;quot; is a term I made up&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
| Turn 1 Card with 3 actions&lt;br /&gt;
&lt;br /&gt;
Turn 2 Card with 3 more actions to add to the queue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
| Cards aren't free to play&lt;br /&gt;
&lt;br /&gt;
Resources Available&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-Beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
| Previously played Cards&lt;br /&gt;
&lt;br /&gt;
3 6-sided dice&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
&lt;br /&gt;
No, I didn't cover how the standard regular polyhedral dice (d4, d6, d8, d12) were replaced a few weeks into early access by generic &amp;quot;dice&amp;quot; and &amp;quot;range&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| As if Clashing wasn't radical enough, the devs decided that single actions weren't fun enough, instead taking a cue from fighting and stylish action games and turned combos into a key part of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zc-yMi05vBA TEKKEN 8 – Steve Fox Reveal &amp;amp; Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MWxlbnI9mpU Devil May Cry 5 - Final Trailer (4K full ver.)]&lt;br /&gt;
|-&lt;br /&gt;
| Now you might say, this isn't breaking new ground; lots of cards in other games do multiple things.&lt;br /&gt;
| One Card, 2 Effects&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, what's different here is that each Die is treated as a separate discrete entity within the queue.&lt;br /&gt;
| Dice are treated as separate entities&lt;br /&gt;
&lt;br /&gt;
eg. they can have different effects&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On Win: Weaken foe's next die&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;On Win: Destroy foe's remaining die&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
no effects for this Die&lt;br /&gt;
| Most of the Korean text in this video were translated using Google Translate&lt;br /&gt;
|-&lt;br /&gt;
| Or in bigger picture terms, you aren't playing cards against each other you're pitting the Dice queues.&lt;br /&gt;
| So it's better to treat Clashes as &amp;quot;Dice Queue vs Dice Queue&amp;quot; rather than the usual &amp;quot;Card vs Card&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The best way to show this in action is to look the Evade Dice.&lt;br /&gt;
| Early Access Preview - switch to Dice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Most of the other dice work on the concept of “who rolls highest wins, then we move to the next dice”, but Evade is special.&lt;br /&gt;
&lt;br /&gt;
If an Evade wins against attacks, not only does the evader not take any damage, the Die is reused, allowing the same Die to dodge multiple attacks.&lt;br /&gt;
| 1st use of 1st Evade Die in queue&lt;br /&gt;
&lt;br /&gt;
2nd use of 1st Evade Die (reused)&lt;br /&gt;
&lt;br /&gt;
take note of the unused 2nd Evade Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Evade is also a Defensive Die, which means in certain situations, it can be used to defend an incoming attack from a different enemy.&lt;br /&gt;
| 2nd Evade Die (unused) retained for future attacks&lt;br /&gt;
&lt;br /&gt;
retained 2nd Evade Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| These reinforce the fact that ultimately, it's the dice queues that matter, and that the cards are simply vessels for the dice.&lt;br /&gt;
&lt;br /&gt;
Anyway, it's time to move on again, so yeah - if you want to know more, details on the other video.&lt;br /&gt;
| * Cards still matter (eg. drawing, cost, card-level effects) but when it comes to combat, the dice and queue matter more&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Letting the Player Control the Flow of Combat&lt;br /&gt;
|-&lt;br /&gt;
| For the next update, try to forget what you saw about the pre-Beta and let's return to Alpha yet again…&lt;br /&gt;
&lt;br /&gt;
At this point, the devs have added more gameplay since the early prototype.&lt;br /&gt;
&lt;br /&gt;
On top of our Clashes, we got our cards, our action queue… but we really haven't solved the main problem with the prototype:&lt;br /&gt;
&lt;br /&gt;
it still doesn't feel like the player has that much control over the combat.&lt;br /&gt;
&lt;br /&gt;
To be fair, there's already a bit of player choice here if you look closely: units will Clash with the one in front of them so it's all about choosing the right cards to counter the enemy.&lt;br /&gt;
&lt;br /&gt;
You could still up the player input though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, other Auto-Battlers let you position your units before the battle, with those close to the front tanking most of the damage.&lt;br /&gt;
&lt;br /&gt;
Maybe the devs tried that approach, but unfortunately we don't have any footage of that.&lt;br /&gt;
&lt;br /&gt;
Instead, we have hints that they tried the opposite: that is, you can't reposition your team.&lt;br /&gt;
&lt;br /&gt;
What could change are their Speed values.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game: Dystopian Battle Simulator]&lt;br /&gt;
|-&lt;br /&gt;
| As you might guess higher Speed means faster, and faster units will reach the enemies first and start clashing with them.&lt;br /&gt;
| Sometime before Early Access?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; removed background to emphasize that what I'm talking about in this section are my own speculations about an earlier build ie. how the Speed mechanic started&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then you could just have equipment to upgrade their Speed, or cards to change them on the fly.&lt;br /&gt;
| Equipment and Effects (not just Speed related) probably go here&lt;br /&gt;
&lt;br /&gt;
Next Turn Speed +2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| At first glance, it looks like a step forward from the usual pre-wave positioning but compared to the previous version, it's almost a step back.&lt;br /&gt;
&lt;br /&gt;
At least in the Alpha you have an idea who's attacking who and you can play cards accordingly, with this setup you're guessing who's going to end up meeting in the middle first.&lt;br /&gt;
| Changed the movement scheme from &amp;quot;Attack enemy directly in front of you&amp;quot; to &amp;quot;Attack closest enemy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(same end result, but slightly more clumped)&lt;br /&gt;
| I hoped my example would show a different result, but alas, it didn't.&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I know you didn't forget what you just saw a few minutes ago so you already know how they addressed this problem: by adding a targeting system.&lt;br /&gt;
&lt;br /&gt;
Instead of just seeing the enemy's intent, you can also see their targets.&lt;br /&gt;
&lt;br /&gt;
They then dialed back on the weirdness with the whole playing cards on your units thing, and went to the more traditional approach of playing cards to target the enemies.&lt;br /&gt;
&lt;br /&gt;
Everything we talked about so far stays the same.&lt;br /&gt;
&lt;br /&gt;
Playing a card as a response to an incoming attack will end up becoming a Clash.&lt;br /&gt;
&lt;br /&gt;
Then there's the Dice queue which you already saw in action earlier.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| They did, however, give Speed an updated purpose.&lt;br /&gt;
&lt;br /&gt;
Faster units can now intercept an attack meant for other units.&lt;br /&gt;
&lt;br /&gt;
In other games, interception may just be a nice-to-have gimmick, but in a Clash-focused game, it's almost essential.&lt;br /&gt;
&lt;br /&gt;
Without it, the game would be back to the Alpha where you could only respond to incoming attacks and can't choose your units' targets.&lt;br /&gt;
| 4 &amp;gt; 2, can intercept attack &lt;br /&gt;
| [https://www.youtube.com/watch?v=O10pqWZPhiU Atlus USA Announcement Trailer: Persona 4]&lt;br /&gt;
|-&lt;br /&gt;
| With enough fast units, it almost feels like a tactical game where you can position your units in front of enemies, limiting their attacking options, and overall effectively changing the flow of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea (Steam version)]&lt;br /&gt;
|-&lt;br /&gt;
| In practice, however, the tactical analogy fails quickly.&lt;br /&gt;
&lt;br /&gt;
For example, when there's a unit under attack by more than 2 enemies at once.&lt;br /&gt;
| * using Early Access footage here as this problem isn't present in the pre-Early Access video&lt;br /&gt;
| Footage recorded on 2020-06-26, over a month after start of EA.&lt;br /&gt;
|-&lt;br /&gt;
| This can happen when you don't have enough fast units to balance the clashes, or one team having more members than the other, both of which are fairly common.&lt;br /&gt;
| Targeted by 2 enemies (1 Clash, 1 one-sided)&lt;br /&gt;
&lt;br /&gt;
Also targeted by 2 enemies (1 Clash, 1 one-sided)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In this situation, it can be hard to predict which of the attacks will take place first.&lt;br /&gt;
| Will Roland be able to soften the middle enemy before the Clash with Gabriella?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And as you can see there's yet another complicating factor: Knockbacks.&lt;br /&gt;
| Yes, but only because Gabriella was knocked back by a previous attack&lt;br /&gt;
&lt;br /&gt;
Gabriella was originally closer&lt;br /&gt;
&lt;br /&gt;
Roland is now much closer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Long story short, you can't be tactical if you can't reliably figure out the action order.&lt;br /&gt;
&lt;br /&gt;
Tactical problems aside, the addition of Speed and Interception is still a big deal as we've finally got away from the very passive gameplay of the earlier builds.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The Patch that Changed the Game&lt;br /&gt;
|-&lt;br /&gt;
| A few months into the Early Access, the devs dropped this simple change in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Characters with lower Speed values will always wait for the characters with higher Speed values to play out their actions before taking their turn even if they arrive at their targets first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I admit, I'm one of the many players who didn't really understand what this meant.&lt;br /&gt;
&lt;br /&gt;
Looking back, however, this may just be the most important change to the combat system during Early Access.&lt;br /&gt;
&lt;br /&gt;
On the surface, all this does is cause some weird UI thing where everything stops except for the fastest unit who then slides towards their target.&lt;br /&gt;
| Note how they meet but no Clash&lt;br /&gt;
&lt;br /&gt;
Slower (3 Spd) still waiting for their turn while Yesod (4 Spd) slides to cut in.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But let's cut to the chase - remember what I said a minute ago that we can't make tactical decisions unless we can reliably predict the action order?&lt;br /&gt;
| Will Roland reach his target first?&lt;br /&gt;
&lt;br /&gt;
Pre-patch, it depends on the Clash outcome.&lt;br /&gt;
&lt;br /&gt;
ie. if Gabriella loses, Roland my reach first because of the knockback.&lt;br /&gt;
| This one's a typo, it's a one-sided attack, so instead of Gabriella losing, it's about how much knockback is applied.&lt;br /&gt;
|-&lt;br /&gt;
| Yeah, this patch basically gives the player that.&lt;br /&gt;
&lt;br /&gt;
If previously we can't tell if Roland will attack first, now we know because his Speed is lower.&lt;br /&gt;
&lt;br /&gt;
Even with the knockback, he'll have to wait for his turn because of the patch.&lt;br /&gt;
| Will Roland reach his target first?&lt;br /&gt;
&lt;br /&gt;
Post-patch, we can tell by their Speed&lt;br /&gt;
&lt;br /&gt;
i.e. definitely NO. (Roland is slower at 2 Spd vs 3 Spd)&lt;br /&gt;
|-&lt;br /&gt;
| Of course, this change is more complicated than it looks, but overall, it's just a matter of getting the hang of how things work, and once you do, you should have no problem tactically maneuvering your team through the battlefield.&lt;br /&gt;
| i.e. almost&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; definitely NO. (Roland is slower at 2 Spd vs 3 Spd)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if the 4 Speed enemy staggers (or kills) Gabriella, Roland may reach the target &amp;quot;first&amp;quot;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You'd be able to set pre-Clash flanking maneuvers from units that attack first.&lt;br /&gt;
| The &amp;quot;assigned Clash&amp;quot; is the yellow arrows, and it means what it means.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;pre-Clash flanker&amp;quot; are one sided attacks from units faster than the assigned Clash, and will attack the target first&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Conversely, you can also set post-Clash follow-ups or finishers.&lt;br /&gt;
&lt;br /&gt;
This is a complicated topic so again I'll leave the rest of the details to my other video.&lt;br /&gt;
| &amp;quot;post-Clash follow-up/finisher&amp;quot; are one sided attacks from units slower than the assigned Clash, and will attack the target after the Clash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The gameplay shift comes at a cost, however.&lt;br /&gt;
&lt;br /&gt;
By prioritizing the Speed mechanic over the unit positions on the battlefield, the devs have essentially abandoned most of what makes an Auto-Battler an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is the hands-off battle processing.&lt;br /&gt;
| Mid-Early Access - prioritize Speed over position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Some parts like unit positions survive for other purpose but all that effort implementing the other Auto-Battler elements is now wasted.&lt;br /&gt;
| Battlefield layout used to be more important (closer units can be tanks), but is now mostly cosmetic aside from the ocassional&amp;amp;#91;sic&amp;amp;#93; tiebreaker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; field is just squished, no fancy perspective projection here&lt;br /&gt;
| Yes, the top units are in fact 1 unit closer to the center than the bottom units.&lt;br /&gt;
|-&lt;br /&gt;
| Then again, that's just part of the creative process, discarding stuff because you choose to go a certain route.&lt;br /&gt;
&lt;br /&gt;
And with this patch, Project Moon has decided to turn Library of Ruina into a Turn-Based Tactics game.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| A (rather long) digression on Genres and Naming&lt;br /&gt;
|-&lt;br /&gt;
| Despite this, I don't call Library of Ruina a Turn-Based Tactics game anymore.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; also despite spending a good part of the other video explaining why I think it's Tactics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To explain why, let's take a detour and talk about game systems, starting with Turn-Based.&lt;br /&gt;
&lt;br /&gt;
Basically players taking turns performing actions.&lt;br /&gt;
&lt;br /&gt;
This includes fancier variations like units taking actions in order of initiative.&lt;br /&gt;
&lt;br /&gt;
Let's put basic Turn-Based combat here on a graph.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Next is Final Fantasy's Active Time Battle where the player has to wait for gauges to fill up before getting to act.&lt;br /&gt;
&lt;br /&gt;
Depending on the game or user settings this can be closer or farther away from vanilla.&lt;br /&gt;
&lt;br /&gt;
Now we can define the axis of our graph, going from left to right increases the amount of &amp;quot;active input&amp;quot; in the game system.&lt;br /&gt;
&lt;br /&gt;
And by “active”, we mean things like the player needing to get the timing right, or being able to enter the right amount of inputs at a certain time frame.&lt;br /&gt;
| eg. timing, amount of entered input required&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Final_Fantasy_VI Final Fantasy VI (III NA release)]&lt;br /&gt;
|-&lt;br /&gt;
| Another good example of a system that requires active input would be Turn-based with Quick Time Events.&lt;br /&gt;
&lt;br /&gt;
Think Mario RPGs where hitting buttons at the right timing will block or deal more damage.&lt;br /&gt;
&lt;br /&gt;
I'll put them here, requiring more or less active input than ATB depending on the the variation.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Ume5pSIcKE Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023]&lt;br /&gt;
|- &lt;br /&gt;
| And on the extreme end are non-Turn-Based games: your real time strategies, your action games, and even platformers.&lt;br /&gt;
|&lt;br /&gt;
|[https://store.steampowered.com/app/2012510/Stormgate/ Stormgate]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1627720/Lies_of_P/ Lies of P]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=XvQNlGKNC6o Super Mario Bros. Wonder – Launch Trailer – Nintendo Switch]&lt;br /&gt;
|-&lt;br /&gt;
| Then in this gap are the Real Time With Pause games - these are still not Turn-Based, but adding a pause gives you back one of the main advantages of Turn-Based systems:&lt;br /&gt;
&lt;br /&gt;
You have all the time to strategize your next moves.&lt;br /&gt;
|&lt;br /&gt;
| Footage from Lobotomy Corporation&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've completed this graph, let's digress a bit further and address what some of you may be thinking way back when I talked about Clashing and how most games just stayed with tanking damage rather than innovating, that is:&lt;br /&gt;
&lt;br /&gt;
“What about QTE”?&lt;br /&gt;
&lt;br /&gt;
Like we already have a sort of Clashing and even a Combo mechanic here, right?&lt;br /&gt;
&lt;br /&gt;
And to that I say&lt;br /&gt;
&lt;br /&gt;
Do we really need extra inputs from the player for them to happen in game?&lt;br /&gt;
&lt;br /&gt;
Surely we can implement them way back here rather than stray this far.&lt;br /&gt;
&lt;br /&gt;
To be clear, there is nothing wrong with getting away from the basic Turn-Based formula; it's ultimately a design choice that a developer makes when building their game.&lt;br /&gt;
&lt;br /&gt;
But whenever Turn-Based games add active elements to their core gameplay to spice things up, it just feels a bit off for me.&lt;br /&gt;
&lt;br /&gt;
Even worse is when some games overdo it to the point that they might as well ditch Turn-Based altogether.&lt;br /&gt;
&lt;br /&gt;
Long story short, I prefer games that try to improve Turn-Based Combat within the constraints of the system, or, as we shall see in a bit, at least try to go in a different direction than QTE.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Mario RPGs ge a pass because the mainline games are platformers&lt;br /&gt;
&lt;br /&gt;
and because it's Mario&lt;br /&gt;
|[https://www.youtube.com/watch?v=FX6DTLcWUdY Paper Mario: The Origami King - Announcement Trailer - Nintendo Switch]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VgE6bIwK-D4 Final Fantasy XIII-2: Enhanced Battle System Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bGpbTXCVkwQ Shin Megami Tensei V: Vengeance - Complete Guide &amp;amp;#x7C; NSW, PS5/4, Xbox Series X&amp;amp;#x7C;S, Xbox One, Steam, PC]&lt;br /&gt;
|-&lt;br /&gt;
| Getting back to the original digression, it's clear from this line that the opposite of Turn-Based is active gameplay.&lt;br /&gt;
&lt;br /&gt;
But where do Auto-Battlers and Library of Ruina fit in here?&lt;br /&gt;
&lt;br /&gt;
Right around Turn-Based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles]&lt;br /&gt;
&lt;br /&gt;
Yes, LoR not being all the way to the left is intentional.&lt;br /&gt;
|-&lt;br /&gt;
|Obviously, game systems involve more complicated factors than this single line, so let's expand it to one more axis how many units act simultaneously.&lt;br /&gt;
| very similar active input levels, but obviously very different&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Instead of being next to it, now these two systems are opposite of basic Turn-Based Combat.&lt;br /&gt;
&lt;br /&gt;
Real-Time combat is still farther away, but Turn-Based variations can be closer.&lt;br /&gt;
&lt;br /&gt;
And if I had better video editing skills, I'd add a third dimension and axis - “tactical control” - so I could add in Turn-Based Tactics and distinguish Ruina from Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But let's stick with these two axes and return to the original problem why calling Library of Ruina Turn-Based Tactics isn't enough: namely, they just aren't the same.&lt;br /&gt;
| not Turn-Based Tactics?&lt;br /&gt;
| Turn-Based Tactics example is Disgaea&lt;br /&gt;
|-&lt;br /&gt;
| Well, it turns out that there's already a well-established distinction between these two:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is a WEGO tactics game.&lt;br /&gt;
&lt;br /&gt;
WEGO as in “We Go at the same time”.&lt;br /&gt;
| WEGO: We Go at the same time&lt;br /&gt;
&lt;br /&gt;
WeGo is a turn-based style of gameplay where orders are given for both sides, and then executed simultaneously. During the execution phase, no player input is allowed.&lt;br /&gt;
| [https://www.giantbomb.com/wego/3015-5269/ WeGo (Concept) - Giant Bomb]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse]&lt;br /&gt;
|-&lt;br /&gt;
| In contrast, almost every Tactics or vanilla Turn-Based game follow the opposite:&lt;br /&gt;
&lt;br /&gt;
IGOUGO&lt;br /&gt;
&lt;br /&gt;
that is, “I go first, then you go”.&lt;br /&gt;
| IGOUGO: I Go (first, then) You Go&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; IGOUGO may also specifically refer to the simpler version where all units from one side goes first before another team does the same; the alternating initiative-based gameplay you can see here is part of the broader definition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Calling Ruina a WEGO tactics game leads to a different problem, however, as its such a niche subgenre of a subgenre that very few people know about it, which defeats the purpose of assigning a genre to let people know what the game is about.&lt;br /&gt;
| WEGO is so obscure that no one has updated this list (one of the few out there) to include Library of Ruina&lt;br /&gt;
&lt;br /&gt;
Even I didn't realize Megami Tensei I was WEGO until I recorded it for this video&lt;br /&gt;
&lt;br /&gt;
&amp;quot;WEGO Tactical Game&amp;quot; - more accurate description but terrible for marketing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So... we reach the main point of this chapter:&lt;br /&gt;
&lt;br /&gt;
What do we call Library of Ruina's combat system then?&lt;br /&gt;
&lt;br /&gt;
How about we just go with the marketing material and call it “Library Battle Simulation”?&lt;br /&gt;
&lt;br /&gt;
While it's marketable, lore-friendly and all, it shares the same problem as WEGO, anyone reading it will have absolutely no clue what it is all about, possibly negatively affecting their purchasing decision.&lt;br /&gt;
|&lt;br /&gt;
| Also didn't mention that LBS can either be &amp;quot;pounds (lbs.)&amp;quot; or 1 character away from a [https://www.niddk.nih.gov/health-information/digestive-diseases/irritable-bowel-syndrome nasty illness].&lt;br /&gt;
|-&lt;br /&gt;
| So what do I call Library of Ruina's system if someone would ask me about it nowadays?&lt;br /&gt;
&lt;br /&gt;
It's a Turn-based&lt;br /&gt;
&lt;br /&gt;
Clash-focused&lt;br /&gt;
&lt;br /&gt;
Combo-driven&lt;br /&gt;
&lt;br /&gt;
Hybrid Tactical Auto-Battler&lt;br /&gt;
&lt;br /&gt;
Deckbuilding Card Game.&lt;br /&gt;
&lt;br /&gt;
Or Hybrid Tactical Auto-Battler Card Game for short.&lt;br /&gt;
&lt;br /&gt;
The Hybrid part is key, as it clearly tells the prospective player that it's a mix of genres&lt;br /&gt;
&lt;br /&gt;
Project Moon have even started using this description …sort of, but we're getting ahead of ourselves.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; or I could just send them this video&lt;br /&gt;
| [https://www.arcsystemworks.jp/lor/en/ Library of Ruina (NSW/PS4 ports)]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, I think this description's good enough for most cases, though it's not quite on the level of other genres. &lt;br /&gt;
&lt;br /&gt;
It needs to be more catchy, or even provocative.&lt;br /&gt;
&lt;br /&gt;
Here's some that I pulled out of my ass:&lt;br /&gt;
&lt;br /&gt;
Alright, digression over.&lt;br /&gt;
|&lt;br /&gt;
* &amp;quot;Project Moon Battle System&amp;quot; - or something more franchise-wide than &amp;quot;Library Battle Simulation&amp;quot;&lt;br /&gt;
* &amp;quot;Combined Brawl and Tactics&amp;quot; (CBT) - because funni&lt;br /&gt;
* &amp;quot;KRPG&amp;quot; - cheeky backronym, needs other indie KR devs to make their own take on what's not J/C/T/_RPG, not to be confused with MMO&lt;br /&gt;
| &amp;quot;PMBS&amp;quot; is meh in hindsight, having the same abbreviation problem as LBS. &amp;quot;LCBS&amp;quot; might be better.&lt;br /&gt;
&lt;br /&gt;
I kinda like both CBT and KRPG, the former is more succinct but somehow less troll-y than the uber-cheeky KRPG (with the similar-but-very-different contrast to / dig at JRPG).&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Lore meets Gameplay&lt;br /&gt;
|-&lt;br /&gt;
| By now you might be thinking that Project Moon must have been going out of their way intentionally breaking every rule in the book.&lt;br /&gt;
&lt;br /&gt;
That might just be the case, but I think at least some of them were simply happy accidents.&lt;br /&gt;
&lt;br /&gt;
Case in point: the Emotion System.&lt;br /&gt;
&lt;br /&gt;
This concept has been around from the start, in the initial crowdfunding details, and even in the Alpha footage.&lt;br /&gt;
| Early version of the Emotion Level, Gauge, and (now hidden) Scale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lore-wise, the Library rewards heightened emotions, regardless if it's positive or negative.&lt;br /&gt;
&lt;br /&gt;
In game terms, Positive Emotions can come from stuff like killing an enemy, and Negative can come from&lt;br /&gt;
the opposite, like bad rolls.&lt;br /&gt;
| +3 Positive Emotion&lt;br /&gt;
&lt;br /&gt;
+1 Negative Emotion (roll minimum value)&lt;br /&gt;
| [https://tumblbug.com/lor/ Library of Ruina Dubbing and OST Production &amp;amp;#x7C; Tumblbug - Crowdfunding for Creators]&lt;br /&gt;
|-&lt;br /&gt;
| Once a unit or a team gets enough Emotions, they're given rewards like full resource refreshes, and other stuff I won't spoil in this video.&lt;br /&gt;
| will use 1 Light, will use 2 Light&lt;br /&gt;
&lt;br /&gt;
Level 0: normal 1 Light gain, Level 1: +1 max Light, full refresh&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the surface, this is a straightforward example of having an initial in-universe concept then adding it into your game.&lt;br /&gt;
| translation from the Steam store page (see &amp;quot;Conflicts that Build Emotion&amp;quot; section)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The accidental part arises when you consider the Focus-Fire trope, yet another widely accepted thing&lt;br /&gt;
in video games that most really don't stop to think about.&lt;br /&gt;
&lt;br /&gt;
Basically in RTSs and games in general where you control groups of units, it's usually mathematically optimal to focus fire and take out the enemy team one by one.&lt;br /&gt;
| Focus fire on single targets, Fire at closest target&lt;br /&gt;
&lt;br /&gt;
WINS, LOSES&lt;br /&gt;
| Footage from the LoR guide, quick &amp;quot;animation&amp;quot; I made using Starcraft sprites.&lt;br /&gt;
|-&lt;br /&gt;
| But it's not the case in Library of Ruina; the Emotion System rewards Clashes much more than one-sided attacks.&lt;br /&gt;
&lt;br /&gt;
And since those rewards can easily turn the tide of battle, the game clearly doesn't want you to Focus-Fire.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Again, I don't know if they intentionally went out of their way to discourage this decades-old trope, though I like to think it's just emergent behavior coming from combining crazy concepts together.&lt;br /&gt;
| Unintentional Feature?&lt;br /&gt;
&lt;br /&gt;
Lore demands more action-packed combat (ie. not passive) -&amp;gt; Greater rewards for Clashes -&amp;gt; Focus fire and tanking damage are discouraged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I mean, the removal of dedicated healing abilities I mentioned way earlier also discourages Focus-Fire, and that has its own chicken-and-egg scenario.&lt;br /&gt;
| Less Healing in the game -&amp;gt; Focus fire and tanking damage are discouraged -&amp;gt; Reduced damage taken means Healing is overpowered -&amp;gt; loop back&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And that's it for my not-so-quick overview of Library of Ruina's complex combat system.&lt;br /&gt;
&lt;br /&gt;
I could continue listing out other stuff they added to the combat but I think you got the point; Library of Ruina chose to take a radically different path compared to other games.&lt;br /&gt;
&lt;br /&gt;
Instead, let's talk about something more important:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| What are the problems with going down this route?&lt;br /&gt;
|-&lt;br /&gt;
| What are the problems with going down this route?&lt;br /&gt;
&lt;br /&gt;
Which is a silly question, especially if we rephrase it as&lt;br /&gt;
&lt;br /&gt;
What problems will a small indie developer face if they decide to practically invent a new combat system for their game?&lt;br /&gt;
&lt;br /&gt;
I could try to be funny and just answer &amp;quot;All the problems&amp;quot; and call it a day,&lt;br /&gt;
&lt;br /&gt;
but that wouldn't be that informative so I'll be going over some of the main problems&lt;br /&gt;
&lt;br /&gt;
then call it a day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, top of the list - UI.&lt;br /&gt;
&lt;br /&gt;
No surprise here, we live in a time when you've got bigger more established studios spewing out hideous UI in their games, &lt;br /&gt;
&lt;br /&gt;
And that's even when they already had previous UI to work off from.&lt;br /&gt;
|&lt;br /&gt;
|  [https://www.youtube.com/watch?v=sv0Wf9yc2J0 26 Minutes of Suicide Squad Kill the Justice League Gameplay (4K 60FPS)]&lt;br /&gt;
|-&lt;br /&gt;
| On the other hand, Library of Ruina had to figure out how to combine UI from vastly different genres and make them work.&lt;br /&gt;
&lt;br /&gt;
Really how do you do it?&lt;br /&gt;
&lt;br /&gt;
Maybe look at some other hybrid games like Fights in Tight Spaces and Midnight Suns?&lt;br /&gt;
&lt;br /&gt;
But even then we have to squeeze in the missing parts like the auto-battler and the clashing into UIs already on the verge of being too busy.&lt;br /&gt;
&lt;br /&gt;
In short, a non-janky UI would've required a miracle.&lt;br /&gt;
&lt;br /&gt;
To be fair, what we ended up with isn't that terrible, especially when you get the hang of the hard parts like how Clashes are assigned, and mentally calculating the order of attacks.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; yeah, both games came after Library of Ruina&lt;br /&gt;
| [https://www.youtube.com/watch?v=zYX5pwFy4vc Fights in Tight Spaces - Launch Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=_9raj2bcTq4 Marvel's Midnight Suns: The First 28 Minutes of Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately that's the next problem&lt;br /&gt;
&lt;br /&gt;
how to make new players get the hang of what's essentially a new type of game.&lt;br /&gt;
&lt;br /&gt;
If you've been playing the same games over and over again and have forgotten how long it takes to properly learn a new game system, try learning Chess, Go, or any variation of Poker or Mahjong through a video game, preferably one that isn't a cultural staple where you're from.&lt;br /&gt;
&lt;br /&gt;
Better yet, go watch someone doing it.&lt;br /&gt;
&lt;br /&gt;
Yeah, it's not as simple as it looks.&lt;br /&gt;
&lt;br /&gt;
While it may only take a few minutes to learn the absolute basics, it will take a lot longer for a new player to learn enough to play semi-competently.&lt;br /&gt;
&lt;br /&gt;
And I haven't even factored in trying to make a guide for a moving target, changing the tutorial every time you decide to make a major change to the core gameplay.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=NitUinQSV6s Call of Duty: Modern Warfare 3 - Gameplay Trailer &amp;amp;#x7C; gamescom 2023]&lt;br /&gt;
&lt;br /&gt;
[https://www.chess.com/lessons Chess.com lessons]&lt;br /&gt;
&lt;br /&gt;
[https://mahjongsoul.yo-star.com/ Mahjong Soul]&lt;br /&gt;
|-&lt;br /&gt;
| All that said, being in a difficult position doesn't excuse the problems the game has with its onboarding process.&lt;br /&gt;
&lt;br /&gt;
The gameplay eventually became stable, and they had all the time to make things better.&lt;br /&gt;
&lt;br /&gt;
Beyond the bare minimum walls of text and manual, a game as complicated as this one should at least have an improved in-game manual with animations, extra examples, and possibly a search function.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
|-&lt;br /&gt;
| To Project Moon's credit, they did try to go the extra mile with the tutorial.&lt;br /&gt;
&lt;br /&gt;
There's this idea in game design where instead of relying on annoying popups to teach certain parts of a game, one can place players into situations where they can pick the concepts up by themselves, whether consciously or subconsciously.&lt;br /&gt;
&lt;br /&gt;
And Library of Ruina does the same with certain stages.&lt;br /&gt;
&lt;br /&gt;
At first, it could seem like the game took a big leap in difficulty, but if the player pays attention, they could figure out a game mechanic or two that makes the stage much easier than it initially seemed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these battles turned out to be too difficult for some players and some of them were nerfed to the point that you can beat them without even learning what they're meant to teach.&lt;br /&gt;
&lt;br /&gt;
Oh well, at least they tried.&lt;br /&gt;
|&lt;br /&gt;
|[https://www.youtube.com/watch?v=8FpigqfcvlM Sequelitis - Mega Man Classic vs. Mega Man X]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| The third problem, you've already saw a chapter on it.&lt;br /&gt;
&lt;br /&gt;
And I could continue, but I've already made my point.&lt;br /&gt;
&lt;br /&gt;
If any one of these can result in lost sales or even refunds, just imagine having to deal all of them at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Trying for Free (Limbus Company)&lt;br /&gt;
|-&lt;br /&gt;
| So you found all of this interesting and decided to check it out on Steam…&lt;br /&gt;
&lt;br /&gt;
then you learn that it's a bit too expensive for a game that might turn out to be too janky for your taste.&lt;br /&gt;
&lt;br /&gt;
Normally, I'd suggest waiting for a sale.&lt;br /&gt;
&lt;br /&gt;
But if you're watching close to when I originally posted this, there might not be a price cut soon as they've recently released new ports and a discount would just cut into their sales.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there's a perfectly legal way to try out the combat system for free.&lt;br /&gt;
&lt;br /&gt;
Limbus Company is a spinoff sequel available on Steam, iOS, and Android.&lt;br /&gt;
&lt;br /&gt;
It's a gacha game, but you can get a feel of the combat without spending a single cent on it.&lt;br /&gt;
&lt;br /&gt;
And you do that by simply playing your way to the third Canto.&lt;br /&gt;
&lt;br /&gt;
The prologue and first Canto are tutorial chapters, and while the second Canto does start to get a bit more challenging at certain points, you can luck your way through some battles meant to nudge you to learn the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the third Canto's hard enough that learning the mechanics is almost essential.&lt;br /&gt;
&lt;br /&gt;
Also, unlike the previous Canto, you will have to grind for XP.&lt;br /&gt;
&lt;br /&gt;
If you don't want to grind, you can alternatively try out the Rogue-like dungeon that opens up at the same point in the game.&lt;br /&gt;
&lt;br /&gt;
As of this recording, all of the Mirror Dungeons so far have an easy mode that automatically levels up all your units to max level, removing the need for grinding.&lt;br /&gt;
&lt;br /&gt;
While this is a quicker way to get a good feel of the combat, there is one big downside:&lt;br /&gt;
&lt;br /&gt;
currently there are out-of-context spoilers in the later floors.&lt;br /&gt;
&lt;br /&gt;
Might not be an issue if you're just here for the combat and will likely forget about the spoilers when you get around to doing an actual playthrough.&lt;br /&gt;
&lt;br /&gt;
But if you do mind spoilers, better stick to the main story.&lt;br /&gt;
|&lt;br /&gt;
| [https://steamdb.info/app/1256670/ SteamDB Library of Ruina]&lt;br /&gt;
 &lt;br /&gt;
[https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| Since we're on the topic, here's a quick rundown of what spoils what in the franchise.&lt;br /&gt;
&lt;br /&gt;
If you're planning to play Lobotomy Corporation and don't want spoilers, tough luck, both games spoil the first game from the get go.&lt;br /&gt;
| Both Spoil (LobCorp)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; also means you can play both without playing LobCorp first&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the other hand, thanks to it being a spinoff, Limbus Company doesn't spoil Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Until you go too far into the main story.&lt;br /&gt;
&lt;br /&gt;
And don't ignore the banners and events.&lt;br /&gt;
&lt;br /&gt;
But other than that you'll be fine…&lt;br /&gt;
| unless you...&lt;br /&gt;
&lt;br /&gt;
* go too far into the main story (Canto 3 is still fine)&lt;br /&gt;
* get into a Mirror Dungeon encounter based on later Canto&lt;br /&gt;
* pay close attention to running events and gacha banners (especially &amp;quot;Walpurgisnacht&amp;quot;)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, note that Limbus Company doesn't quite use the same system as Ruina.&lt;br /&gt;
&lt;br /&gt;
Most of what I talked about are still present, however the changes are big enough that I feel that I should at least give you a quick rundown so that the awkward tutorial doesn't confuse you as much.&lt;br /&gt;
&lt;br /&gt;
If you're one of those “just give me an overview and I'll figure the rest on my own” types, this is a good time to pause the video, download Limbus Company and spend the rest of the day or two playing up to Canto 3.&lt;br /&gt;
&lt;br /&gt;
Or you can skip to the final chapter and finish the video first.&lt;br /&gt;
&lt;br /&gt;
Anyway on to the changes…&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Differences between LoR and LCB Combat&lt;br /&gt;
|-&lt;br /&gt;
| If most of Library of Ruina's quirks can be traced back to its Auto-Battler roots, most of the changes done to Limbus Company's combat can be similarly traced back to a single reason:&lt;br /&gt;
&lt;br /&gt;
it's now a mobile game.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Steam and iOS weren't mentioned in the first PV&lt;br /&gt;
| [https://www.youtube.com/watch?v=HTRQgFYCXHY &amp;amp;#91; Limbus Company &amp;amp;#93; Official Promotion Video]&lt;br /&gt;
|-&lt;br /&gt;
| Smaller screens mean deckbuilding would be too awkward so it's out.&lt;br /&gt;
&lt;br /&gt;
Instead, you select Identities for your units, with each Identity having their own stats, abilities, and a fixed set of Skills - basically their decks.&lt;br /&gt;
&lt;br /&gt;
You can also give your units extra E.G.O, special attacks that you can activate as you have the resources for them.&lt;br /&gt;
&lt;br /&gt;
Of course, nowadays when we talk about mobile games, we don't just mean portable or having smaller screens.&lt;br /&gt;
&lt;br /&gt;
We generally refer to microtransaction heavy games like Free-to-Play Gacha.&lt;br /&gt;
&lt;br /&gt;
Oh those Identities and E.G.O I just mentioned?&lt;br /&gt;
&lt;br /&gt;
Pullable from Gacha.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=SY3XGzDousM Version 1.0 Gameplay Trailer &amp;amp;#x7C; Genshin Impact]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's get this out of the way:&lt;br /&gt;
&lt;br /&gt;
I hate Live Services, Battle Passes, and I absolutely HATE Gacha.&lt;br /&gt;
&lt;br /&gt;
But I, and presumably many other Project Moon fans in a similar boat, are fine with paying for the game&lt;br /&gt;
simply because the devs straight up said in an interview that this was a fund raiser for other projects.&lt;br /&gt;
&lt;br /&gt;
A Faustian Bargain, if you will.&lt;br /&gt;
&lt;br /&gt;
It helps that it doesn't feel like a gacha game sometimes, with cheap and bankable stamina, and most stuff grindable through gameplay, that includes current banners.&lt;br /&gt;
&lt;br /&gt;
And that's all I'll say about the monetization and gacha for now. I'll leave the rest to another video.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; even without extra grinding, daily/weekly bonuses alone from 2-3 weeks of play provide enough summoning material for an SR (SSR or E.G.O with paid battle pass)&lt;br /&gt;
| [https://www.youtube.com/watch?v=XKijpGJCxB0 2021 ProjectMoon Q&amp;amp;A]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=sM00MX-MCS0 림버스 컴퍼니 적안 료슈 &amp;amp;#x7C; Limbus Company Red Eyes Ryoshu]&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, the screen size limitation means that the combat has to be simpler.&lt;br /&gt;
| i.e. can play with minimal and finger-imprecise input&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| With Dailies and replayable Rogue-like dungeons, it also has to be faster.&lt;br /&gt;
| i.e. dailies shouldn't take too much time to finish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The tactical combat wasn't taken out, however, but is now called Focused Encounters and is limited to special situations like boss battles.&lt;br /&gt;
&lt;br /&gt;
The default replacing it, Regular Encounters, sacrifices tactical options for the aforementioned simpler and faster combat.&lt;br /&gt;
&lt;br /&gt;
If we have a sliding scale between Auto-Battlers and Turn-based Tactics: Library of Ruina's all the way here&lt;br /&gt;
&lt;br /&gt;
Limbus Company's Focused Encounters are slightly less tactical, &lt;br /&gt;
&lt;br /&gt;
and Regular Encounters sit about here, firmly in the Auto-Battler side.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Opening_chess_position_from_black_side.jpg &amp;quot;Opening chess position from black side&amp;quot; by MichaelMaggs (Wikimedia Commons)]&lt;br /&gt;
|-&lt;br /&gt;
| A quick rundown of what makes it faster:&lt;br /&gt;
&lt;br /&gt;
There's a fixed attacking pattern, pause if you want to read about it.&lt;br /&gt;
&lt;br /&gt;
Basically, the game already chooses the targets for you, and you just need to choose the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
Kinda like the Alpha.&lt;br /&gt;
&lt;br /&gt;
Not being able to choose the targets can lead to poor matchups, but that's what the E.G.Os are for.&lt;br /&gt;
| The targeting scheme blurb is too big for this script, just pause and read it on the video.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next on the speed-up: unlike before where attacks are resolved one by one, the game can now display multiple clashes and attacks simultaneously.&lt;br /&gt;
&lt;br /&gt;
If you look closely, you might be able to figure out what sort of trickery the game does to pull this off.&lt;br /&gt;
|&lt;br /&gt;
| hint: look at the sanity&lt;br /&gt;
|-&lt;br /&gt;
| And finally, if a unit's original target dies before they get to attack, they proceed to the next valid target so the attack isn't wasted.&lt;br /&gt;
| Yi Sang is targeting Hat Enemy twice&lt;br /&gt;
&lt;br /&gt;
Kills enemy on first attack&lt;br /&gt;
&lt;br /&gt;
Proceeds to attack next enemy&lt;br /&gt;
| If it's still confusing, rewind a bit to confirm that mexican-themed guy isn't targeted by either of Yi Sang's slots.&lt;br /&gt;
|-&lt;br /&gt;
| Moving on to other changes, you might have already noticed the next major one from the footage I've been showing:&lt;br /&gt;
&lt;br /&gt;
the Dice have been replaced by Coins.&lt;br /&gt;
&lt;br /&gt;
On the surface, this might seem like a huge downgrade, but this Coin battling mechanic can be trickier than it looks.&lt;br /&gt;
&lt;br /&gt;
I'm not going to post another wall of text explaining it, but feel free to head to my other video to learn how it works.&lt;br /&gt;
| 4 + 4 (Heads) + 4 (Heads) + 4 (Atk Lvl diff) = 16, Win&lt;br /&gt;
&lt;br /&gt;
4 + (-1) (Heads) = 3, Lose&lt;br /&gt;
&lt;br /&gt;
4 + 4 (Heads) = 8 Base Dmg (1st attack)&lt;br /&gt;
&lt;br /&gt;
8 (prev result) + 4 (Heads) = 12 Base Dmg (2nd attack)&lt;br /&gt;
&lt;br /&gt;
Total Base Dmg = 20&lt;br /&gt;
Final Total Dmg = 32&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A good example why Coins aren't that simple is how they don't always flip 50/50 Heads or Tails.&lt;br /&gt;
&lt;br /&gt;
Instead, they're affected by a unit's Sanity.&lt;br /&gt;
&lt;br /&gt;
A call back to Lobotomy Corporation, Sanity starts from 0, and can go up to 45, or down to -45.&lt;br /&gt;
&lt;br /&gt;
45 seems to be an odd choice, until you do the math.&lt;br /&gt;
&lt;br /&gt;
50% Heads on a coin flip plus 45 gives you 95%.&lt;br /&gt;
&lt;br /&gt;
In other words, a Tails at max Sanity is a Critical Miss on a D20 die.&lt;br /&gt;
&lt;br /&gt;
So yeah, Coins are basically Dice.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to gain Sanity, but the most reliable way is to win a Clash, with longer Clashes also giving more Sanity.&lt;br /&gt;
&lt;br /&gt;
As some of you may have realized, this essentially makes it the counterpart to Ruina's Emotion system, encouraging Clashes over one-sided attacks.&lt;br /&gt;
| 62% chance of Heads per coin flip&lt;br /&gt;
&lt;br /&gt;
3 Clash count = +14 Sanity&lt;br /&gt;
| [https://tenor.com/view/critical-failure-baldur's-gate-3-dice-dice-roll-critical-gif-16389621355368608807 Critical Failure Baldur'S Gate 3 GIF]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I think that's enough for an overview for the changes between Library of Ruina and Limbus Company's combat.&lt;br /&gt;
&lt;br /&gt;
I could go on with more changes, but let's not forget why I'm even talking about them in a video that's supposed to be about the former.&lt;br /&gt;
&lt;br /&gt;
In short, if you're gonna follow my suggestion to play Limbus Company for free first to see if you like the combat enough to buy Library of Ruina, just remember that they're not quite the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Traveling this Path (wrap up, game design thoughts)&lt;br /&gt;
|-&lt;br /&gt;
| While we've covered all of what I've listed at the start, I still need to clarify a few more things...&lt;br /&gt;
&lt;br /&gt;
However, this last part's for the game devs; the rest of you can just skip to the end screen.&lt;br /&gt;
&lt;br /&gt;
Saves you a couple of minutes to do other stuff like watch videos or grind mirror dungeons or something.&lt;br /&gt;
&lt;br /&gt;
I'm not gonna stop you from sticking around, though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, say you're an aspiring game designer or developer.&lt;br /&gt;
&lt;br /&gt;
You stumble upon this video without knowing about the game, then you see the pros, the cons, and a glimpse of the end result.&lt;br /&gt;
&lt;br /&gt;
Calling to mind the title, or its more popular variation “The Road Less Traveled”, this finally convinces you to take a similar leap in your game.&lt;br /&gt;
&lt;br /&gt;
As a fan of games that push boundaries, I'd love to see more games do the same.&lt;br /&gt;
&lt;br /&gt;
But I also don't want to see indie games fail, and what I've shown you in the past 40 minutes doesn't provide enough context to make such a bold decision.&lt;br /&gt;
&lt;br /&gt;
This missing context leading to misinformed decisions is perfectly encapsulated by the title:&lt;br /&gt;
&lt;br /&gt;
It's not “The Road Less Traveled”, it's “The Road Not Taken”, and it's a direct reference to the Robert Frost poem.&lt;br /&gt;
&lt;br /&gt;
For the Project Moon fans still sticking around, pat yourself on the back if you saw this literary allusion from a mile away.&lt;br /&gt;
&lt;br /&gt;
Point is, the said poem has a reputation of being misunderstood.&lt;br /&gt;
&lt;br /&gt;
Of course, text can have multiple interpretations; even those explained by their authors can be interpreted differently.&lt;br /&gt;
&lt;br /&gt;
But for this one, the misreading comes from not paying enough attention to the text, or being only familiar with the derivative work.&lt;br /&gt;
&lt;br /&gt;
For example, a common interpretation is it's about indecisiveness, and the importance of making a choice.&lt;br /&gt;
&lt;br /&gt;
This reading's a bit infamous for possibly convincing the poem's intended reader to go fight in World War I.&lt;br /&gt;
&lt;br /&gt;
But apart from that, it's a good lesson to pick up.&lt;br /&gt;
&lt;br /&gt;
However, interpretations like it don't seem to match the poem's intent once you actually read the lines.&lt;br /&gt;
&lt;br /&gt;
Things pop out like how the two roads are not that different, or how that powerful last statement is undermined by what came before it.&lt;br /&gt;
&lt;br /&gt;
Analyzing the poem any further will put us a bit off track so let's just go back to our main topic.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Road_Not_Taken The Road Not Taken (Wikipedia)]&lt;br /&gt;
&lt;br /&gt;
[https://babel.hathitrust.org/cgi/pt?id=chi.19147394&amp;amp;view=1up&amp;amp;seq=235&amp;amp;skin=2021 The Road Not Taken (HathiTrust)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Death_of_the_Author The Death of the Author (Wikipedia)]&lt;br /&gt;
|-&lt;br /&gt;
| To recap, if game designers see all this, they might start doing crazy shit in their games.&lt;br /&gt;
&lt;br /&gt;
But they're missing some key context, so their game fails, and I get blamed in the end.&lt;br /&gt;
&lt;br /&gt;
I don't want that, so I'll be going through some alternative interpretations of the title and give you the missing context.&lt;br /&gt;
&lt;br /&gt;
First, the indecisiveness that we already covered.&lt;br /&gt;
&lt;br /&gt;
As I said, it may not be what the poem's about, but it's still a good lesson.&lt;br /&gt;
&lt;br /&gt;
Especially in game dev, sometimes you just have to do it, whatever it is.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind what happened to the first guy.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next, it's about nonconformity, taking the less traveled path leads to success.&lt;br /&gt;
&lt;br /&gt;
We're getting away from the original poem, but after seeing all this, I could understand why you'd think this way.&lt;br /&gt;
&lt;br /&gt;
But no.&lt;br /&gt;
&lt;br /&gt;
Gonna make a mildy hot take here, but had the devs chosen a more mundane combat system, the game probably would've ended up in the same boat.&lt;br /&gt;
&lt;br /&gt;
It's easier to see once you notice that I've only been focusing on the combat, and made sure not to talk about the rest of the game:&lt;br /&gt;
&lt;br /&gt;
the Themes, Story, the Characters, the World, the Art, the Music, and so on.&lt;br /&gt;
&lt;br /&gt;
Each of those are worth noting on their own, and combat is just one part, maybe even the weakest link.&lt;br /&gt;
&lt;br /&gt;
I'd go as far to say that the game would've gotten a wider audience if they chose something more mainstream.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next interpretation is often related to the previous, as nonconformity usually implies forging one's own path.&lt;br /&gt;
&lt;br /&gt;
You might think I'd also disagree with this, but this one, oddly fits.&lt;br /&gt;
&lt;br /&gt;
The missing context here is that I also made sure not to show or talk about the late, or even mid-game, combat.&lt;br /&gt;
&lt;br /&gt;
I'm gonna be vague here to lessen the spoilers, but the combat starts out as a clunky yet ambitious system, and the devs built it up with layer upon layer of new gameplay elements, while keeping it intertwined with the themes and the story.&lt;br /&gt;
&lt;br /&gt;
I don't want to overhype what they did with the combat, but if this “stageplay” setup remained a mere gimmick and didn't evolve to what we got later in the game, and what we have right now in the sequel…&lt;br /&gt;
&lt;br /&gt;
Mili's great, but there's no way every single boss battle in the franchise would have this much play time if the fights themselves didn't carry that much emotional weight.&lt;br /&gt;
&lt;br /&gt;
In other words, while the choice to go this route may not have made a difference, Project Moon worked hard to make sure it did.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; especially considering the very niche nature of the franchise&lt;br /&gt;
&lt;br /&gt;
+3 more Boss themes not on this list w/ 1.5M+ plays&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; even the non-vocal mid-Boss fight music are on players' playlists&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; there's also other streaming services, YouTube, reposts, remixes, covers, etc.&lt;br /&gt;
| [https://open.spotify.com/artist/0K05TDnN7xPwIHDOwD2YYs Mili (Spotify)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@StudioEIM StudioEIM (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@DarkFantasyStudio Dark Fantasy Studio (YouTube)]&lt;br /&gt;
|-&lt;br /&gt;
| And the last, taking the previous two to a reckless extreme, do it because it's difficult and risky.&lt;br /&gt;
&lt;br /&gt;
I have no idea how you got to this, maybe you confused the line with some other motivational saying, but I can't deny that some people out there want a challenge.&lt;br /&gt;
&lt;br /&gt;
This one's a bit tricky, I sort of agree with the concept, but disagree with the interpretation, mostly on the “risk” part.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Everest,_Himalayas.jpg &amp;quot;Everest, Himalayas&amp;quot; by Vyacheslav Argenberg (Wikimedia Commons)]&lt;br /&gt;
|-&lt;br /&gt;
| This time, the context isn't totally missing, I mentioned it at the start:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina was a heavily anticipated sequel with a crowdfunding campaign that smashed its goals.&lt;br /&gt;
&lt;br /&gt;
With an existing fanbase, the devs were in a slightly less risky position as they can get away with things that the main audience would let slide or even downright expect.&lt;br /&gt;
&lt;br /&gt;
For instance, the early-game world-building might feel a bit too much if this was a typical game, but that's exactly what many of us were looking forward to: we were literally living under a rock in the previous game.&lt;br /&gt;
| Too much early-game world-building vs actual gameplay?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But there's something else about the fanbase that makes this route a lot less risky:&lt;br /&gt;
&lt;br /&gt;
The people looking forward to the game the most are the ones who finished Lobotomy Corporation,&lt;br /&gt;
&lt;br /&gt;
a game so janky, tedious, and soul-crushing that even at 2024, a time when streamers eat Souls-likes for breakfast, it's still pretty rare to find content creators that go through the whole thing that aren't already Project Moon veterans.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; showing my playthrough videos since most other playthroughs completing the game have spoiler thumbnails&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; also shows a preview of how freaking long this game is&lt;br /&gt;
| [https://www.youtube.com/watch?v=J9Bm5U-MJZw ELDEN RING Shadow of the Erdtree – Story Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| And LobCorp finishers can be very, very stubborn and determined players:&lt;br /&gt;
&lt;br /&gt;
a radically new combat system with a difficult to use UI isn't going to stop them from playing.&lt;br /&gt;
&lt;br /&gt;
Maybe too determined - I'm fairly sure that a decent amount of the player base were able to finish the game not through deckbuilding skill or tactical decision making, but through sheer determination, and repeating battles until they get really, really lucky.&lt;br /&gt;
&lt;br /&gt;
And, sorry to be blunt, you're probably not one of the few developers or studios out there that have&lt;br /&gt;
the same kind of fanbase.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=OleEkB-7by0 Fear &amp;amp; Hunger 2: Termina - Release Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=EV53lnCzP1w DEATH STRANDING DIRECTOR'S CUT - FINAL Trailer - &amp;amp;#91;ESRB&amp;amp;#93; 4K]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/ Touhou Kouryudou ~ Unconnected Marketeers (Steam)]&lt;br /&gt;
&lt;br /&gt;
If the &amp;quot;?&amp;quot; is still confusing, what I mean by this point is that yes, PM took a challenging route, but no it wasn't totally risky for these reasons. Compare that with an aspiring game dev, which will both face a challenging AND risky route if they make a new game system or go for something really obscure/niche.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Alright, that's all the context I can give without spoiling too much about the game or the franchise as a whole.&lt;br /&gt;
&lt;br /&gt;
If after seeing this you're still going to take the off beaten path, like waaay off…&lt;br /&gt;
&lt;br /&gt;
Good Luck!&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| End Screen&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video; to the right are my intros to Library of Ruina and Limbus Company.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, the latter's no longer the quick and dirty one that I made a few days after launch.&lt;br /&gt;
&lt;br /&gt;
To the left are my tips for Lobotomy Corporation, for those who were intrigued by what I said about the game's fans.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/Road.v1.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=150</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=150"/>
		<updated>2024-08-25T08:36:32Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CURRENTLY WIP ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Links, References and Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
|&lt;br /&gt;
|  [https://www.youtube.com/watch?v=ofmYqXfjFs8 &amp;amp;#91; Library Of Ruina &amp;amp;#93; String Theocracy]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
| Link to full script including all references (eg. video sources) in the Description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
| Generic instead of In-Game Terms:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deck&amp;quot; instead of &amp;quot;Bookshelf&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Card&amp;quot; instead of &amp;quot;Page&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
and so on...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/568220/Lobotomy_Corporation__Monster_Management_Simulation/ Lobotomy Corporation (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
| Lobotomy Corporation Retail Release - April 2018&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Early Access - May 2020&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Retail Release - August 2021&lt;br /&gt;
&lt;br /&gt;
Prototype - initial Auto-Battler&amp;lt;br /&amp;gt;&lt;br /&gt;
Prototype - Cards added&amp;lt;br /&amp;gt;&lt;br /&gt;
Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
| Light cost on the top-left corner of a Card&amp;lt;br /&amp;gt;&lt;br /&gt;
Lights above units tell you how many they currently have&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
| Similar to Slay the Spire's Intent system&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
| The on screen blurbs don't really matter, the important parts are seeing the IRL movement of miniatures and rolling of the dice in the first video, and the Pathfinder 2e calculations in the second.&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| [https://megamitensei.fandom.com/wiki/Ky%C5%AByaku_Megami_Tensei Kyūyaku Megami Tensei I (SFC remake of MT1)]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1413480/Shin_Megami_Tensei_III_Nocturne_HD_Remaster/ Shin Megami Tensei III: Nocturne HD Remaster]&lt;br /&gt;
&lt;br /&gt;
[https://atlus.com/smt5/ Shin Megami Tensei V]&lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
| [https://atlus.com/atlus-titles/persona4-golden/ Persona 4 Golden]&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
| Only 2 damage taken after 5 turns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of deal.&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
| Footage from Persona 4 Golden&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
| &amp;quot;action queue&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;pip&amp;quot; is a term I made up&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
| Turn 1 Card with 3 actions&lt;br /&gt;
&lt;br /&gt;
Turn 2 Card with 3 more actions to add to the queue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
| Cards aren't free to play&lt;br /&gt;
&lt;br /&gt;
Resources Available&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-Beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
| Previously played Cards&lt;br /&gt;
&lt;br /&gt;
3 6-sided dice&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
&lt;br /&gt;
No, I didn't cover how the standard regular polyhedral dice (d4, d6, d8, d12) were replaced a few weeks into early access by generic &amp;quot;dice&amp;quot; and &amp;quot;range&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| As if Clashing wasn't radical enough, the devs decided that single actions weren't fun enough, instead taking a cue from fighting and stylish action games and turned combos into a key part of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zc-yMi05vBA TEKKEN 8 – Steve Fox Reveal &amp;amp; Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MWxlbnI9mpU Devil May Cry 5 - Final Trailer (4K full ver.)]&lt;br /&gt;
|-&lt;br /&gt;
| Now you might say, this isn't breaking new ground; lots of cards in other games do multiple things.&lt;br /&gt;
| One Card, 2 Effects&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, what's different here is that each Die is treated as a separate discrete entity within the queue.&lt;br /&gt;
| Dice are treated as separate entities&lt;br /&gt;
&lt;br /&gt;
eg. they can have different effects&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On Win: Weaken foe's next die&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;On Win: Destroy foe's remaining die&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
no effects for this Die&lt;br /&gt;
| Most of the Korean text in this video were translated using Google Translate&lt;br /&gt;
|-&lt;br /&gt;
| Or in bigger picture terms, you aren't playing cards against each other you're pitting the Dice queues.&lt;br /&gt;
| So it's better to treat Clashes as &amp;quot;Dice Queue vs Dice Queue&amp;quot; rather than the usual &amp;quot;Card vs Card&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The best way to show this in action is to look the Evade Dice.&lt;br /&gt;
| Early Access Preview - switch to Dice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Most of the other dice work on the concept of “who rolls highest wins, then we move to the next dice”, but Evade is special.&lt;br /&gt;
&lt;br /&gt;
If an Evade wins against attacks, not only does the evader not take any damage, the Die is reused, allowing the same Die to dodge multiple attacks.&lt;br /&gt;
| 1st use of 1st Evade Die in queue&lt;br /&gt;
&lt;br /&gt;
2nd use of 1st Evade Die (reused)&lt;br /&gt;
&lt;br /&gt;
take note of the unused 2nd Evade Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Evade is also a Defensive Die, which means in certain situations, it can be used to defend an incoming attack from a different enemy.&lt;br /&gt;
| 2nd Evade Die (unused) retained for future attacks&lt;br /&gt;
&lt;br /&gt;
retained 2nd Evade Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| These reinforce the fact that ultimately, it's the dice queues that matter, and that the cards are simply vessels for the dice.&lt;br /&gt;
&lt;br /&gt;
Anyway, it's time to move on again, so yeah - if you want to know more, details on the other video.&lt;br /&gt;
| * Cards still matter (eg. drawing, cost, card-level effects) but when it comes to combat, the dice and queue matter more&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Letting the Player Control the Flow of Combat&lt;br /&gt;
|-&lt;br /&gt;
| For the next update, try to forget what you saw about the pre-Beta and let's return to Alpha yet again…&lt;br /&gt;
&lt;br /&gt;
At this point, the devs have added more gameplay since the early prototype.&lt;br /&gt;
&lt;br /&gt;
On top of our Clashes, we got our cards, our action queue… but we really haven't solved the main problem with the prototype:&lt;br /&gt;
&lt;br /&gt;
it still doesn't feel like the player has that much control over the combat.&lt;br /&gt;
&lt;br /&gt;
To be fair, there's already a bit of player choice here if you look closely: units will Clash with the one in front of them so it's all about choosing the right cards to counter the enemy.&lt;br /&gt;
&lt;br /&gt;
You could still up the player input though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, other Auto-Battlers let you position your units before the battle, with those close to the front tanking most of the damage.&lt;br /&gt;
&lt;br /&gt;
Maybe the devs tried that approach, but unfortunately we don't have any footage of that.&lt;br /&gt;
&lt;br /&gt;
Instead, we have hints that they tried the opposite: that is, you can't reposition your team.&lt;br /&gt;
&lt;br /&gt;
What could change are their Speed values.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game: Dystopian Battle Simulator]&lt;br /&gt;
|-&lt;br /&gt;
| As you might guess higher Speed means faster, and faster units will reach the enemies first and start clashing with them.&lt;br /&gt;
| Sometime before Early Access?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; removed background to emphasize that what I'm talking about in this section are my own speculations about an earlier build ie. how the Speed mechanic started&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then you could just have equipment to upgrade their Speed, or cards to change them on the fly.&lt;br /&gt;
| Equipment and Effects (not just Speed related) probably go here&lt;br /&gt;
&lt;br /&gt;
Next Turn Speed +2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| At first glance, it looks like a step forward from the usual pre-wave positioning but compared to the previous version, it's almost a step back.&lt;br /&gt;
&lt;br /&gt;
At least in the Alpha you have an idea who's attacking who and you can play cards accordingly, with this setup you're guessing who's going to end up meeting in the middle first.&lt;br /&gt;
| Changed the movement scheme from &amp;quot;Attack enemy directly in front of you&amp;quot; to &amp;quot;Attack closest enemy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(same end result, but slightly more clumped)&lt;br /&gt;
| I hoped my example would show a different result, but alas, it didn't.&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I know you didn't forget what you just saw a few minutes ago so you already know how they addressed this problem: by adding a targeting system.&lt;br /&gt;
&lt;br /&gt;
Instead of just seeing the enemy's intent, you can also see their targets.&lt;br /&gt;
&lt;br /&gt;
They then dialed back on the weirdness with the whole playing cards on your units thing, and went to the more traditional approach of playing cards to target the enemies.&lt;br /&gt;
&lt;br /&gt;
Everything we talked about so far stays the same.&lt;br /&gt;
&lt;br /&gt;
Playing a card as a response to an incoming attack will end up becoming a Clash.&lt;br /&gt;
&lt;br /&gt;
Then there's the Dice queue which you already saw in action earlier.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| They did, however, give Speed an updated purpose.&lt;br /&gt;
&lt;br /&gt;
Faster units can now intercept an attack meant for other units.&lt;br /&gt;
&lt;br /&gt;
In other games, interception may just be a nice-to-have gimmick, but in a Clash-focused game, it's almost essential.&lt;br /&gt;
&lt;br /&gt;
Without it, the game would be back to the Alpha where you could only respond to incoming attacks and can't choose your units' targets.&lt;br /&gt;
| 4 &amp;gt; 2, can intercept attack &lt;br /&gt;
| [https://www.youtube.com/watch?v=O10pqWZPhiU Atlus USA Announcement Trailer: Persona 4]&lt;br /&gt;
|-&lt;br /&gt;
| With enough fast units, it almost feels like a tactical game where you can position your units in front of enemies, limiting their attacking options, and overall effectively changing the flow of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea (Steam version)]&lt;br /&gt;
|-&lt;br /&gt;
| In practice, however, the tactical analogy fails quickly.&lt;br /&gt;
&lt;br /&gt;
For example, when there's a unit under attack by more than 2 enemies at once.&lt;br /&gt;
| * using Early Access footage here as this problem isn't present in the pre-Early Access video&lt;br /&gt;
| Footage recorded on 2020-06-26, over a month after start of EA.&lt;br /&gt;
|-&lt;br /&gt;
| This can happen when you don't have enough fast units to balance the clashes, or one team having more members than the other, both of which are fairly common.&lt;br /&gt;
| Targeted by 2 enemies (1 Clash, 1 one-sided)&lt;br /&gt;
&lt;br /&gt;
Also targeted by 2 enemies (1 Clash, 1 one-sided)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In this situation, it can be hard to predict which of the attacks will take place first.&lt;br /&gt;
| Will Roland be able to soften the middle enemy before the Clash with Gabriella?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And as you can see there's yet another complicating factor: Knockbacks.&lt;br /&gt;
| Yes, but only because Gabriella was knocked back by a previous attack&lt;br /&gt;
&lt;br /&gt;
Gabriella was originally closer&lt;br /&gt;
&lt;br /&gt;
Roland is now much closer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Long story short, you can't be tactical if you can't reliably figure out the action order.&lt;br /&gt;
&lt;br /&gt;
Tactical problems aside, the addition of Speed and Interception is still a big deal as we've finally got away from the very passive gameplay of the earlier builds.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The Patch that Changed the Game&lt;br /&gt;
|-&lt;br /&gt;
| A few months into the Early Access, the devs dropped this simple change in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Characters with lower Speed values will always wait for the characters with higher Speed values to play out their actions before taking their turn even if they arrive at their targets first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I admit, I'm one of the many players who didn't really understand what this meant.&lt;br /&gt;
&lt;br /&gt;
Looking back, however, this may just be the most important change to the combat system during Early Access.&lt;br /&gt;
&lt;br /&gt;
On the surface, all this does is cause some weird UI thing where everything stops except for the fastest unit who then slides towards their target.&lt;br /&gt;
| Note how they meet but no Clash&lt;br /&gt;
&lt;br /&gt;
Slower (3 Spd) still waiting for their turn while Yesod (4 Spd) slides to cut in.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But let's cut to the chase - remember what I said a minute ago that we can't make tactical decisions unless we can reliably predict the action order?&lt;br /&gt;
| Will Roland reach his target first?&lt;br /&gt;
&lt;br /&gt;
Pre-patch, it depends on the Clash outcome.&lt;br /&gt;
&lt;br /&gt;
ie. if Gabriella loses, Roland my reach first because of the knockback.&lt;br /&gt;
| This one's a typo, it's a one-sided attack, so instead of Gabriella losing, it's about how much knockback is applied.&lt;br /&gt;
|-&lt;br /&gt;
| Yeah, this patch basically gives the player that.&lt;br /&gt;
&lt;br /&gt;
If previously we can't tell if Roland will attack first, now we know because his Speed is lower.&lt;br /&gt;
&lt;br /&gt;
Even with the knockback, he'll have to wait for his turn because of the patch.&lt;br /&gt;
| Will Roland reach his target first?&lt;br /&gt;
&lt;br /&gt;
Post-patch, we can tell by their Speed&lt;br /&gt;
&lt;br /&gt;
i.e. definitely NO. (Roland is slower at 2 Spd vs 3 Spd)&lt;br /&gt;
|-&lt;br /&gt;
| Of course, this change is more complicated than it looks, but overall, it's just a matter of getting the hang of how things work, and once you do, you should have no problem tactically maneuvering your team through the battlefield.&lt;br /&gt;
| i.e. almost&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; definitely NO. (Roland is slower at 2 Spd vs 3 Spd)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if the 4 Speed enemy staggers (or kills) Gabriella, Roland may reach the target &amp;quot;first&amp;quot;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You'd be able to set pre-Clash flanking maneuvers from units that attack first.&lt;br /&gt;
| The &amp;quot;assigned Clash&amp;quot; is the yellow arrows, and it means what it means.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;pre-Clash flanker&amp;quot; are one sided attacks from units faster than the assigned Clash, and will attack the target first&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Conversely, you can also set post-Clash follow-ups or finishers.&lt;br /&gt;
&lt;br /&gt;
This is a complicated topic so again I'll leave the rest of the details to my other video.&lt;br /&gt;
| &amp;quot;post-Clash follow-up/finisher&amp;quot; are one sided attacks from units slower than the assigned Clash, and will attack the target after the Clash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The gameplay shift comes at a cost, however.&lt;br /&gt;
&lt;br /&gt;
By prioritizing the Speed mechanic over the unit positions on the battlefield, the devs have essentially abandoned most of what makes an Auto-Battler an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is the hands-off battle processing.&lt;br /&gt;
| Mid-Early Access - prioritize Speed over position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Some parts like unit positions survive for other purpose but all that effort implementing the other Auto-Battler elements is now wasted.&lt;br /&gt;
| Battlefield layout used to be more important (closer units can be tanks), but is now mostly cosmetic aside from the ocassional&amp;amp;#91;sic&amp;amp;#93; tiebreaker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; field is just squished, no fancy perspective projection here&lt;br /&gt;
| Yes, the top units are in fact 1 unit closer to the center than the bottom units.&lt;br /&gt;
|-&lt;br /&gt;
| Then again, that's just part of the creative process, discarding stuff because you choose to go a certain route.&lt;br /&gt;
&lt;br /&gt;
And with this patch, Project Moon has decided to turn Library of Ruina into a Turn-Based Tactics game.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| A (rather long) digression on Genres and Naming&lt;br /&gt;
|-&lt;br /&gt;
| Despite this, I don't call Library of Ruina a Turn-Based Tactics game anymore.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; also despite spending a good part of the other video explaining why I think it's Tactics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To explain why, let's take a detour and talk about game systems, starting with Turn-Based.&lt;br /&gt;
&lt;br /&gt;
Basically players taking turns performing actions.&lt;br /&gt;
&lt;br /&gt;
This includes fancier variations like units taking actions in order of initiative.&lt;br /&gt;
&lt;br /&gt;
Let's put basic Turn-Based combat here on a graph.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Next is Final Fantasy's Active Time Battle where the player has to wait for gauges to fill up before getting to act.&lt;br /&gt;
&lt;br /&gt;
Depending on the game or user settings this can be closer or farther away from vanilla.&lt;br /&gt;
&lt;br /&gt;
Now we can define the axis of our graph, going from left to right increases the amount of &amp;quot;active input&amp;quot; in the game system.&lt;br /&gt;
&lt;br /&gt;
And by “active”, we mean things like the player needing to get the timing right, or being able to enter the right amount of inputs at a certain time frame.&lt;br /&gt;
| eg. timing, amount of entered input required&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Final_Fantasy_VI Final Fantasy VI (III NA release)]&lt;br /&gt;
|-&lt;br /&gt;
| Another good example of a system that requires active input would be Turn-based with Quick Time Events.&lt;br /&gt;
&lt;br /&gt;
Think Mario RPGs where hitting buttons at the right timing will block or deal more damage.&lt;br /&gt;
&lt;br /&gt;
I'll put them here, requiring more or less active input than ATB depending on the the variation.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Ume5pSIcKE Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023]&lt;br /&gt;
|- &lt;br /&gt;
| And on the extreme end are non-Turn-Based games: your real time strategies, your action games, and even platformers.&lt;br /&gt;
|&lt;br /&gt;
|[https://store.steampowered.com/app/2012510/Stormgate/ Stormgate]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1627720/Lies_of_P/ Lies of P]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=XvQNlGKNC6o Super Mario Bros. Wonder – Launch Trailer – Nintendo Switch]&lt;br /&gt;
|-&lt;br /&gt;
| Then in this gap are the Real Time With Pause games - these are still not Turn-Based, but adding a pause gives you back one of the main advantages of Turn-Based systems:&lt;br /&gt;
&lt;br /&gt;
You have all the time to strategize your next moves.&lt;br /&gt;
|&lt;br /&gt;
| Footage from Lobotomy Corporation&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've completed this graph, let's digress a bit further and address what some of you may be thinking way back when I talked about Clashing and how most games just stayed with tanking damage rather than innovating, that is:&lt;br /&gt;
&lt;br /&gt;
“What about QTE”?&lt;br /&gt;
&lt;br /&gt;
Like we already have a sort of Clashing and even a Combo mechanic here, right?&lt;br /&gt;
&lt;br /&gt;
And to that I say&lt;br /&gt;
&lt;br /&gt;
Do we really need extra inputs from the player for them to happen in game?&lt;br /&gt;
&lt;br /&gt;
Surely we can implement them way back here rather than stray this far.&lt;br /&gt;
&lt;br /&gt;
To be clear, there is nothing wrong with getting away from the basic Turn-Based formula; it's ultimately a design choice that a developer makes when building their game.&lt;br /&gt;
&lt;br /&gt;
But whenever Turn-Based games add active elements to their core gameplay to spice things up, it just feels a bit off for me.&lt;br /&gt;
&lt;br /&gt;
Even worse is when some games overdo it to the point that they might as well ditch Turn-Based altogether.&lt;br /&gt;
&lt;br /&gt;
Long story short, I prefer games that try to improve Turn-Based Combat within the constraints of the system, or, as we shall see in a bit, at least try to go in a different direction than QTE.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Mario RPGs ge a pass because the mainline games are platformers&lt;br /&gt;
&lt;br /&gt;
and because it's Mario&lt;br /&gt;
|[https://www.youtube.com/watch?v=FX6DTLcWUdY Paper Mario: The Origami King - Announcement Trailer - Nintendo Switch]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VgE6bIwK-D4 Final Fantasy XIII-2: Enhanced Battle System Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bGpbTXCVkwQ Shin Megami Tensei V: Vengeance - Complete Guide &amp;amp;#x7C; NSW, PS5/4, Xbox Series X&amp;amp;#x7C;S, Xbox One, Steam, PC]&lt;br /&gt;
|-&lt;br /&gt;
| Getting back to the original digression, it's clear from this line that the opposite of Turn-Based is active gameplay.&lt;br /&gt;
&lt;br /&gt;
But where do Auto-Battlers and Library of Ruina fit in here?&lt;br /&gt;
&lt;br /&gt;
Right around Turn-Based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles]&lt;br /&gt;
&lt;br /&gt;
Yes, LoR not being all the way to the left is intentional.&lt;br /&gt;
|-&lt;br /&gt;
|Obviously, game systems involve more complicated factors than this single line, so let's expand it to one more axis how many units act simultaneously.&lt;br /&gt;
| very similar active input levels, but obviously very different&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Instead of being next to it, now these two systems are opposite of basic Turn-Based Combat.&lt;br /&gt;
&lt;br /&gt;
Real-Time combat is still farther away, but Turn-Based variations can be closer.&lt;br /&gt;
&lt;br /&gt;
And if I had better video editing skills, I'd add a third dimension and axis - “tactical control” - so I could add in Turn-Based Tactics and distinguish Ruina from Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But let's stick with these two axes and return to the original problem why calling Library of Ruina Turn-Based Tactics isn't enough: namely, they just aren't the same.&lt;br /&gt;
| not Turn-Based Tactics?&lt;br /&gt;
| Turn-Based Tactics example is Disgaea&lt;br /&gt;
|-&lt;br /&gt;
| Well, it turns out that there's already a well-established distinction between these two:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is a WEGO tactics game.&lt;br /&gt;
&lt;br /&gt;
WEGO as in “We Go at the same time”.&lt;br /&gt;
| WEGO: We Go at the same time&lt;br /&gt;
&lt;br /&gt;
WeGo is a turn-based style of gameplay where orders are given for both sides, and then executed simultaneously. During the execution phase, no player input is allowed.&lt;br /&gt;
| [https://www.giantbomb.com/wego/3015-5269/ WeGo (Concept) - Giant Bomb]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse]&lt;br /&gt;
|-&lt;br /&gt;
| In contrast, almost every Tactics or vanilla Turn-Based game follow the opposite:&lt;br /&gt;
&lt;br /&gt;
IGOUGO&lt;br /&gt;
&lt;br /&gt;
that is, “I go first, then you go”.&lt;br /&gt;
| IGOUGO: I Go (first, then) You Go&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; IGOUGO may also specifically refer to the simpler version where all units from one side goes first before another team does the same; the alternating initiative-based gameplay you can see here is part of the broader definition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Calling Ruina a WEGO tactics game leads to a different problem, however, as its such a niche subgenre of a subgenre that very few people know about it, which defeats the purpose of assigning a genre to let people know what the game is about.&lt;br /&gt;
| WEGO is so obscure that no one has updated this list (one of the few out there) to include Library of Ruina&lt;br /&gt;
&lt;br /&gt;
Even I didn't realize Megami Tensei I was WEGO until I recorded it for this video&lt;br /&gt;
&lt;br /&gt;
&amp;quot;WEGO Tactical Game&amp;quot; - more accurate description but terrible for marketing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So... we reach the main point of this chapter:&lt;br /&gt;
&lt;br /&gt;
What do we call Library of Ruina's combat system then?&lt;br /&gt;
&lt;br /&gt;
How about we just go with the marketing material and call it “Library Battle Simulation”?&lt;br /&gt;
&lt;br /&gt;
While it's marketable, lore-friendly and all, it shares the same problem as WEGO, anyone reading it will have absolutely no clue what it is all about, possibly negatively affecting their purchasing decision.&lt;br /&gt;
|&lt;br /&gt;
| Also didn't mention that LBS can either be &amp;quot;pounds (lbs.)&amp;quot; or 1 character away from a [https://www.niddk.nih.gov/health-information/digestive-diseases/irritable-bowel-syndrome nasty illness].&lt;br /&gt;
|-&lt;br /&gt;
| So what do I call Library of Ruina's system if someone would ask me about it nowadays?&lt;br /&gt;
&lt;br /&gt;
It's a Turn-based&lt;br /&gt;
&lt;br /&gt;
Clash-focused&lt;br /&gt;
&lt;br /&gt;
Combo-driven&lt;br /&gt;
&lt;br /&gt;
Hybrid Tactical Auto-Battler&lt;br /&gt;
&lt;br /&gt;
Deckbuilding Card Game.&lt;br /&gt;
&lt;br /&gt;
Or Hybrid Tactical Auto-Battler Card Game for short.&lt;br /&gt;
&lt;br /&gt;
The Hybrid part is key, as it clearly tells the prospective player that it's a mix of genres&lt;br /&gt;
&lt;br /&gt;
Project Moon have even started using this description …sort of, but we're getting ahead of ourselves.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; or I could just send them this video&lt;br /&gt;
| [https://www.arcsystemworks.jp/lor/en/ Library of Ruina (NSW/PS4 ports)]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, I think this description's good enough for most cases, though it's not quite on the level of other genres. &lt;br /&gt;
&lt;br /&gt;
It needs to be more catchy, or even provocative.&lt;br /&gt;
&lt;br /&gt;
Here's some that I pulled out of my ass:&lt;br /&gt;
&lt;br /&gt;
Alright, digression over.&lt;br /&gt;
|&lt;br /&gt;
* &amp;quot;Project Moon Battle System&amp;quot; - or something more franchise-wide than &amp;quot;Library Battle Simulation&amp;quot;&lt;br /&gt;
* &amp;quot;Combined Brawl and Tactics&amp;quot; (CBT) - because funni&lt;br /&gt;
* &amp;quot;KRPG&amp;quot; - cheeky backronym, needs other indie KR devs to make their own take on what's not J/C/T/_RPG, not to be confused with MMO&lt;br /&gt;
| &amp;quot;PMBS&amp;quot; is meh in hindsight, having the same abbreviation problem as LBS. &amp;quot;LCBS&amp;quot; might be better.&lt;br /&gt;
&lt;br /&gt;
I kinda like both CBT and KRPG, the former is more succinct but somehow less troll-y than the uber-cheeky KRPG (with the similar-but-very-different contrast to / dig at JRPG).&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Lore meets Gameplay&lt;br /&gt;
|-&lt;br /&gt;
| By now you might be thinking that Project Moon must have been going out of their way intentionally breaking every rule in the book.&lt;br /&gt;
&lt;br /&gt;
That might just be the case, but I think at least some of them were simply happy accidents.&lt;br /&gt;
&lt;br /&gt;
Case in point: the Emotion System.&lt;br /&gt;
&lt;br /&gt;
This concept has been around from the start, in the initial crowdfunding details, and even in the Alpha footage.&lt;br /&gt;
| Early version of the Emotion Level, Gauge, and (now hidden) Scale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lore-wise, the Library rewards heightened emotions, regardless if it's positive or negative.&lt;br /&gt;
&lt;br /&gt;
In game terms, Positive Emotions can come from stuff like killing an enemy, and Negative can come from&lt;br /&gt;
the opposite, like bad rolls.&lt;br /&gt;
| +3 Positive Emotion&lt;br /&gt;
&lt;br /&gt;
+1 Negative Emotion (roll minimum value)&lt;br /&gt;
| [https://tumblbug.com/lor/ Library of Ruina Dubbing and OST Production &amp;amp;#x7C; Tumblbug - Crowdfunding for Creators]&lt;br /&gt;
|-&lt;br /&gt;
| Once a unit or a team gets enough Emotions, they're given rewards like full resource refreshes, and other stuff I won't spoil in this video.&lt;br /&gt;
| will use 1 Light, will use 2 Light&lt;br /&gt;
&lt;br /&gt;
Level 0: normal 1 Light gain, Level 1: +1 max Light, full refresh&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the surface, this is a straightforward example of having an initial in-universe concept then adding it into your game.&lt;br /&gt;
| translation from the Steam store page (see &amp;quot;Conflicts that Build Emotion&amp;quot; section)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The accidental part arises when you consider the Focus-Fire trope, yet another widely accepted thing&lt;br /&gt;
in video games that most really don't stop to think about.&lt;br /&gt;
&lt;br /&gt;
Basically in RTSs and games in general where you control groups of units, it's usually mathematically optimal to focus fire and take out the enemy team one by one.&lt;br /&gt;
| Focus fire on single targets, Fire at closest target&lt;br /&gt;
&lt;br /&gt;
WINS, LOSES&lt;br /&gt;
| Footage from the LoR guide, quick &amp;quot;animation&amp;quot; I made using Starcraft sprites.&lt;br /&gt;
|-&lt;br /&gt;
| But it's not the case in Library of Ruina; the Emotion System rewards Clashes much more than one-sided attacks.&lt;br /&gt;
&lt;br /&gt;
And since those rewards can easily turn the tide of battle, the game clearly doesn't want you to Focus-Fire.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Again, I don't know if they intentionally went out of their way to discourage this decades-old trope, though I like to think it's just emergent behavior coming from combining crazy concepts together.&lt;br /&gt;
| Unintentional Feature?&lt;br /&gt;
&lt;br /&gt;
Lore demands more action-packed combat (ie. not passive) -&amp;gt; Greater rewards for Clashes -&amp;gt; Focus fire and tanking damage are discouraged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I mean, the removal of dedicated healing abilities I mentioned way earlier also discourages Focus-Fire, and that has its own chicken-and-egg scenario.&lt;br /&gt;
| Less Healing in the game -&amp;gt; Focus fire and tanking damage are discouraged -&amp;gt; Reduced damage taken means Healing is overpowered -&amp;gt; loop back&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And that's it for my not-so-quick overview of Library of Ruina's complex combat system.&lt;br /&gt;
&lt;br /&gt;
I could continue listing out other stuff they added to the combat but I think you got the point; Library of Ruina chose to take a radically different path compared to other games.&lt;br /&gt;
&lt;br /&gt;
Instead, let's talk about something more important:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| What are the problems with going down this route?&lt;br /&gt;
|-&lt;br /&gt;
| What are the problems with going down this route?&lt;br /&gt;
&lt;br /&gt;
Which is a silly question, especially if we rephrase it as&lt;br /&gt;
&lt;br /&gt;
What problems will a small indie developer face if they decide to practically invent a new combat system for their game?&lt;br /&gt;
&lt;br /&gt;
I could try to be funny and just answer &amp;quot;All the problems&amp;quot; and call it a day,&lt;br /&gt;
&lt;br /&gt;
but that wouldn't be that informative so I'll be going over some of the main problems&lt;br /&gt;
&lt;br /&gt;
then call it a day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, top of the list - UI.&lt;br /&gt;
&lt;br /&gt;
No surprise here, we live in a time when you've got bigger more established studios spewing out hideous UI in their games, &lt;br /&gt;
&lt;br /&gt;
And that's even when they already had previous UI to work off from.&lt;br /&gt;
|&lt;br /&gt;
|  [https://www.youtube.com/watch?v=sv0Wf9yc2J0 26 Minutes of Suicide Squad Kill the Justice League Gameplay (4K 60FPS)]&lt;br /&gt;
|-&lt;br /&gt;
| On the other hand, Library of Ruina had to figure out how to combine UI from vastly different genres and make them work.&lt;br /&gt;
&lt;br /&gt;
Really how do you do it?&lt;br /&gt;
&lt;br /&gt;
Maybe look at some other hybrid games like Fights in Tight Spaces and Midnight Suns?&lt;br /&gt;
&lt;br /&gt;
But even then we have to squeeze in the missing parts like the auto-battler and the clashing into UIs already on the verge of being too busy.&lt;br /&gt;
&lt;br /&gt;
In short, a non-janky UI would've required a miracle.&lt;br /&gt;
&lt;br /&gt;
To be fair, what we ended up with isn't that terrible, especially when you get the hang of the hard parts like how Clashes are assigned, and mentally calculating the order of attacks.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; yeah, both games came after Library of Ruina&lt;br /&gt;
| [https://www.youtube.com/watch?v=zYX5pwFy4vc Fights in Tight Spaces - Launch Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=_9raj2bcTq4 Marvel's Midnight Suns: The First 28 Minutes of Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately that's the next problem&lt;br /&gt;
&lt;br /&gt;
how to make new players get the hang of what's essentially a new type of game.&lt;br /&gt;
&lt;br /&gt;
If you've been playing the same games over and over again and have forgotten how long it takes to properly learn a new game system, try learning Chess, Go, or any variation of Poker or Mahjong through a video game, preferably one that isn't a cultural staple where you're from.&lt;br /&gt;
&lt;br /&gt;
Better yet, go watch someone doing it.&lt;br /&gt;
&lt;br /&gt;
Yeah, it's not as simple as it looks.&lt;br /&gt;
&lt;br /&gt;
While it may only take a few minutes to learn the absolute basics, it will take a lot longer for a new player to learn enough to play semi-competently.&lt;br /&gt;
&lt;br /&gt;
And I haven't even factored in trying to make a guide for a moving target, changing the tutorial every time you decide to make a major change to the core gameplay.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=NitUinQSV6s Call of Duty: Modern Warfare 3 - Gameplay Trailer &amp;amp;#x7C; gamescom 2023]&lt;br /&gt;
&lt;br /&gt;
[https://www.chess.com/lessons Chess.com lessons]&lt;br /&gt;
&lt;br /&gt;
[https://mahjongsoul.yo-star.com/ Mahjong Soul]&lt;br /&gt;
|-&lt;br /&gt;
| All that said, being in a difficult position doesn't excuse the problems the game has with its onboarding process.&lt;br /&gt;
&lt;br /&gt;
The gameplay eventually became stable, and they had all the time to make things better.&lt;br /&gt;
&lt;br /&gt;
Beyond the bare minimum walls of text and manual, a game as complicated as this one should at least have an improved in-game manual with animations, extra examples, and possibly a search function.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
|-&lt;br /&gt;
| To Project Moon's credit, they did try to go the extra mile with the tutorial.&lt;br /&gt;
&lt;br /&gt;
There's this idea in game design where instead of relying on annoying popups to teach certain parts of a game, one can place players into situations where they can pick the concepts up by themselves, whether consciously or subconsciously.&lt;br /&gt;
&lt;br /&gt;
And Library of Ruina does the same with certain stages.&lt;br /&gt;
&lt;br /&gt;
At first, it could seem like the game took a big leap in difficulty, but if the player pays attention, they could figure out a game mechanic or two that makes the stage much easier than it initially seemed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these battles turned out to be too difficult for some players and some of them were nerfed to the point that you can beat them without even learning what they're meant to teach.&lt;br /&gt;
&lt;br /&gt;
Oh well, at least they tried.&lt;br /&gt;
|&lt;br /&gt;
|[https://www.youtube.com/watch?v=8FpigqfcvlM Sequelitis - Mega Man Classic vs. Mega Man X]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| The third problem, you've already saw a chapter on it.&lt;br /&gt;
&lt;br /&gt;
And I could continue, but I've already made my point.&lt;br /&gt;
&lt;br /&gt;
If any one of these can result in lost sales or even refunds, just imagine having to deal all of them at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Trying for Free (Limbus Company)&lt;br /&gt;
|-&lt;br /&gt;
| So you found all of this interesting and decided to check it out on Steam…&lt;br /&gt;
&lt;br /&gt;
then you learn that it's a bit too expensive for a game that might turn out to be too janky for your taste.&lt;br /&gt;
&lt;br /&gt;
Normally, I'd suggest waiting for a sale.&lt;br /&gt;
&lt;br /&gt;
But if you're watching close to when I originally posted this, there might not be a price cut soon as they've recently released new ports and a discount would just cut into their sales.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there's a perfectly legal way to try out the combat system for free.&lt;br /&gt;
&lt;br /&gt;
Limbus Company is a spinoff sequel available on Steam, iOS, and Android.&lt;br /&gt;
&lt;br /&gt;
It's a gacha game, but you can get a feel of the combat without spending a single cent on it.&lt;br /&gt;
&lt;br /&gt;
And you do that by simply playing your way to the third Canto.&lt;br /&gt;
&lt;br /&gt;
The prologue and first Canto are tutorial chapters, and while the second Canto does start to get a bit more challenging at certain points, you can luck your way through some battles meant to nudge you to learn the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the third Canto's hard enough that learning the mechanics is almost essential.&lt;br /&gt;
&lt;br /&gt;
Also, unlike the previous Canto, you will have to grind for XP.&lt;br /&gt;
&lt;br /&gt;
If you don't want to grind, you can alternatively try out the Rogue-like dungeon that opens up at the same point in the game.&lt;br /&gt;
&lt;br /&gt;
As of this recording, all of the Mirror Dungeons so far have an easy mode that automatically levels up all your units to max level, removing the need for grinding.&lt;br /&gt;
&lt;br /&gt;
While this is a quicker way to get a good feel of the combat, there is one big downside:&lt;br /&gt;
&lt;br /&gt;
currently there are out-of-context spoilers in the later floors.&lt;br /&gt;
&lt;br /&gt;
Might not be an issue if you're just here for the combat and will likely forget about the spoilers when you get around to doing an actual playthrough.&lt;br /&gt;
&lt;br /&gt;
But if you do mind spoilers, better stick to the main story.&lt;br /&gt;
|&lt;br /&gt;
| [https://steamdb.info/app/1256670/ SteamDB Library of Ruina]&lt;br /&gt;
 &lt;br /&gt;
[https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| Since we're on the topic, here's a quick rundown of what spoils what in the franchise.&lt;br /&gt;
&lt;br /&gt;
If you're planning to play Lobotomy Corporation and don't want spoilers, tough luck, both games spoil the first game from the get go.&lt;br /&gt;
| Both Spoil (LobCorp)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; also means you can play both without playing LobCorp first&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the other hand, thanks to it being a spinoff, Limbus Company doesn't spoil Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Until you go too far into the main story.&lt;br /&gt;
&lt;br /&gt;
And don't ignore the banners and events.&lt;br /&gt;
&lt;br /&gt;
But other than that you'll be fine…&lt;br /&gt;
| unless you...&lt;br /&gt;
&lt;br /&gt;
* go too far into the main story (Canto 3 is still fine)&lt;br /&gt;
* get into a Mirror Dungeon encounter based on later Canto&lt;br /&gt;
* pay close attention to running events and gacha banners (especially &amp;quot;Walpurgisnacht&amp;quot;)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, note that Limbus Company doesn't quite use the same system as Ruina.&lt;br /&gt;
&lt;br /&gt;
Most of what I talked about are still present, however the changes are big enough that I feel that I should at least give you a quick rundown so that the awkward tutorial doesn't confuse you as much.&lt;br /&gt;
&lt;br /&gt;
If you're one of those “just give me an overview and I'll figure the rest on my own” types, this is a good time to pause the video, download Limbus Company and spend the rest of the day or two playing up to Canto 3.&lt;br /&gt;
&lt;br /&gt;
Or you can skip to the final chapter and finish the video first.&lt;br /&gt;
&lt;br /&gt;
Anyway on to the changes…&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Differences between LoR and LCB Combat&lt;br /&gt;
|-&lt;br /&gt;
| If most of Library of Ruina's quirks can be traced back to its Auto-Battler roots, most of the changes done to Limbus Company's combat can be similarly traced back to a single reason:&lt;br /&gt;
&lt;br /&gt;
it's now a mobile game.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Steam and iOS weren't mentioned in the first PV&lt;br /&gt;
| [https://www.youtube.com/watch?v=HTRQgFYCXHY &amp;amp;#91; Limbus Company &amp;amp;#93; Official Promotion Video]&lt;br /&gt;
|-&lt;br /&gt;
| Smaller screens mean deckbuilding would be too awkward so it's out.&lt;br /&gt;
&lt;br /&gt;
Instead, you select Identities for your units, with each Identity having their own stats, abilities, and a fixed set of Skills - basically their decks.&lt;br /&gt;
&lt;br /&gt;
You can also give your units extra E.G.O, special attacks that you can activate as you have the resources for them.&lt;br /&gt;
&lt;br /&gt;
Of course, nowadays when we talk about mobile games, we don't just mean portable or having smaller screens.&lt;br /&gt;
&lt;br /&gt;
We generally refer to microtransaction heavy games like Free-to-Play Gacha.&lt;br /&gt;
&lt;br /&gt;
Oh those Identities and E.G.O I just mentioned?&lt;br /&gt;
&lt;br /&gt;
Pullable from Gacha.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=SY3XGzDousM Version 1.0 Gameplay Trailer &amp;amp;#x7C; Genshin Impact]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's get this out of the way:&lt;br /&gt;
&lt;br /&gt;
I hate Live Services, Battle Passes, and I absolutely HATE Gacha.&lt;br /&gt;
&lt;br /&gt;
But I, and presumably many other Project Moon fans in a similar boat, are fine with paying for the game&lt;br /&gt;
simply because the devs straight up said in an interview that this was a fund raiser for other projects.&lt;br /&gt;
&lt;br /&gt;
A Faustian Bargain, if you will.&lt;br /&gt;
&lt;br /&gt;
It helps that it doesn't feel like a gacha game sometimes, with cheap and bankable stamina, and most stuff grindable through gameplay, that includes current banners.&lt;br /&gt;
&lt;br /&gt;
And that's all I'll say about the monetization and gacha for now. I'll leave the rest to another video.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; even without extra grinding, daily/weekly bonuses alone from 2-3 weeks of play provide enough summoning material for an SR (SSR or E.G.O with paid battle pass)&lt;br /&gt;
| [https://www.youtube.com/watch?v=XKijpGJCxB0 2021 ProjectMoon Q&amp;amp;A]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=sM00MX-MCS0 림버스 컴퍼니 적안 료슈 &amp;amp;#x7C; Limbus Company Red Eyes Ryoshu]&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, the screen size limitation means that the combat has to be simpler.&lt;br /&gt;
| i.e. can play with minimal and finger-imprecise input&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| With Dailies and replayable Rogue-like dungeons, it also has to be faster.&lt;br /&gt;
| i.e. dailies shouldn't take too much time to finish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The tactical combat wasn't taken out, however, but is now called Focused Encounters and is limited to special situations like boss battles.&lt;br /&gt;
&lt;br /&gt;
The default replacing it, Regular Encounters, sacrifices tactical options for the aforementioned simpler and faster combat.&lt;br /&gt;
&lt;br /&gt;
If we have a sliding scale between Auto-Battlers and Turn-based Tactics: Library of Ruina's all the way here&lt;br /&gt;
&lt;br /&gt;
Limbus Company's Focused Encounters are slightly less tactical, &lt;br /&gt;
&lt;br /&gt;
and Regular Encounters sit about here, firmly in the Auto-Battler side.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Opening_chess_position_from_black_side.jpg &amp;quot;Opening chess position from black side&amp;quot; by MichaelMaggs (Wikimedia Commons)]&lt;br /&gt;
|-&lt;br /&gt;
| A quick rundown of what makes it faster:&lt;br /&gt;
&lt;br /&gt;
There's a fixed attacking pattern, pause if you want to read about it.&lt;br /&gt;
&lt;br /&gt;
Basically, the game already chooses the targets for you, and you just need to choose the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
Kinda like the Alpha.&lt;br /&gt;
&lt;br /&gt;
Not being able to choose the targets can lead to poor matchups, but that's what the E.G.Os are for.&lt;br /&gt;
| The targeting scheme blurb is too big for this script, just pause and read it on the video.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next on the speed-up: unlike before where attacks are resolved one by one, the game can now display multiple clashes and attacks simultaneously.&lt;br /&gt;
&lt;br /&gt;
If you look closely, you might be able to figure out what sort of trickery the game does to pull this off.&lt;br /&gt;
|&lt;br /&gt;
| hint: look at the sanity&lt;br /&gt;
|-&lt;br /&gt;
| And finally, if a unit's original target dies before they get to attack, they proceed to the next valid target so the attack isn't wasted.&lt;br /&gt;
| Yi Sang is targeting Hat Enemy twice&lt;br /&gt;
&lt;br /&gt;
Kills enemy on first attack&lt;br /&gt;
&lt;br /&gt;
Proceeds to attack next enemy&lt;br /&gt;
| If it's still confusing, rewind a bit to confirm that mexican-themed guy isn't targeted by either of Yi Sang's slots.&lt;br /&gt;
|-&lt;br /&gt;
| Moving on to other changes, you might have already noticed the next major one from the footage I've been showing:&lt;br /&gt;
&lt;br /&gt;
the Dice have been replaced by Coins.&lt;br /&gt;
&lt;br /&gt;
On the surface, this might seem like a huge downgrade, but this Coin battling mechanic can be trickier than it looks.&lt;br /&gt;
&lt;br /&gt;
I'm not going to post another wall of text explaining it, but feel free to head to my other video to learn how it works.&lt;br /&gt;
| 4 + 4 (Heads) + 4 (Heads) + 4 (Atk Lvl diff) = 16, Win&lt;br /&gt;
&lt;br /&gt;
4 + (-1) (Heads) = 3, Lose&lt;br /&gt;
&lt;br /&gt;
4 + 4 (Heads) = 8 Base Dmg (1st attack)&lt;br /&gt;
&lt;br /&gt;
8 (prev result) + 4 (Heads) = 12 Base Dmg (2nd attack)&lt;br /&gt;
&lt;br /&gt;
Total Base Dmg = 20&lt;br /&gt;
Final Total Dmg = 32&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A good example why Coins aren't that simple is how they don't always flip 50/50 Heads or Tails.&lt;br /&gt;
&lt;br /&gt;
Instead, they're affected by a unit's Sanity.&lt;br /&gt;
&lt;br /&gt;
A call back to Lobotomy Corporation, Sanity starts from 0, and can go up to 45, or down to -45.&lt;br /&gt;
&lt;br /&gt;
45 seems to be an odd choice, until you do the math.&lt;br /&gt;
&lt;br /&gt;
50% Heads on a coin flip plus 45 gives you 95%.&lt;br /&gt;
&lt;br /&gt;
In other words, a Tails at max Sanity is a Critical Miss on a D20 die.&lt;br /&gt;
&lt;br /&gt;
So yeah, Coins are basically Dice.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to gain Sanity, but the most reliable way is to win a Clash, with longer Clashes also giving more Sanity.&lt;br /&gt;
&lt;br /&gt;
As some of you may have realized, this essentially makes it the counterpart to Ruina's Emotion system, encouraging Clashes over one-sided attacks.&lt;br /&gt;
| 62% chance of Heads per coin flip&lt;br /&gt;
&lt;br /&gt;
3 Clash count = +14 Sanity&lt;br /&gt;
| [https://tenor.com/view/critical-failure-baldur's-gate-3-dice-dice-roll-critical-gif-16389621355368608807 Critical Failure Baldur'S Gate 3 GIF]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I think that's enough for an overview for the changes between Library of Ruina and Limbus Company's combat.&lt;br /&gt;
&lt;br /&gt;
I could go on with more changes, but let's not forget why I'm even talking about them in a video that's supposed to be about the former.&lt;br /&gt;
&lt;br /&gt;
In short, if you're gonna follow my suggestion to play Limbus Company for free first to see if you like the combat enough to buy Library of Ruina, just remember that they're not quite the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Traveling this Path (wrap up, game design thoughts)&lt;br /&gt;
|-&lt;br /&gt;
| While we've covered all of what I've listed at the start, I still need to clarify a few more things...&lt;br /&gt;
&lt;br /&gt;
However, this last part's for the game devs; the rest of you can just skip to the end screen.&lt;br /&gt;
&lt;br /&gt;
Saves you a couple of minutes to do other stuff like watch videos or grind mirror dungeons or something.&lt;br /&gt;
&lt;br /&gt;
I'm not gonna stop you from sticking around, though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, say you're an aspiring game designer or developer.&lt;br /&gt;
&lt;br /&gt;
You stumble upon this video without knowing about the game, then you see the pros, the cons, and a glimpse of the end result.&lt;br /&gt;
&lt;br /&gt;
Calling to mind the title, or its more popular variation “The Road Less Traveled”, this finally convinces you to take a similar leap in your game.&lt;br /&gt;
&lt;br /&gt;
As a fan of games that push boundaries, I'd love to see more games do the same.&lt;br /&gt;
&lt;br /&gt;
But I also don't want to see indie games fail, and what I've shown you in the past 40 minutes doesn't provide enough context to make such a bold decision.&lt;br /&gt;
&lt;br /&gt;
This missing context leading to misinformed decisions is perfectly encapsulated by the title:&lt;br /&gt;
&lt;br /&gt;
It's not “The Road Less Traveled”, it's “The Road Not Taken”, and it's a direct reference to the Robert Frost poem.&lt;br /&gt;
&lt;br /&gt;
For the Project Moon fans still sticking around, pat yourself on the back if you saw this literary allusion from a mile away.&lt;br /&gt;
&lt;br /&gt;
Point is, the said poem has a reputation of being misunderstood.&lt;br /&gt;
&lt;br /&gt;
Of course, text can have multiple interpretations; even those explained by their authors can be interpreted differently.&lt;br /&gt;
&lt;br /&gt;
But for this one, the misreading comes from not paying enough attention to the text, or being only familiar with the derivative work.&lt;br /&gt;
&lt;br /&gt;
For example, a common interpretation is it's about indecisiveness, and the importance of making a choice.&lt;br /&gt;
&lt;br /&gt;
This reading's a bit infamous for possibly convincing the poem's intended reader to go fight in World War I.&lt;br /&gt;
&lt;br /&gt;
But apart from that, it's a good lesson to pick up.&lt;br /&gt;
&lt;br /&gt;
However, interpretations like it don't seem to match the poem's intent once you actually read the lines.&lt;br /&gt;
&lt;br /&gt;
Things pop out like how the two roads are not that different, or how that powerful last statement is undermined by what came before it.&lt;br /&gt;
&lt;br /&gt;
Analyzing the poem any further will put us a bit off track so let's just go back to our main topic.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Road_Not_Taken The Road Not Taken (Wikipedia)]&lt;br /&gt;
&lt;br /&gt;
[https://babel.hathitrust.org/cgi/pt?id=chi.19147394&amp;amp;view=1up&amp;amp;seq=235&amp;amp;skin=2021 The Road Not Taken (HathiTrust)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Death_of_the_Author The Death of the Author (Wikipedia)]&lt;br /&gt;
|-&lt;br /&gt;
| To recap, if game designers see all this, they might start doing crazy shit in their games.&lt;br /&gt;
&lt;br /&gt;
But they're missing some key context, so their game fails, and I get blamed in the end.&lt;br /&gt;
&lt;br /&gt;
I don't want that, so I'll be going through some alternative interpretations of the title and give you the missing context.&lt;br /&gt;
&lt;br /&gt;
First, the indecisiveness that we already covered.&lt;br /&gt;
&lt;br /&gt;
As I said, it may not be what the poem's about, but it's still a good lesson.&lt;br /&gt;
&lt;br /&gt;
Especially in game dev, sometimes you just have to do it, whatever it is.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind what happened to the first guy.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next, it's about nonconformity, taking the less traveled path leads to success.&lt;br /&gt;
&lt;br /&gt;
We're getting away from the original poem, but after seeing all this, I could understand why you'd think this way.&lt;br /&gt;
&lt;br /&gt;
But no.&lt;br /&gt;
&lt;br /&gt;
Gonna make a mildy hot take here, but had the devs chosen a more mundane combat system, the game probably would've ended up in the same boat.&lt;br /&gt;
&lt;br /&gt;
It's easier to see once you notice that I've only been focusing on the combat, and made sure not to talk about the rest of the game:&lt;br /&gt;
&lt;br /&gt;
the Themes, Story, the Characters, the World, the Art, the Music, and so on.&lt;br /&gt;
&lt;br /&gt;
Each of those are worth noting on their own, and combat is just one part, maybe even the weakest link.&lt;br /&gt;
&lt;br /&gt;
I'd go as far to say that the game would've gotten a wider audience if they chose something more mainstream.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next interpretation is often related to the previous, as nonconformity usually implies forging one's own path.&lt;br /&gt;
&lt;br /&gt;
You might think I'd also disagree with this, but this one, oddly fits.&lt;br /&gt;
&lt;br /&gt;
The missing context here is that I also made sure not to show or talk about the late, or even mid-game, combat.&lt;br /&gt;
&lt;br /&gt;
I'm gonna be vague here to lessen the spoilers, but the combat starts out as a clunky yet ambitious system, and the devs built it up with layer upon layer of new gameplay elements, while keeping it intertwined with the themes and the story.&lt;br /&gt;
&lt;br /&gt;
I don't want to overhype what they did with the combat, but if this “stageplay” setup remained a mere gimmick and didn't evolve to what we got later in the game, and what we have right now in the sequel…&lt;br /&gt;
&lt;br /&gt;
Mili's great, but there's no way every single boss battle in the franchise would have this much play time if the fights themselves didn't carry that much emotional weight.&lt;br /&gt;
&lt;br /&gt;
In other words, while the choice to go this route may not have made a difference, Project Moon worked hard to make sure it did.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; especially considering the very niche nature of the franchise&lt;br /&gt;
&lt;br /&gt;
+3 more Boss themes not on this list w/ 1.5M+ plays&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; even the non-vocal mid-Boss fight music are on players' playlists&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; there's also other streaming services, YouTube, reposts, remixes, covers, etc.&lt;br /&gt;
| [https://open.spotify.com/artist/0K05TDnN7xPwIHDOwD2YYs Mili (Spotify)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@StudioEIM StudioEIM (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@DarkFantasyStudio Dark Fantasy Studio (YouTube)]&lt;br /&gt;
|-&lt;br /&gt;
| And the last, taking the previous two to a reckless extreme, do it because it's difficult and risky.&lt;br /&gt;
&lt;br /&gt;
I have no idea how you got to this, maybe you confused the line with some other motivational saying, but I can't deny that some people out there want a challenge.&lt;br /&gt;
&lt;br /&gt;
This one's a bit tricky, I sort of agree with the concept, but disagree with the interpretation, mostly on the “risk” part.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Everest,_Himalayas.jpg &amp;quot;Everest, Himalayas&amp;quot; by Vyacheslav Argenberg (Wikimedia Commons)]&lt;br /&gt;
|-&lt;br /&gt;
| This time, the context isn't totally missing, I mentioned it at the start:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina was a heavily anticipated sequel with a crowdfunding campaign that smashed its goals.&lt;br /&gt;
&lt;br /&gt;
With an existing fanbase, the devs were in a slightly less risky position as they can get away with things that the main audience would let slide or even downright expect.&lt;br /&gt;
&lt;br /&gt;
For instance, the early-game world-building might feel a bit too much if this was a typical game, but that's exactly what many of us were looking forward to: we were literally living under a rock in the previous game.&lt;br /&gt;
| Too much early-game world-building vs actual gameplay?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But there's something else about the fanbase that makes this route a lot less risky:&lt;br /&gt;
&lt;br /&gt;
The people looking forward to the game the most are the ones who finished Lobotomy Corporation,&lt;br /&gt;
&lt;br /&gt;
a game so janky, tedious, and soul-crushing that even at 2024, a time when streamers eat Souls-likes for breakfast, it's still pretty rare to find content creators that go through the whole thing that aren't already Project Moon veterans.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; showing my playthrough videos since most other playthroughs completing the game have spoiler thumbnails&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; also shows a preview of how freaking long this game is&lt;br /&gt;
| [https://www.youtube.com/watch?v=J9Bm5U-MJZw ELDEN RING Shadow of the Erdtree – Story Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| And LobCorp finishers can be very, very stubborn and determined players:&lt;br /&gt;
&lt;br /&gt;
a radically new combat system with a difficult to use UI isn't going to stop them from playing.&lt;br /&gt;
&lt;br /&gt;
Maybe too determined - I'm fairly sure that a decent amount of the player base were able to finish the game not through deckbuilding skill or tactical decision making, but through sheer determination, and repeating battles until they get really, really lucky.&lt;br /&gt;
&lt;br /&gt;
And, sorry to be blunt, you're probably not one of the few developers or studios out there that have&lt;br /&gt;
the same kind of fanbase.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=OleEkB-7by0 Fear &amp;amp; Hunger 2: Termina - Release Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=EV53lnCzP1w DEATH STRANDING DIRECTOR'S CUT - FINAL Trailer - &amp;amp;#91;ESRB&amp;amp;#93; 4K]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/ Touhou Kouryudou ~ Unconnected Marketeers (Steam)]&lt;br /&gt;
&lt;br /&gt;
If the &amp;quot;?&amp;quot; is still confusing, what I mean by this point is that yes, PM took a challenging route, but no it wasn't totally risky for these reasons. Compare that with an aspiring game dev, which will both face a challenging AND risky route if they make a new game system or go for something really obscure/niche.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
Alright, that's all the context I can give without spoiling too much about the game or the franchise as a whole.&lt;br /&gt;
&lt;br /&gt;
If after seeing this you're still going to take the off beaten path, like waaay off…&lt;br /&gt;
&lt;br /&gt;
Good Luck!&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| End Screen&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video; to the right are my intros to Library of Ruina and Limbus Company.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, the latter's no longer the quick and dirty one that I made a few days after launch.&lt;br /&gt;
&lt;br /&gt;
To the left are my tips for Lobotomy Corporation, for those who were intrigued by what I said about the game's fans.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/Road.v1.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=149</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=149"/>
		<updated>2024-08-25T03:28:20Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CURRENTLY WIP ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Links, References and Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
|&lt;br /&gt;
|  [https://www.youtube.com/watch?v=ofmYqXfjFs8 &amp;amp;#91; Library Of Ruina &amp;amp;#93; String Theocracy]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
| Link to full script including all references (eg. video sources) in the Description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
| Generic instead of In-Game Terms:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deck&amp;quot; instead of &amp;quot;Bookshelf&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Card&amp;quot; instead of &amp;quot;Page&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
and so on...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/568220/Lobotomy_Corporation__Monster_Management_Simulation/ Lobotomy Corporation (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
| Lobotomy Corporation Retail Release - April 2018&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Early Access - May 2020&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Retail Release - August 2021&lt;br /&gt;
&lt;br /&gt;
Prototype - initial Auto-Battler&amp;lt;br /&amp;gt;&lt;br /&gt;
Prototype - Cards added&amp;lt;br /&amp;gt;&lt;br /&gt;
Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
| Light cost on the top-left corner of a Card&amp;lt;br /&amp;gt;&lt;br /&gt;
Lights above units tell you how many they currently have&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
| Similar to Slay the Spire's Intent system&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
| The on screen blurbs don't really matter, the important parts are seeing the IRL movement of miniatures and rolling of the dice in the first video, and the Pathfinder 2e calculations in the second.&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
| Only 2 damage taken after 5 turns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of dea.l&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
| &amp;quot;action queue&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;pip&amp;quot; is a term I made up&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
| Turn 1 Card with 3 actions&lt;br /&gt;
&lt;br /&gt;
Turn 2 Card with 3 more actions to add to the queue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
| Cards aren't free to play&lt;br /&gt;
&lt;br /&gt;
Resources Available&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-Beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
| Previously played Cards&lt;br /&gt;
&lt;br /&gt;
3 6-sided dice&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
&lt;br /&gt;
No, I didn't cover how the standard regular polyhedral dice (d4, d6, d8, d12) were replaced a few weeks into early access by generic &amp;quot;dice&amp;quot; and &amp;quot;range&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| As if Clashing wasn't radical enough, the devs decided that single actions weren't fun enough, instead taking a cue from fighting and stylish action games and turned combos into a key part of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zc-yMi05vBA TEKKEN 8 – Steve Fox Reveal &amp;amp; Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MWxlbnI9mpU Devil May Cry 5 - Final Trailer (4K full ver.)]&lt;br /&gt;
|-&lt;br /&gt;
| Now you might say, this isn't breaking new ground; lots of cards in other games do multiple things.&lt;br /&gt;
| One Card, 2 Effects&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, what's different here is that each Die is treated as a separate discrete entity within the queue.&lt;br /&gt;
| Dice are treated as separate entities&lt;br /&gt;
&lt;br /&gt;
eg. they can have different effects&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On Win: Weaken foe's next die&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;On Win: Destroy foe's remaining die&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
no effects for this Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Or in bigger picture terms, you aren't playing cards against each other you're pitting the Dice queues.&lt;br /&gt;
| So it's better to treat Clashes as &amp;quot;Dice Queue vs Dice Queue&amp;quot; rather than the usual &amp;quot;Card vs Card&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The best way to show this in action is to look the Evade Dice.&lt;br /&gt;
| Early Access Preview - switch to Dice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Most of the other dice work on the concept of “who rolls highest wins, then we move to the next dice”, but Evade is special.&lt;br /&gt;
&lt;br /&gt;
If an Evade wins against attacks, not only does the evader not take any damage, the Die is reused, allowing the same Die to dodge multiple attacks.&lt;br /&gt;
| 1st use of 1st Evade Die in queue&lt;br /&gt;
&lt;br /&gt;
2nd use of 1st Evade Die (reused)&lt;br /&gt;
&lt;br /&gt;
take note of the unused 2nd Evade Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Evade is also a Defensive Die, which means in certain situations, it can be used to defend an incoming attack from a different enemy.&lt;br /&gt;
| 2nd Evade Die (unused) retained for future attacks&lt;br /&gt;
&lt;br /&gt;
retained 2nd Evade Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| These reinforce the fact that ultimately, it's the dice queues that matter, and that the cards are simply vessels for the dice.&lt;br /&gt;
&lt;br /&gt;
Anyway, it's time to move on again, so yeah - if you want to know more, details on the other video.&lt;br /&gt;
| * Cards still matter (eg. drawing, cost, card-level effects) but when it comes to combat, the dice and queue matter more&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Letting the Player Control the Flow of Combat&lt;br /&gt;
|-&lt;br /&gt;
| For the next update, try to forget what you saw about the pre-Beta and let's return to Alpha yet again…&lt;br /&gt;
&lt;br /&gt;
At this point, the devs have added more gameplay since the early prototype.&lt;br /&gt;
&lt;br /&gt;
On top of our Clashes, we got our cards, our action queue… but we really haven't solved the main problem with the prototype:&lt;br /&gt;
&lt;br /&gt;
it still doesn't feel like the player has that much control over the combat.&lt;br /&gt;
&lt;br /&gt;
To be fair, there's already a bit of player choice here if you look closely: units will Clash with the one in front of them so it's all about choosing the right cards to counter the enemy.&lt;br /&gt;
&lt;br /&gt;
You could still up the player input though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, other Auto-Battlers let you position your units before the battle, with those close to the front tanking most of the damage.&lt;br /&gt;
&lt;br /&gt;
Maybe the devs tried that approach, but unfortunately we don't have any footage of that.&lt;br /&gt;
&lt;br /&gt;
Instead, we have hints that they tried the opposite: that is, you can't reposition your team.&lt;br /&gt;
&lt;br /&gt;
What could change are their Speed values.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game: Dystopian Battle Simulator]&lt;br /&gt;
|-&lt;br /&gt;
| As you might guess higher Speed means faster, and faster units will reach the enemies first and start clashing with them.&lt;br /&gt;
| Sometime before Early Access?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; removed background to emphasize that what I'm talking about in this section are my own speculations about an earlier build ie. how the Speed mechanic started&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then you could just have equipment to upgrade their Speed, or cards to change them on the fly.&lt;br /&gt;
| Equipment and Effects (not just Speed related) probably go here&lt;br /&gt;
&lt;br /&gt;
Next Turn Speed +2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| At first glance, it looks like a step forward from the usual pre-wave positioning but compared to the previous version, it's almost a step back.&lt;br /&gt;
&lt;br /&gt;
At least in the Alpha you have an idea who's attacking who and you can play cards accordingly, with this setup you're guessing who's going to end up meeting in the middle first.&lt;br /&gt;
| Changed the movement scheme from &amp;quot;Attack enemy directly in front of you&amp;quot; to &amp;quot;Attack closest enemy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(same end result, but slightly more clumped)&lt;br /&gt;
| I hoped my example would show a different result, but alas, it didn't.&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I know you didn't forget what you just saw a few minutes ago so you already know how they addressed this problem: by adding a targeting system.&lt;br /&gt;
&lt;br /&gt;
Instead of just seeing the enemy's intent, you can also see their targets.&lt;br /&gt;
&lt;br /&gt;
They then dialed back on the weirdness with the whole playing cards on your units thing, and went to the more traditional approach of playing cards to target the enemies.&lt;br /&gt;
&lt;br /&gt;
Everything we talked about so far stays the same.&lt;br /&gt;
&lt;br /&gt;
Playing a card as a response to an incoming attack will end up becoming a Clash.&lt;br /&gt;
&lt;br /&gt;
Then there's the Dice queue which you already saw in action earlier.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| They did, however, give Speed an updated purpose.&lt;br /&gt;
&lt;br /&gt;
Faster units can now intercept an attack meant for other units.&lt;br /&gt;
&lt;br /&gt;
In other games, interception may just be a nice-to-have gimmick, but in a Clash-focused game, it's almost essential.&lt;br /&gt;
&lt;br /&gt;
Without it, the game would be back to the Alpha where you could only respond to incoming attacks and can't choose your units' targets.&lt;br /&gt;
| 4 &amp;gt; 2, can intercept attack &lt;br /&gt;
| [https://www.youtube.com/watch?v=O10pqWZPhiU Atlus USA Announcement Trailer: Persona 4]&lt;br /&gt;
|-&lt;br /&gt;
| With enough fast units, it almost feels like a tactical game where you can position your units in front of enemies, limiting their attacking options, and overall effectively changing the flow of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea (Steam version)]&lt;br /&gt;
|-&lt;br /&gt;
| In practice, however, the tactical analogy fails quickly.&lt;br /&gt;
&lt;br /&gt;
For example, when there's a unit under attack by more than 2 enemies at once.&lt;br /&gt;
| * using Early Access footage here as this problem isn't present in the pre-Early Access video&lt;br /&gt;
| Footage recorded on 2020-06-26, over a month after start of EA.&lt;br /&gt;
|-&lt;br /&gt;
| This can happen when you don't have enough fast units to balance the clashes, or one team having more members than the other, both of which are fairly common.&lt;br /&gt;
| Targeted by 2 enemies (1 Clash, 1 one-sided)&lt;br /&gt;
&lt;br /&gt;
Also targeted by 2 enemies (1 Clash, 1 one-sided)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In this situation, it can be hard to predict which of the attacks will take place first.&lt;br /&gt;
| Will Roland be able to soften the middle enemy before the Clash with Gabriella?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And as you can see there's yet another complicating factor: Knockbacks.&lt;br /&gt;
| Yes, but only because Gabriella was knocked back by a previous attack&lt;br /&gt;
&lt;br /&gt;
Gabriella was originally closer&lt;br /&gt;
&lt;br /&gt;
Roland is now much closer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Long story short, you can't be tactical if you can't reliably figure out the action order.&lt;br /&gt;
&lt;br /&gt;
Tactical problems aside, the addition of Speed and Interception is still a big deal as we've finally got away from the very passive gameplay of the earlier builds.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The Patch that Changed the Game&lt;br /&gt;
|-&lt;br /&gt;
| A few months into the Early Access, the devs dropped this simple change in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Characters with lower Speed values will always wait for the characters with higher Speed values to play out their actions before taking their turn even if they arrive at their targets first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I admit, I'm one of the many players who didn't really understand what this meant.&lt;br /&gt;
&lt;br /&gt;
Looking back, however, this may just be the most important change to the combat system during Early Access.&lt;br /&gt;
&lt;br /&gt;
On the surface, all this does is cause some weird UI thing where everything stops except for the fastest unit who then slides towards their target.&lt;br /&gt;
| Note how they meet but no Clash&lt;br /&gt;
&lt;br /&gt;
Slower (3 Spd) still waiting for their turn while Yesod (4 Spd) slides to cut in.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But let's cut to the chase - remember what I said a minute ago that we can't make tactical decisions unless we can reliably predict the action order?&lt;br /&gt;
| Will Roland reach his target first?&lt;br /&gt;
&lt;br /&gt;
Pre-patch, it depends on the Clash outcome.&lt;br /&gt;
&lt;br /&gt;
ie. if Gabriella loses, Roland my reach first because of the knockback.&lt;br /&gt;
| This one's a typo, it's a one-sided attack, so instead of Gabriella losing, it's about how much knockback is applied.&lt;br /&gt;
|-&lt;br /&gt;
| Yeah, this patch basically gives the player that.&lt;br /&gt;
&lt;br /&gt;
If previously we can't tell if Roland will attack first, now we know because his Speed is lower.&lt;br /&gt;
&lt;br /&gt;
Even with the knockback, he'll have to wait for his turn because of the patch.&lt;br /&gt;
| Will Roland reach his target first?&lt;br /&gt;
&lt;br /&gt;
Post-patch, we can tell by their Speed&lt;br /&gt;
&lt;br /&gt;
i.e. definitely NO. (Roland is slower at 2 Spd vs 3 Spd)&lt;br /&gt;
|-&lt;br /&gt;
| Of course, this change is more complicated than it looks, but overall, it's just a matter of getting the hang of how things work, and once you do, you should have no problem tactically maneuvering your team through the battlefield.&lt;br /&gt;
| i.e. almost&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; definitely NO. (Roland is slower at 2 Spd vs 3 Spd)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if the 4 Speed enemy staggers (or kills) Gabriella, Roland may reach the target &amp;quot;first&amp;quot;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You'd be able to set pre-Clash flanking maneuvers from units that attack first.&lt;br /&gt;
| The &amp;quot;assigned Clash&amp;quot; is the yellow arrows, and it means what it means.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;pre-Clash flanker&amp;quot; are one sided attacks from units faster than the assigned Clash, and will attack the target first&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Conversely, you can also set post-Clash follow-ups or finishers.&lt;br /&gt;
&lt;br /&gt;
This is a complicated topic so again I'll leave the rest of the details to my other video.&lt;br /&gt;
| &amp;quot;post-Clash follow-up/finisher&amp;quot; are one sided attacks from units slower than the assigned Clash, and will attack the target after the Clash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The gameplay shift comes at a cost, however.&lt;br /&gt;
&lt;br /&gt;
By prioritizing the Speed mechanic over the unit positions on the battlefield, the devs have essentially abandoned most of what makes an Auto-Battler an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is the hands-off battle processing.&lt;br /&gt;
| Mid-Early Access - prioritize Speed over position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Some parts like unit positions survive for other purpose but all that effort implementing the other Auto-Battler elements is now wasted.&lt;br /&gt;
| Battlefield layout used to be more important (closer units can be tanks), but is now mostly cosmetic aside from the ocassional&amp;amp;#91;sic&amp;amp;#93; tiebreaker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; field is just squished, no fancy perspective projection here&lt;br /&gt;
| Yes, the top units are in fact 1 unit closer to the center than the bottom units.&lt;br /&gt;
|-&lt;br /&gt;
| Then again, that's just part of the creative process, discarding stuff because you choose to go a certain route.&lt;br /&gt;
&lt;br /&gt;
And with this patch, Project Moon has decided to turn Library of Ruina into a Turn-Based Tactics game.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| A (rather long) digression on Genres and Naming&lt;br /&gt;
|-&lt;br /&gt;
| Despite this, I don't call Library of Ruina a Turn-Based Tactics game anymore.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; also despite spending a good part of the other video explaining why I think it's Tactics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To explain why, let's take a detour and talk about game systems, starting with Turn-Based.&lt;br /&gt;
&lt;br /&gt;
Basically players taking turns performing actions.&lt;br /&gt;
&lt;br /&gt;
This includes fancier variations like units taking actions in order of initiative.&lt;br /&gt;
&lt;br /&gt;
Let's put basic Turn-Based combat here on a graph.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Next is Final Fantasy's Active Time Battle where the player has to wait for gauges to fill up before getting to act.&lt;br /&gt;
&lt;br /&gt;
Depending on the game or user settings this can be closer or farther away from vanilla.&lt;br /&gt;
&lt;br /&gt;
Now we can define the axis of our graph, going from left to right increases the amount of &amp;quot;active input&amp;quot; in the game system.&lt;br /&gt;
&lt;br /&gt;
And by “active”, we mean things like the player needing to get the timing right, or being able to enter the right amount of inputs at a certain time frame.&lt;br /&gt;
| eg. timing, amount of entered input required&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another good example of a system that requires active input would be Turn-based with Quick Time Events.&lt;br /&gt;
&lt;br /&gt;
Think Mario RPGs where hitting buttons at the right timing will block or deal more damage.&lt;br /&gt;
&lt;br /&gt;
I'll put them here, requiring more or less active input than ATB depending on the the variation.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Ume5pSIcKE Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023]&lt;br /&gt;
|- &lt;br /&gt;
| And on the extreme end are non-Turn-Based games: your real time strategies, your action games, and even platformers.&lt;br /&gt;
|&lt;br /&gt;
|[https://store.steampowered.com/app/2012510/Stormgate/ Stormgate]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1627720/Lies_of_P/ Lies of P]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=XvQNlGKNC6o Super Mario Bros. Wonder – Launch Trailer – Nintendo Switch]&lt;br /&gt;
|-&lt;br /&gt;
| Then in this gap are the Real Time With Pause games - these are still not Turn-Based, but adding a pause gives you back one of the main advantages of Turn-Based systems:&lt;br /&gt;
&lt;br /&gt;
You have all the time to strategize your next moves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've completed this graph, let's digress a bit further and address what some of you may be thinking way back when I talked about Clashing and how most games just stayed with tanking damage rather than innovating, that is:&lt;br /&gt;
&lt;br /&gt;
“What about QTE”?&lt;br /&gt;
&lt;br /&gt;
Like we already have a sort of Clashing and even a Combo mechanic here, right?&lt;br /&gt;
&lt;br /&gt;
And to that I say&lt;br /&gt;
&lt;br /&gt;
Do we really need extra inputs from the player for them to happen in game?&lt;br /&gt;
&lt;br /&gt;
Surely we can implement them way back here rather than stray this far.&lt;br /&gt;
&lt;br /&gt;
To be clear, there is nothing wrong with getting away from the basic Turn-Based formula; it's ultimately a design choice that a developer makes when building their game.&lt;br /&gt;
&lt;br /&gt;
But whenever Turn-Based games add active elements to their core gameplay to spice things up, it just feels a bit off for me.&lt;br /&gt;
&lt;br /&gt;
Even worse is when some games overdo it to the point that they might as well ditch Turn-Based altogether.&lt;br /&gt;
&lt;br /&gt;
Long story short, I prefer games that try to improve Turn-Based Combat within the constraints of the system, or, as we shall see in a bit, at least try to go in a different direction than QTE.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Mario RPGs ge a pass because the mainline games are platformers&lt;br /&gt;
&lt;br /&gt;
and because it's Mario&lt;br /&gt;
|[https://www.youtube.com/watch?v=FX6DTLcWUdY Paper Mario: The Origami King - Announcement Trailer - Nintendo Switch]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VgE6bIwK-D4 Final Fantasy XIII-2: Enhanced Battle System Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bGpbTXCVkwQ Shin Megami Tensei V: Vengeance - Complete Guide &amp;amp;#x7C; NSW, PS5/4, Xbox Series X&amp;amp;#x7C;S, Xbox One, Steam, PC]&lt;br /&gt;
|-&lt;br /&gt;
| Getting back to the original digression, it's clear from this line that the opposite of Turn-Based is active gameplay.&lt;br /&gt;
&lt;br /&gt;
But where do Auto-Battlers and Library of Ruina fit in here?&lt;br /&gt;
&lt;br /&gt;
Right around Turn-Based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles]&lt;br /&gt;
&lt;br /&gt;
Yes, LoR not being all the way to the left is intentional.&lt;br /&gt;
|-&lt;br /&gt;
|Obviously, game systems involve more complicated factors than this single line, so let's expand it to one more axis how many units act simultaneously.&lt;br /&gt;
| very similar active input levels, but obviously very different&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Instead of being next to it, now these two systems are opposite of basic Turn-Based Combat.&lt;br /&gt;
&lt;br /&gt;
Real-Time combat is still farther away, but Turn-Based variations can be closer.&lt;br /&gt;
&lt;br /&gt;
And if I had better video editing skills, I'd add a third dimension and axis - “tactical control” - so I could add in Turn-Based Tactics and distinguish Ruina from Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But let's stick with these two axes and return to the original problem why calling Library of Ruina Turn-Based Tactics isn't enough: namely, they just aren't the same.&lt;br /&gt;
| not Turn-Based Tactics?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Well, it turns out that there's already a well-established distinction between these two:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is a WEGO tactics game.&lt;br /&gt;
&lt;br /&gt;
WEGO as in “We Go at the same time”.&lt;br /&gt;
| WEGO: We Go at the same time&lt;br /&gt;
&lt;br /&gt;
WeGo is a turn-based style of gameplay where orders are given for both sides, and then executed simultaneously. During the execution phase, no player input is allowed.&lt;br /&gt;
| [https://www.giantbomb.com/wego/3015-5269/ WeGo (Concept) - Giant Bomb]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse]&lt;br /&gt;
|-&lt;br /&gt;
| In contrast, almost every Tactics or vanilla Turn-Based game follow the opposite:&lt;br /&gt;
&lt;br /&gt;
IGOUGO&lt;br /&gt;
&lt;br /&gt;
that is, “I go first, then you go”.&lt;br /&gt;
| IGOUGO: I Go (first, then) You Go&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; IGOUGO may also specifically refer to the simpler version where all units from one side goes first before another team does the same; the alternating initiative-based gameplay you can see here is part of the broader definition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Calling Ruina a WEGO tactics game leads to a different problem, however, as its such a niche subgenre of a subgenre that very few people know about it, which defeats the purpose of assigning a genre to let people know what the game is about.&lt;br /&gt;
| WEGO is so obscure that no one has updated this list (one of the few out there) to include Library of Ruina&lt;br /&gt;
&lt;br /&gt;
Even I didn't realize Megami Tensei I was WEGO until I recorded it for this video&lt;br /&gt;
&lt;br /&gt;
&amp;quot;WEGO Tactical Game&amp;quot; - more accurate description but terrible for marketing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So... we reach the main point of this chapter:&lt;br /&gt;
&lt;br /&gt;
What do we call Library of Ruina's combat system then?&lt;br /&gt;
&lt;br /&gt;
How about we just go with the marketing material and call it “Library Battle Simulation”?&lt;br /&gt;
&lt;br /&gt;
While it's marketable, lore-friendly and all, it shares the same problem as WEGO, anyone reading it will have absolutely no clue what it is all about, possibly negatively affecting their purchasing decision.&lt;br /&gt;
&lt;br /&gt;
So what do I call Library of Ruina's system if someone would ask me about it nowadays?&lt;br /&gt;
&lt;br /&gt;
It's a Turn-based&lt;br /&gt;
&lt;br /&gt;
Clash-focused&lt;br /&gt;
&lt;br /&gt;
Combo-driven&lt;br /&gt;
&lt;br /&gt;
Hybrid Tactical Auto-Battler&lt;br /&gt;
&lt;br /&gt;
Deckbuilding Card Game.&lt;br /&gt;
&lt;br /&gt;
Or Hybrid Tactical Auto-Battler Card Game for short.&lt;br /&gt;
&lt;br /&gt;
The Hybrid part is key, as it clearly tells the prospective player that it's a mix of genres&lt;br /&gt;
&lt;br /&gt;
Project Moon have even started using this description …sort of, but we're getting ahead of ourselves.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; or I could just send them this video&lt;br /&gt;
| [https://www.arcsystemworks.jp/lor/en/ Library of Ruina (NSW/PS4 ports)]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, I think this description's good enough for most cases, though it's not quite on the level of other genres. &lt;br /&gt;
&lt;br /&gt;
It needs to be more catchy, or even provocative.&lt;br /&gt;
&lt;br /&gt;
Here's some that I pulled out of my ass:&lt;br /&gt;
&lt;br /&gt;
Alright, digression over.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Lore meets Gameplay&lt;br /&gt;
|-&lt;br /&gt;
| By now you might be thinking that Project Moon must have been going out of their way intentionally breaking every rule in the book.&lt;br /&gt;
&lt;br /&gt;
That might just be the case, but I think at least some of them were simply happy accidents.&lt;br /&gt;
&lt;br /&gt;
Case in point: the Emotion System.&lt;br /&gt;
&lt;br /&gt;
This concept has been around from the start, in the initial crowdfunding details, and even in the Alpha footage.&lt;br /&gt;
| Early version of the Emotion Level, Gauge, and (now hidden) Scale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lore-wise, the Library rewards heightened emotions, regardless if it's positive or negative.&lt;br /&gt;
&lt;br /&gt;
In game terms, Positive Emotions can come from stuff like killing an enemy, and Negative can come from&lt;br /&gt;
the opposite, like bad rolls.&lt;br /&gt;
| +3 Positive Emotion&lt;br /&gt;
&lt;br /&gt;
+1 Negative Emotion (roll minimum value)&lt;br /&gt;
| [https://tumblbug.com/lor/ Library of Ruina Dubbing and OST Production &amp;amp;#x7C; Tumblbug - Crowdfunding for Creators]&lt;br /&gt;
|-&lt;br /&gt;
| Once a unit or a team gets enough Emotions, they're given rewards like full resource refreshes, and other stuff I won't spoil in this video.&lt;br /&gt;
| will use 1 Light, will use 2 Light&lt;br /&gt;
&lt;br /&gt;
Level 0: normal 1 Light gain, Level 1: +1 max Light, full refresh&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the surface, this is a straightforward example of having an initial in-universe concept then adding it into your game.&lt;br /&gt;
| translation from the Steam store page (see &amp;quot;Conflicts that Build Emotion&amp;quot; section)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The accidental part arises when you consider the Focus-Fire trope, yet another widely accepted thing&lt;br /&gt;
in video games that most really don't stop to think about.&lt;br /&gt;
&lt;br /&gt;
Basically in RTSs and games in general where you control groups of units, it's usually mathematically optimal to focus fire and take out the enemy team one by one.&lt;br /&gt;
| Focus fire on single targets, Fire at closest target&lt;br /&gt;
&lt;br /&gt;
WINS, LOSES&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But it's not the case in Library of Ruina; the Emotion System rewards Clashes much more than one-sided attacks.&lt;br /&gt;
&lt;br /&gt;
And since those rewards can easily turn the tide of battle, the game clearly doesn't want you to Focus-Fire.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Again, I don't know if they intentionally went out of their way to discourage this decades-old trope, though I like to think it's just emergent behavior coming from combining crazy concepts together.&lt;br /&gt;
| Unintentional Feature?&lt;br /&gt;
&lt;br /&gt;
Lore demands more action-packed combat (ie. not passive) -&amp;gt; Greater rewards for Clashes -&amp;gt; Focus fire and tanking damage are discouraged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I mean, the removal of dedicated healing abilities I mentioned way earlier also discourages Focus-Fire, and that has its own chicken-and-egg scenario.&lt;br /&gt;
| Less Healing in the game -&amp;gt; Focus fire and tanking damage are discouraged -&amp;gt; Reduced damage taken means Healing is overpowered -&amp;gt; loop back&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And that's it for my not-so-quick overview of Library of Ruina's complex combat system.&lt;br /&gt;
&lt;br /&gt;
I could continue listing out other stuff they added to the combat but I think you got the point; Library of Ruina chose to take a radically different path compared to other games.&lt;br /&gt;
&lt;br /&gt;
Instead, let's talk about something more important:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| What are the problems with going down this route?&lt;br /&gt;
|-&lt;br /&gt;
| What are the problems with going down this route?&lt;br /&gt;
&lt;br /&gt;
Which is a silly question, especially if we rephrase it as&lt;br /&gt;
&lt;br /&gt;
What problems will a small indie developer face if they decide to practically invent a new combat system for their game?&lt;br /&gt;
&lt;br /&gt;
I could try to be funny and just answer &amp;quot;All the problems&amp;quot; and call it a day,&lt;br /&gt;
&lt;br /&gt;
but that wouldn't be that informative so I'll be going over some of the main problems&lt;br /&gt;
&lt;br /&gt;
then call it a day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, top of the list - UI.&lt;br /&gt;
&lt;br /&gt;
No surprise here, we live in a time when you've got bigger more established studios spewing out hideous UI in their games, &lt;br /&gt;
&lt;br /&gt;
And that's even when they already had previous UI to work off from.&lt;br /&gt;
|&lt;br /&gt;
|  [https://www.youtube.com/watch?v=sv0Wf9yc2J0 26 Minutes of Suicide Squad Kill the Justice League Gameplay (4K 60FPS)]&lt;br /&gt;
|-&lt;br /&gt;
| On the other hand, Library of Ruina had to figure out how to combine UI from vastly different genres and make them work.&lt;br /&gt;
&lt;br /&gt;
Really how do you do it?&lt;br /&gt;
&lt;br /&gt;
Maybe look at some other hybrid games like Fights in Tight Spaces and Midnight Suns?&lt;br /&gt;
&lt;br /&gt;
But even then we have to squeeze in the missing parts like the auto-battler and the clashing into UIs already on the verge of being too busy.&lt;br /&gt;
&lt;br /&gt;
In short, a non-janky UI would've required a miracle.&lt;br /&gt;
&lt;br /&gt;
To be fair, what we ended up with isn't that terrible, especially when you get the hang of the hard parts like how Clashes are assigned, and mentally calculating the order of attacks.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; yeah, both games came after Library of Ruina&lt;br /&gt;
| [https://www.youtube.com/watch?v=zYX5pwFy4vc Fights in Tight Spaces - Launch Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=_9raj2bcTq4 Marvel's Midnight Suns: The First 28 Minutes of Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately that's the next problem&lt;br /&gt;
&lt;br /&gt;
how to make new players get the hang of what's essentially a new type of game.&lt;br /&gt;
&lt;br /&gt;
If you've been playing the same games over and over again and have forgotten how long it takes to properly learn a new game system, try learning Chess, Go, or any variation of Poker or Mahjong through a video game, preferably one that isn't a cultural staple where you're from.&lt;br /&gt;
&lt;br /&gt;
Better yet, go watch someone doing it.&lt;br /&gt;
&lt;br /&gt;
Yeah, it's not as simple as it looks.&lt;br /&gt;
&lt;br /&gt;
While it may only take a few minutes to learn the absolute basics, it will take a lot longer for a new player to learn enough to play semi-competently.&lt;br /&gt;
&lt;br /&gt;
And I haven't even factored in trying to make a guide for a moving target, changing the tutorial every time you decide to make a major change to the core gameplay.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=NitUinQSV6s Call of Duty: Modern Warfare 3 - Gameplay Trailer &amp;amp;#x7C; gamescom 2023]&lt;br /&gt;
&lt;br /&gt;
[https://www.chess.com/lessons Chess.com lessons]&lt;br /&gt;
&lt;br /&gt;
[https://mahjongsoul.yo-star.com/ Mahjong Soul]&lt;br /&gt;
|-&lt;br /&gt;
| All that said, being in a difficult position doesn't excuse the problems the game has with its onboarding process.&lt;br /&gt;
&lt;br /&gt;
The gameplay eventually became stable, and they had all the time to make things better.&lt;br /&gt;
&lt;br /&gt;
Beyond the bare minimum walls of text and manual, a game as complicated as this one should at least have an improved in-game manual with animations, extra examples, and possibly a search function.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
|-&lt;br /&gt;
| To Project Moon's credit, they did try to go the extra mile with the tutorial.&lt;br /&gt;
&lt;br /&gt;
There's this idea in game design where instead of relying on annoying popups to teach certain parts of a game, one can place players into situations where they can pick the concepts up by themselves, whether consciously or subconsciously.&lt;br /&gt;
&lt;br /&gt;
And Library of Ruina does the same with certain stages.&lt;br /&gt;
&lt;br /&gt;
At first, it could seem like the game took a big leap in difficulty, but if the player pays attention, they could figure out a game mechanic or two that makes the stage much easier than it initially seemed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these battles turned out to be too difficult for some players and some of them were nerfed to the point that you can beat them without even learning what they're meant to teach.&lt;br /&gt;
&lt;br /&gt;
Oh well, at least they tried.&lt;br /&gt;
|&lt;br /&gt;
|[https://www.youtube.com/watch?v=8FpigqfcvlM Sequelitis - Mega Man Classic vs. Mega Man X]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| The third problem, you've already saw a chapter on it.&lt;br /&gt;
&lt;br /&gt;
And I could continue, but I've already made my point.&lt;br /&gt;
&lt;br /&gt;
If any one of these can result in lost sales or even refunds, just imagine having to deal all of them at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Trying for Free (Limbus Company)&lt;br /&gt;
|-&lt;br /&gt;
| So you found all of this interesting and decided to check it out on Steam…&lt;br /&gt;
&lt;br /&gt;
then you learn that it's a bit too expensive for a game that might turn out to be too janky for your taste.&lt;br /&gt;
&lt;br /&gt;
Normally, I'd suggest waiting for a sale.&lt;br /&gt;
&lt;br /&gt;
But if you're watching close to when I originally posted this, there might not be a price cut soon as they've recently released new ports and a discount would just cut into their sales.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there's a perfectly legal way to try out the combat system for free.&lt;br /&gt;
&lt;br /&gt;
Limbus Company is a spinoff sequel available on Steam, iOS, and Android.&lt;br /&gt;
&lt;br /&gt;
It's a gacha game, but you can get a feel of the combat without spending a single cent on it.&lt;br /&gt;
&lt;br /&gt;
And you do that by simply playing your way to the third Canto.&lt;br /&gt;
&lt;br /&gt;
The prologue and first Canto are tutorial chapters, and while the second Canto does start to get a bit more challenging at certain points, you can luck your way through some battles meant to nudge you to learn the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the third Canto's hard enough that learning the mechanics is almost essential.&lt;br /&gt;
&lt;br /&gt;
Also, unlike the previous Canto, you will have to grind for XP.&lt;br /&gt;
&lt;br /&gt;
If you don't want to grind, you can alternatively try out the Rogue-like dungeon that opens up at the same point in the game.&lt;br /&gt;
&lt;br /&gt;
As of this recording, all of the Mirror Dungeons so far have an easy mode that automatically levels up all your units to max level, removing the need for grinding.&lt;br /&gt;
&lt;br /&gt;
While this is a quicker way to get a good feel of the combat, there is one big downside:&lt;br /&gt;
&lt;br /&gt;
currently there are out-of-context spoilers in the later floors.&lt;br /&gt;
&lt;br /&gt;
Might not be an issue if you're just here for the combat and will likely forget about the spoilers when you get around to doing an actual playthrough.&lt;br /&gt;
&lt;br /&gt;
But if you do mind spoilers, better stick to the main story.&lt;br /&gt;
|&lt;br /&gt;
| [https://steamdb.info/app/1256670/ SteamDB Library of Ruina]&lt;br /&gt;
 &lt;br /&gt;
[https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| Since we're on the topic, here's a quick rundown of what spoils what in the franchise.&lt;br /&gt;
&lt;br /&gt;
If you're planning to play Lobotomy Corporation and don't want spoilers, tough luck, both games spoil the first game from the get go.&lt;br /&gt;
| Both Spoil (LobCorp)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; also means you can play both without playing LobCorp first&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the other hand, thanks to it being a spinoff, Limbus Company doesn't spoil Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Until you go too far into the main story.&lt;br /&gt;
&lt;br /&gt;
And don't ignore the banners and events.&lt;br /&gt;
&lt;br /&gt;
But other than that you'll be fine…&lt;br /&gt;
| unless you...&lt;br /&gt;
&lt;br /&gt;
* go too far into the main story (Canto 3 is still fine)&lt;br /&gt;
* get into a Mirror Dungeon encounter based on later Canto&lt;br /&gt;
* pay close attention to running events and gacha banners (especially &amp;quot;Walpurgisnacht&amp;quot;)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, note that Limbus Company doesn't quite use the same system as Ruina.&lt;br /&gt;
&lt;br /&gt;
Most of what I talked about are still present, however the changes are big enough that I feel that I should at least give you a quick rundown so that the awkward tutorial doesn't confuse you as much.&lt;br /&gt;
&lt;br /&gt;
If you're one of those “just give me an overview and I'll figure the rest on my own” types, this is a good time to pause the video, download Limbus Company and spend the rest of the day or two playing up to Canto 3.&lt;br /&gt;
&lt;br /&gt;
Or you can skip to the final chapter and finish the video first.&lt;br /&gt;
&lt;br /&gt;
Anyway on to the changes…&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Differences between LoR and LCB Combat&lt;br /&gt;
|-&lt;br /&gt;
| If most of Library of Ruina's quirks can be traced back to its Auto-Battler roots, most of the changes done to Limbus Company's combat can be similarly traced back to a single reason:&lt;br /&gt;
&lt;br /&gt;
it's now a mobile game.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Steam and iOS weren't mentioned in the first PV&lt;br /&gt;
| [https://www.youtube.com/watch?v=HTRQgFYCXHY &amp;amp;#91; Limbus Company &amp;amp;#93; Official Promotion Video]&lt;br /&gt;
|-&lt;br /&gt;
| Smaller screens mean deckbuilding would be too awkward so it's out.&lt;br /&gt;
&lt;br /&gt;
Instead, you select Identities for your units, with each Identity having their own stats, abilities, and a fixed set of Skills - basically their decks.&lt;br /&gt;
&lt;br /&gt;
You can also give your units extra E.G.O, special attacks that you can activate as you have the resources for them.&lt;br /&gt;
&lt;br /&gt;
Of course, nowadays when we talk about mobile games, we don't just mean portable or having smaller screens.&lt;br /&gt;
&lt;br /&gt;
We generally refer to microtransaction heavy games like Free-to-Play Gacha.&lt;br /&gt;
&lt;br /&gt;
Oh those Identities and E.G.O I just mentioned?&lt;br /&gt;
&lt;br /&gt;
Pullable from Gacha.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=SY3XGzDousM Version 1.0 Gameplay Trailer &amp;amp;#x7C; Genshin Impact]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's get this out of the way:&lt;br /&gt;
&lt;br /&gt;
I hate Live Services, Battle Passes, and I absolutely HATE Gacha.&lt;br /&gt;
&lt;br /&gt;
But I, and presumably many other Project Moon fans in a similar boat, are fine with paying for the game&lt;br /&gt;
simply because the devs straight up said in an interview that this was a fund raiser for other projects.&lt;br /&gt;
&lt;br /&gt;
A Faustian Bargain, if you will.&lt;br /&gt;
&lt;br /&gt;
It helps that it doesn't feel like a gacha game sometimes, with cheap and bankable stamina, and most stuff grindable through gameplay, that includes current banners.&lt;br /&gt;
&lt;br /&gt;
And that's all I'll say about the monetization and gacha for now. I'll leave the rest to another video.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; even without extra grinding, daily/weekly bonuses alone from 2-3 weeks of play provide enough summoning material for an SR (SSR or E.G.O with paid battle pass)&lt;br /&gt;
| [https://www.youtube.com/watch?v=XKijpGJCxB0 2021 ProjectMoon Q&amp;amp;A]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=sM00MX-MCS0 림버스 컴퍼니 적안 료슈 &amp;amp;#x7C; Limbus Company Red Eyes Ryoshu]&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, the screen size limitation means that the combat has to be simpler.&lt;br /&gt;
| i.e. can play with minimal and finger-imprecise input&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| With Dailies and replayable Rogue-like dungeons, it also has to be faster.&lt;br /&gt;
| i.e. dailies shouldn't take too much time to finish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The tactical combat wasn't taken out, however, but is now called Focused Encounters and is limited to special situations like boss battles.&lt;br /&gt;
&lt;br /&gt;
The default replacing it, Regular Encounters, sacrifices tactical options for the aforementioned simpler and faster combat.&lt;br /&gt;
&lt;br /&gt;
If we have a sliding scale between Auto-Battlers and Turn-based Tactics: Library of Ruina's all the way here&lt;br /&gt;
&lt;br /&gt;
Limbus Company's Focused Encounters are slightly less tactical, &lt;br /&gt;
&lt;br /&gt;
and Regular Encounters sit about here, firmly in the Auto-Battler side.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Opening_chess_position_from_black_side.jpg &amp;quot;Opening chess position from black side&amp;quot; by MichaelMaggs (Wikimedia Commons)]&lt;br /&gt;
|-&lt;br /&gt;
| A quick rundown of what makes it faster:&lt;br /&gt;
&lt;br /&gt;
There's a fixed attacking pattern, pause if you want to read about it.&lt;br /&gt;
&lt;br /&gt;
Basically, the game already chooses the targets for you, and you just need to choose the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
Kinda like the Alpha.&lt;br /&gt;
&lt;br /&gt;
Not being able to choose the targets can lead to poor matchups, but that's what the E.G.Os are for.&lt;br /&gt;
| The targeting scheme blurb is too big for this script, just pause and read it on the video.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next on the speed-up: unlike before where attacks are resolved one by one, the game can now display multiple clashes and attacks simultaneously.&lt;br /&gt;
&lt;br /&gt;
If you look closely, you might be able to figure out what sort of trickery the game does to pull this off.&lt;br /&gt;
|&lt;br /&gt;
| hint: look at the sanity&lt;br /&gt;
|-&lt;br /&gt;
| And finally, if a unit's original target dies before they get to attack, they proceed to the next valid target so the attack isn't wasted.&lt;br /&gt;
| Yi Sang is targeting Hat Enemy twice&lt;br /&gt;
&lt;br /&gt;
Kills enemy on first attack&lt;br /&gt;
&lt;br /&gt;
Proceeds to attack next enemy&lt;br /&gt;
| If it's still confusing, rewind a bit to confirm that mexican-themed guy isn't targeted by either of Yi Sang's slots.&lt;br /&gt;
|-&lt;br /&gt;
| Moving on to other changes, you might have already noticed the next major one from the footage I've been showing:&lt;br /&gt;
&lt;br /&gt;
the Dice have been replaced by Coins.&lt;br /&gt;
&lt;br /&gt;
On the surface, this might seem like a huge downgrade, but this Coin battling mechanic can be trickier than it looks.&lt;br /&gt;
&lt;br /&gt;
I'm not going to post another wall of text explaining it, but feel free to head to my other video to learn how it works.&lt;br /&gt;
| 4 + 4 (Heads) + 4 (Heads) + 4 (Atk Lvl diff) = 16, Win&lt;br /&gt;
&lt;br /&gt;
4 + (-1) (Heads) = 3, Lose&lt;br /&gt;
&lt;br /&gt;
4 + 4 (Heads) = 8 Base Dmg (1st attack)&lt;br /&gt;
&lt;br /&gt;
8 (prev result) + 4 (Heads) = 12 Base Dmg (2nd attack)&lt;br /&gt;
&lt;br /&gt;
Total Base Dmg = 20&lt;br /&gt;
Final Total Dmg = 32&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A good example why Coins aren't that simple is how they don't always flip 50/50 Heads or Tails.&lt;br /&gt;
&lt;br /&gt;
Instead, they're affected by a unit's Sanity.&lt;br /&gt;
&lt;br /&gt;
A call back to Lobotomy Corporation, Sanity starts from 0, and can go up to 45, or down to -45.&lt;br /&gt;
&lt;br /&gt;
45 seems to be an odd choice, until you do the math.&lt;br /&gt;
&lt;br /&gt;
50% Heads on a coin flip plus 45 gives you 95%.&lt;br /&gt;
&lt;br /&gt;
In other words, a Tails at max Sanity is a Critical Miss on a D20 die.&lt;br /&gt;
&lt;br /&gt;
So yeah, Coins are basically Dice.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to gain Sanity, but the most reliable way is to win a Clash, with longer Clashes also giving more Sanity.&lt;br /&gt;
&lt;br /&gt;
As some of you may have realized, this essentially makes it the counterpart to Ruina's Emotion system, encouraging Clashes over one-sided attacks.&lt;br /&gt;
| 62% chance of Heads per coin flip&lt;br /&gt;
&lt;br /&gt;
3 Clash count = +14 Sanity&lt;br /&gt;
| [https://tenor.com/view/critical-failure-baldur's-gate-3-dice-dice-roll-critical-gif-16389621355368608807 Critical Failure Baldur'S Gate 3 GIF]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I think that's enough for an overview for the changes between Library of Ruina and Limbus Company's combat.&lt;br /&gt;
&lt;br /&gt;
I could go on with more changes, but let's not forget why I'm even talking about them in a video that's supposed to be about the former.&lt;br /&gt;
&lt;br /&gt;
In short, if you're gonna follow my suggestion to play Limbus Company for free first to see if you like the combat enough to buy Library of Ruina, just remember that they're not quite the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Traveling this Path (wrap up, game design thoughts)&lt;br /&gt;
|-&lt;br /&gt;
| While we've covered all of what I've listed at the start, I still need to clarify a few more things...&lt;br /&gt;
&lt;br /&gt;
However, this last part's for the game devs; the rest of you can just skip to the end screen.&lt;br /&gt;
&lt;br /&gt;
Saves you a couple of minutes to do other stuff like watch videos or grind mirror dungeons or something.&lt;br /&gt;
&lt;br /&gt;
I'm not gonna stop you from sticking around, though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, say you're an aspiring game designer or developer.&lt;br /&gt;
&lt;br /&gt;
You stumble upon this video without knowing about the game, then you see the pros, the cons, and a glimpse of the end result.&lt;br /&gt;
&lt;br /&gt;
Calling to mind the title, or its more popular variation “The Road Less Traveled”, this finally convinces you to take a similar leap in your game.&lt;br /&gt;
&lt;br /&gt;
As a fan of games that push boundaries, I'd love to see more games do the same.&lt;br /&gt;
&lt;br /&gt;
But I also don't want to see indie games fail, and what I've shown you in the past 40 minutes doesn't provide enough context to make such a bold decision.&lt;br /&gt;
&lt;br /&gt;
This missing context leading to misinformed decisions is perfectly encapsulated by the title:&lt;br /&gt;
&lt;br /&gt;
It's not “The Road Less Traveled”, it's “The Road Not Taken”, and it's a direct reference to the Robert Frost poem.&lt;br /&gt;
&lt;br /&gt;
For the Project Moon fans still sticking around, pat yourself on the back if you saw this literary allusion from a mile away.&lt;br /&gt;
&lt;br /&gt;
Point is, the said poem has a reputation of being misunderstood.&lt;br /&gt;
&lt;br /&gt;
Of course, text can have multiple interpretations; even those explained by their authors can be interpreted differently.&lt;br /&gt;
&lt;br /&gt;
But for this one, the misreading comes from not paying enough attention to the text, or being only familiar with the derivative work.&lt;br /&gt;
&lt;br /&gt;
For example, a common interpretation is it's about indecisiveness, and the importance of making a choice.&lt;br /&gt;
&lt;br /&gt;
This reading's a bit infamous for possibly convincing the poem's intended reader to go fight in World War I.&lt;br /&gt;
&lt;br /&gt;
But apart from that, it's a good lesson to pick up.&lt;br /&gt;
&lt;br /&gt;
However, interpretations like it don't seem to match the poem's intent once you actually read the lines.&lt;br /&gt;
&lt;br /&gt;
Things pop out like how the two roads are not that different, or how that powerful last statement is undermined by what came before it.&lt;br /&gt;
&lt;br /&gt;
Analyzing the poem any further will put us a bit off track so let's just go back to our main topic.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Road_Not_Taken The Road Not Taken (Wikipedia)]&lt;br /&gt;
&lt;br /&gt;
[https://babel.hathitrust.org/cgi/pt?id=chi.19147394&amp;amp;view=1up&amp;amp;seq=235&amp;amp;skin=2021 The Road Not Taken (HathiTrust)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Death_of_the_Author The Death of the Author (Wikipedia)]&lt;br /&gt;
|-&lt;br /&gt;
| To recap, if game designers see all this, they might start doing crazy shit in their games.&lt;br /&gt;
&lt;br /&gt;
But they're missing some key context, so their game fails, and I get blamed in the end.&lt;br /&gt;
&lt;br /&gt;
I don't want that, so I'll be going through some alternative interpretations of the title and give you the missing context.&lt;br /&gt;
&lt;br /&gt;
First, the indecisiveness that we already covered.&lt;br /&gt;
&lt;br /&gt;
As I said, it may not be what the poem's about, but it's still a good lesson.&lt;br /&gt;
&lt;br /&gt;
Especially in game dev, sometimes you just have to do it, whatever it is.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind what happened to the first guy.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next, it's about nonconformity, taking the less traveled path leads to success.&lt;br /&gt;
&lt;br /&gt;
We're getting away from the original poem, but after seeing all this, I could understand why you'd think this way.&lt;br /&gt;
&lt;br /&gt;
But no.&lt;br /&gt;
&lt;br /&gt;
Gonna make a mildy hot take here, but had the devs chosen a more mundane combat system, the game probably would've ended up in the same boat.&lt;br /&gt;
&lt;br /&gt;
It's easier to see once you notice that I've only been focusing on the combat, and made sure not to talk about the rest of the game:&lt;br /&gt;
&lt;br /&gt;
the Themes, Story, the Characters, the World, the Art, the Music, and so on.&lt;br /&gt;
&lt;br /&gt;
Each of those are worth noting on their own, and combat is just one part, maybe even the weakest link.&lt;br /&gt;
&lt;br /&gt;
I'd go as far to say that the game would've gotten a wider audience if they chose something more mainstream.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next interpretation is often related to the previous, as nonconformity usually implies forging one's own path.&lt;br /&gt;
&lt;br /&gt;
You might think I'd also disagree with this, but this one, oddly fits.&lt;br /&gt;
&lt;br /&gt;
The missing context here is that I also made sure not to show or talk about the late, or even mid-game, combat.&lt;br /&gt;
&lt;br /&gt;
I'm gonna be vague here to lessen the spoilers, but the combat starts out as a clunky yet ambitious system, and the devs built it up with layer upon layer of new gameplay elements, while keeping it intertwined with the themes and the story.&lt;br /&gt;
&lt;br /&gt;
I don't want to overhype what they did with the combat, but if this “stageplay” setup remained a mere gimmick and didn't evolve to what we got later in the game, and what we have right now in the sequel…&lt;br /&gt;
&lt;br /&gt;
Mili's great, but there's no way every single boss battle in the franchise would have this much play time if the fights themselves didn't carry that much emotional weight.&lt;br /&gt;
&lt;br /&gt;
In other words, while the choice to go this route may not have made a difference, Project Moon worked hard to make sure it did.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; especially considering the very niche nature of the franchise&lt;br /&gt;
&lt;br /&gt;
+3 more Boss themes not on this list w/ 1.5M+ plays&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; even the non-vocal mid-Boss fight music are on players' playlists&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; there's also other streaming services, YouTube, reposts, remixes, covers, etc.&lt;br /&gt;
| [https://open.spotify.com/artist/0K05TDnN7xPwIHDOwD2YYs Mili (Spotify)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@StudioEIM StudioEIM (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@DarkFantasyStudio Dark Fantasy Studio (YouTube)]&lt;br /&gt;
|-&lt;br /&gt;
| And the last, taking the previous two to a reckless extreme, do it because it's difficult and risky.&lt;br /&gt;
&lt;br /&gt;
I have no idea how you got to this, maybe you confused the line with some other motivational saying, but I can't deny that some people out there want a challenge.&lt;br /&gt;
&lt;br /&gt;
This one's a bit tricky, I sort of agree with the concept, but disagree with the interpretation, mostly on the “risk” part.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Everest,_Himalayas.jpg &amp;quot;Everest, Himalayas&amp;quot; by Vyacheslav Argenberg (Wikimedia Commons)]&lt;br /&gt;
|-&lt;br /&gt;
| This time, the context isn't totally missing, I mentioned it at the start:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina was a heavily anticipated sequel with a crowdfunding campaign that smashed its goals.&lt;br /&gt;
&lt;br /&gt;
With an existing fanbase, the devs were in a slightly less risky position as they can get away with things that the main audience would let slide or even downright expect.&lt;br /&gt;
&lt;br /&gt;
For instance, the early-game world-building might feel a bit too much if this was a typical game, but that's exactly what many of us were looking forward to: we were literally living under a rock in the previous game.&lt;br /&gt;
| Too much early-game world-building vs actual gameplay?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But there's something else about the fanbase that makes this route a lot less risky:&lt;br /&gt;
&lt;br /&gt;
The people looking forward to the game the most are the ones who finished Lobotomy Corporation,&lt;br /&gt;
&lt;br /&gt;
a game so janky, tedious, and soul-crushing that even at 2024, a time when streamers eat Souls-likes for breakfast, it's still pretty rare to find content creators that go through the whole thing that aren't already Project Moon veterans.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; showing my playthrough videos since most other playthroughs completing the game have spoiler thumbnails&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; also shows a preview of how freaking long this game is&lt;br /&gt;
| [https://www.youtube.com/watch?v=J9Bm5U-MJZw ELDEN RING Shadow of the Erdtree – Story Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| And LobCorp finishers can be very, very stubborn and determined players:&lt;br /&gt;
&lt;br /&gt;
a radically new combat system with a difficult to use UI isn't going to stop them from playing.&lt;br /&gt;
&lt;br /&gt;
Maybe too determined - I'm fairly sure that a decent amount of the player base were able to finish the game not through deckbuilding skill or tactical decision making, but through sheer determination, and repeating battles until they get really, really lucky.&lt;br /&gt;
&lt;br /&gt;
And, sorry to be blunt, you're probably not one of the few developers or studios out there that have&lt;br /&gt;
the same kind of fanbase.&lt;br /&gt;
&lt;br /&gt;
Alright, that's all the context I can give without spoiling too much about the game or the franchise as a whole.&lt;br /&gt;
&lt;br /&gt;
If after seeing this you're still going to take the off beaten path, like waaay off…&lt;br /&gt;
&lt;br /&gt;
Good Luck!&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=OleEkB-7by0 Fear &amp;amp; Hunger 2: Termina - Release Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=EV53lnCzP1w DEATH STRANDING DIRECTOR'S CUT - FINAL Trailer - &amp;amp;#91;ESRB&amp;amp;#93; 4K]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/ Touhou Kouryudou ~ Unconnected Marketeers (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| End Screen&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video; to the right are my intros to Library of Ruina and Limbus Company.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, the latter's no longer the quick and dirty one that I made a few days after launch.&lt;br /&gt;
&lt;br /&gt;
To the left are my tips for Lobotomy Corporation, for those who were intrigued by what I said about the game's fans.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/Road.v1.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=148</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=148"/>
		<updated>2024-08-25T02:26:20Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CURRENTLY WIP ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Links, References and Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
|&lt;br /&gt;
|  [https://www.youtube.com/watch?v=ofmYqXfjFs8 &amp;amp;#91; Library Of Ruina &amp;amp;#93; String Theocracy]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
| Link to full script including all references (eg. video sources) in the Description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
| Generic instead of In-Game Terms:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deck&amp;quot; instead of &amp;quot;Bookshelf&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Card&amp;quot; instead of &amp;quot;Page&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
and so on...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/568220/Lobotomy_Corporation__Monster_Management_Simulation/ Lobotomy Corporation (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
| Lobotomy Corporation Retail Release - April 2018&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Early Access - May 2020&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Retail Release - August 2021&lt;br /&gt;
&lt;br /&gt;
Prototype - initial Auto-Battler&amp;lt;br /&amp;gt;&lt;br /&gt;
Prototype - Cards added&amp;lt;br /&amp;gt;&lt;br /&gt;
Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
| Light cost on the top-left corner of a Card&amp;lt;br /&amp;gt;&lt;br /&gt;
Lights above units tell you how many they currently have&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
| Similar to Slay the Spire's Intent system&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
| The on screen blurbs don't really matter, the important parts are seeing the IRL movement of miniatures and rolling of the dice in the first video, and the Pathfinder 2e calculations in the second.&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
| Only 2 damage taken after 5 turns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of dea.l&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
| &amp;quot;action queue&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;pip&amp;quot; is a term I made up&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
| Turn 1 Card with 3 actions&lt;br /&gt;
&lt;br /&gt;
Turn 2 Card with 3 more actions to add to the queue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
| Cards aren't free to play&lt;br /&gt;
&lt;br /&gt;
Resources Available&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-Beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
| Previously played Cards&lt;br /&gt;
&lt;br /&gt;
3 6-sided dice&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
&lt;br /&gt;
No, I didn't cover how the standard regular polyhedral dice (d4, d6, d8, d12) were replaced a few weeks into early access by generic &amp;quot;dice&amp;quot; and &amp;quot;range&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| As if Clashing wasn't radical enough, the devs decided that single actions weren't fun enough, instead taking a cue from fighting and stylish action games and turned combos into a key part of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zc-yMi05vBA TEKKEN 8 – Steve Fox Reveal &amp;amp; Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MWxlbnI9mpU Devil May Cry 5 - Final Trailer (4K full ver.)]&lt;br /&gt;
|-&lt;br /&gt;
| Now you might say, this isn't breaking new ground; lots of cards in other games do multiple things.&lt;br /&gt;
| One Card, 2 Effects&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, what's different here is that each Die is treated as a separate discrete entity within the queue.&lt;br /&gt;
| Dice are treated as separate entities&lt;br /&gt;
&lt;br /&gt;
eg. they can have different effects&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On Win: Weaken foe's next die&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;On Win: Destroy foe's remaining die&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
no effects for this Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Or in bigger picture terms, you aren't playing cards against each other you're pitting the Dice queues.&lt;br /&gt;
| So it's better to treat Clashes as &amp;quot;Dice Queue vs Dice Queue&amp;quot; rather than the usual &amp;quot;Card vs Card&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The best way to show this in action is to look the Evade Dice.&lt;br /&gt;
| Early Access Preview - switch to Dice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Most of the other dice work on the concept of “who rolls highest wins, then we move to the next dice”, but Evade is special.&lt;br /&gt;
&lt;br /&gt;
If an Evade wins against attacks, not only does the evader not take any damage, the Die is reused, allowing the same Die to dodge multiple attacks.&lt;br /&gt;
| 1st use of 1st Evade Die in queue&lt;br /&gt;
&lt;br /&gt;
2nd use of 1st Evade Die (reused)&lt;br /&gt;
&lt;br /&gt;
take note of the unused 2nd Evade Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Evade is also a Defensive Die, which means in certain situations, it can be used to defend an incoming attack from a different enemy.&lt;br /&gt;
| 2nd Evade Die (unused) retained for future attacks&lt;br /&gt;
&lt;br /&gt;
retained 2nd Evade Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| These reinforce the fact that ultimately, it's the dice queues that matter, and that the cards are simply vessels for the dice.&lt;br /&gt;
&lt;br /&gt;
Anyway, it's time to move on again, so yeah - if you want to know more, details on the other video.&lt;br /&gt;
| * Cards still matter (eg. drawing, cost, card-level effects) but when it comes to combat, the dice and queue matter more&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Letting the Player Control the Flow of Combat&lt;br /&gt;
|-&lt;br /&gt;
| For the next update, try to forget what you saw about the pre-Beta and let's return to Alpha yet again…&lt;br /&gt;
&lt;br /&gt;
At this point, the devs have added more gameplay since the early prototype.&lt;br /&gt;
&lt;br /&gt;
On top of our Clashes, we got our cards, our action queue… but we really haven't solved the main problem with the prototype:&lt;br /&gt;
&lt;br /&gt;
it still doesn't feel like the player has that much control over the combat.&lt;br /&gt;
&lt;br /&gt;
To be fair, there's already a bit of player choice here if you look closely: units will Clash with the one in front of them so it's all about choosing the right cards to counter the enemy.&lt;br /&gt;
&lt;br /&gt;
You could still up the player input though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, other Auto-Battlers let you position your units before the battle, with those close to the front tanking most of the damage.&lt;br /&gt;
&lt;br /&gt;
Maybe the devs tried that approach, but unfortunately we don't have any footage of that.&lt;br /&gt;
&lt;br /&gt;
Instead, we have hints that they tried the opposite: that is, you can't reposition your team.&lt;br /&gt;
&lt;br /&gt;
What could change are their Speed values.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game: Dystopian Battle Simulator]&lt;br /&gt;
|-&lt;br /&gt;
| As you might guess higher Speed means faster, and faster units will reach the enemies first and start clashing with them.&lt;br /&gt;
| Sometime before Early Access?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; removed background to emphasize that what I'm talking about in this section are my own speculations about an earlier build ie. how the Speed mechanic started&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then you could just have equipment to upgrade their Speed, or cards to change them on the fly.&lt;br /&gt;
| Equipment and Effects (not just Speed related) probably go here&lt;br /&gt;
&lt;br /&gt;
Next Turn Speed +2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| At first glance, it looks like a step forward from the usual pre-wave positioning but compared to the previous version, it's almost a step back.&lt;br /&gt;
&lt;br /&gt;
At least in the Alpha you have an idea who's attacking who and you can play cards accordingly, with this setup you're guessing who's going to end up meeting in the middle first.&lt;br /&gt;
| Changed the movement scheme from &amp;quot;Attack enemy directly in front of you&amp;quot; to &amp;quot;Attack closest enemy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(same end result, but slightly more clumped)&lt;br /&gt;
| I hoped my example would show a different result, but alas, it didn't.&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I know you didn't forget what you just saw a few minutes ago so you already know how they addressed this problem: by adding a targeting system.&lt;br /&gt;
&lt;br /&gt;
Instead of just seeing the enemy's intent, you can also see their targets.&lt;br /&gt;
&lt;br /&gt;
They then dialed back on the weirdness with the whole playing cards on your units thing, and went to the more traditional approach of playing cards to target the enemies.&lt;br /&gt;
&lt;br /&gt;
Everything we talked about so far stays the same.&lt;br /&gt;
&lt;br /&gt;
Playing a card as a response to an incoming attack will end up becoming a Clash.&lt;br /&gt;
&lt;br /&gt;
Then there's the Dice queue which you already saw in action earlier.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| They did, however, give Speed an updated purpose.&lt;br /&gt;
&lt;br /&gt;
Faster units can now intercept an attack meant for other units.&lt;br /&gt;
&lt;br /&gt;
In other games, interception may just be a nice-to-have gimmick, but in a Clash-focused game, it's almost essential.&lt;br /&gt;
&lt;br /&gt;
Without it, the game would be back to the Alpha where you could only respond to incoming attacks and can't choose your units' targets.&lt;br /&gt;
| 4 &amp;gt; 2, can intercept attack &lt;br /&gt;
| [https://www.youtube.com/watch?v=O10pqWZPhiU Atlus USA Announcement Trailer: Persona 4]&lt;br /&gt;
|-&lt;br /&gt;
| With enough fast units, it almost feels like a tactical game where you can position your units in front of enemies, limiting their attacking options, and overall effectively changing the flow of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea (Steam version)]&lt;br /&gt;
|-&lt;br /&gt;
| In practice, however, the tactical analogy fails quickly.&lt;br /&gt;
&lt;br /&gt;
For example, when there's a unit under attack by more than 2 enemies at once.&lt;br /&gt;
| * using Early Access footage here as this problem isn't present in the pre-Early Access video&lt;br /&gt;
| Footage recorded on 2020-06-26, over a month after start of EA.&lt;br /&gt;
|-&lt;br /&gt;
| This can happen when you don't have enough fast units to balance the clashes, or one team having more members than the other, both of which are fairly common.&lt;br /&gt;
| Targeted by 2 enemies (1 Clash, 1 one-sided)&lt;br /&gt;
&lt;br /&gt;
Also targeted by 2 enemies (1 Clash, 1 one-sided)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In this situation, it can be hard to predict which of the attacks will take place first.&lt;br /&gt;
| Will Roland be able to soften the middle enemy before the Clash with Gabriella?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And as you can see there's yet another complicating factor: Knockbacks.&lt;br /&gt;
| Yes, but only because Gabriella was knocked back by a previous attack&lt;br /&gt;
&lt;br /&gt;
Gabriella was originally closer&lt;br /&gt;
&lt;br /&gt;
Roland is now much closer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Long story short, you can't be tactical if you can't reliably figure out the action order.&lt;br /&gt;
&lt;br /&gt;
Tactical problems aside, the addition of Speed and Interception is still a big deal as we've finally got away from the very passive gameplay of the earlier builds.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The Patch that Changed the Game&lt;br /&gt;
|-&lt;br /&gt;
| A few months into the Early Access, the devs dropped this simple change in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Characters with lower Speed values will always wait for the characters with higher Speed values to play out their actions before taking their turn even if they arrive at their targets first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I admit, I'm one of the many players who didn't really understand what this meant.&lt;br /&gt;
&lt;br /&gt;
Looking back, however, this may just be the most important change to the combat system during Early Access.&lt;br /&gt;
&lt;br /&gt;
On the surface, all this does is cause some weird UI thing where everything stops except for the fastest unit who then slides towards their target.&lt;br /&gt;
| Note how they meet but no Clash&lt;br /&gt;
&lt;br /&gt;
Slower (3 Spd) still waiting for their turn while Yesod (4 Spd) slides to cut in.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But let's cut to the chase - remember what I said a minute ago that we can't make tactical decisions unless we can reliably predict the action order?&lt;br /&gt;
| Will Roland reach his target first?&lt;br /&gt;
&lt;br /&gt;
Pre-patch, it depends on the Clash outcome.&lt;br /&gt;
&lt;br /&gt;
ie. if Gabriella loses, Roland my reach first because of the knockback.&lt;br /&gt;
| If you look closely, it's a one sided attack that caused the knockback, not a Clash.&lt;br /&gt;
|-&lt;br /&gt;
| Yeah, this patch basically gives the player that.&lt;br /&gt;
&lt;br /&gt;
If previously we can't tell if Roland will attack first, now we know because his Speed is lower.&lt;br /&gt;
&lt;br /&gt;
Even with the knockback, he'll have to wait for his turn because of the patch.&lt;br /&gt;
| Will Roland reach his target first?&lt;br /&gt;
&lt;br /&gt;
Post-patch, we can tell by their Speed&lt;br /&gt;
&lt;br /&gt;
i.e. definitely NO. (Roland is slower at 2 Spd vs 3 Spd)&lt;br /&gt;
|-&lt;br /&gt;
| Of course, this change is more complicated than it looks, but overall, it's just a matter of getting the hang of how things work, and once you do, you should have no problem tactically maneuvering your team through the battlefield.&lt;br /&gt;
| i.e. almost&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; definitely NO. (Roland is slower at 2 Spd vs 3 Spd)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if the 4 Speed enemy staggers (or kills) Gabriella, Roland may reach the target &amp;quot;first&amp;quot;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You'd be able to set pre-Clash flanking maneuvers from units that attack first.&lt;br /&gt;
| The &amp;quot;assigned Clash&amp;quot; is the yellow arrows, and it means what it means.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;pre-Clash flanker&amp;quot; are one sided attacks from units faster than the assigned Clash, and will attack the target first&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Conversely, you can also set post-Clash follow-ups or finishers.&lt;br /&gt;
&lt;br /&gt;
This is a complicated topic so again I'll leave the rest of the details to my other video.&lt;br /&gt;
| &amp;quot;post-Clash follow-up/finisher&amp;quot; are one sided attacks from units slower than the assigned Clash, and will attack the target after the Clash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The gameplay shift comes at a cost, however.&lt;br /&gt;
&lt;br /&gt;
By prioritizing the Speed mechanic over the unit positions on the battlefield, the devs have essentially abandoned most of what makes an Auto-Battler an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is the hands-off battle processing.&lt;br /&gt;
| Mid-Early Access - prioritize Speed over position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Some parts like unit positions survive for other purpose but all that effort implementing the other Auto-Battler elements is now wasted.&lt;br /&gt;
| Battlefield layout used to be more important (closer units can be tanks), but is now mostly cosmetic aside from the ocassional&amp;amp;#91;sic&amp;amp;#93; tiebreaker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; field is just squished, no fancy perspective projection here&lt;br /&gt;
| Yes, the top units are in fact 1 unit closer to the center than the bottom units.&lt;br /&gt;
|-&lt;br /&gt;
| Then again, that's just part of the creative process, discarding stuff because you choose to go a certain route.&lt;br /&gt;
&lt;br /&gt;
And with this patch, Project Moon has decided to turn Library of Ruina into a Turn-Based Tactics game.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| A (rather long) digression on Genres and Naming&lt;br /&gt;
|-&lt;br /&gt;
| Despite this, I don't call Library of Ruina a Turn-Based Tactics game anymore.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; also despite spending a good part of the other video explaining why I think it's Tactics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To explain why, let's take a detour and talk about game systems, starting with Turn-Based.&lt;br /&gt;
&lt;br /&gt;
Basically players taking turns performing actions.&lt;br /&gt;
&lt;br /&gt;
This includes fancier variations like units taking actions in order of initiative.&lt;br /&gt;
&lt;br /&gt;
Let's put basic Turn-Based combat here on a graph.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Next is Final Fantasy's Active Time Battle where the player has to wait for gauges to fill up before getting to act.&lt;br /&gt;
&lt;br /&gt;
Depending on the game or user settings this can be closer or farther away from vanilla.&lt;br /&gt;
&lt;br /&gt;
Now we can define the axis of our graph, going from left to right increases the amount of &amp;quot;active input&amp;quot; in the game system.&lt;br /&gt;
&lt;br /&gt;
And by “active”, we mean things like the player needing to get the timing right, or being able to enter the right amount of inputs at a certain time frame.&lt;br /&gt;
| eg. timing, amount of entered input required&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another good example of a system that requires active input would be Turn-based with Quick Time Events.&lt;br /&gt;
&lt;br /&gt;
Think Mario RPGs where hitting buttons at the right timing will block or deal more damage.&lt;br /&gt;
&lt;br /&gt;
I'll put them here, requiring more or less active input than ATB depending on the the variation.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Ume5pSIcKE Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023]&lt;br /&gt;
|- &lt;br /&gt;
| And on the extreme end are non-Turn-Based games: your real time strategies, your action games, and even platformers.&lt;br /&gt;
|&lt;br /&gt;
|[https://store.steampowered.com/app/2012510/Stormgate/ Stormgate]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1627720/Lies_of_P/ Lies of P]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=XvQNlGKNC6o Super Mario Bros. Wonder – Launch Trailer – Nintendo Switch]&lt;br /&gt;
|-&lt;br /&gt;
| Then in this gap are the Real Time With Pause games - these are still not Turn-Based, but adding a pause gives you back one of the main advantages of Turn-Based systems:&lt;br /&gt;
&lt;br /&gt;
You have all the time to strategize your next moves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've completed this graph, let's digress a bit further and address what some of you may be thinking way back when I talked about Clashing and how most games just stayed with tanking damage rather than innovating, that is:&lt;br /&gt;
&lt;br /&gt;
“What about QTE”?&lt;br /&gt;
&lt;br /&gt;
Like we already have a sort of Clashing and even a Combo mechanic here, right?&lt;br /&gt;
&lt;br /&gt;
And to that I say&lt;br /&gt;
&lt;br /&gt;
Do we really need extra inputs from the player for them to happen in game?&lt;br /&gt;
&lt;br /&gt;
Surely we can implement them way back here rather than stray this far.&lt;br /&gt;
&lt;br /&gt;
To be clear, there is nothing wrong with getting away from the basic Turn-Based formula; it's ultimately a design choice that a developer makes when building their game.&lt;br /&gt;
&lt;br /&gt;
But whenever Turn-Based games add active elements to their core gameplay to spice things up, it just feels a bit off for me.&lt;br /&gt;
&lt;br /&gt;
Even worse is when some games overdo it to the point that they might as well ditch Turn-Based altogether.&lt;br /&gt;
&lt;br /&gt;
Long story short, I prefer games that try to improve Turn-Based Combat within the constraints of the system, or, as we shall see in a bit, at least try to go in a different direction than QTE.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Mario RPGs ge a pass because the mainline games are platformers&lt;br /&gt;
&lt;br /&gt;
and because it's Mario&lt;br /&gt;
|[https://www.youtube.com/watch?v=FX6DTLcWUdY Paper Mario: The Origami King - Announcement Trailer - Nintendo Switch]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VgE6bIwK-D4 Final Fantasy XIII-2: Enhanced Battle System Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bGpbTXCVkwQ Shin Megami Tensei V: Vengeance - Complete Guide &amp;amp;#x7C; NSW, PS5/4, Xbox Series X&amp;amp;#x7C;S, Xbox One, Steam, PC]&lt;br /&gt;
|-&lt;br /&gt;
| Getting back to the original digression, it's clear from this line that the opposite of Turn-Based is active gameplay.&lt;br /&gt;
&lt;br /&gt;
But where do Auto-Battlers and Library of Ruina fit in here?&lt;br /&gt;
&lt;br /&gt;
Right around Turn-Based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles]&lt;br /&gt;
&lt;br /&gt;
Yes, LoR not being all the way to the left is intentional.&lt;br /&gt;
|-&lt;br /&gt;
|Obviously, game systems involve more complicated factors than this single line, so let's expand it to one more axis how many units act simultaneously.&lt;br /&gt;
| very similar active input levels, but obviously very different&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Instead of being next to it, now these two systems are opposite of basic Turn-Based Combat.&lt;br /&gt;
&lt;br /&gt;
Real-Time combat is still farther away, but Turn-Based variations can be closer.&lt;br /&gt;
&lt;br /&gt;
And if I had better video editing skills, I'd add a third dimension and axis - “tactical control” - so I could add in Turn-Based Tactics and distinguish Ruina from Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But let's stick with these two axes and return to the original problem why calling Library of Ruina Turn-Based Tactics isn't enough: namely, they just aren't the same.&lt;br /&gt;
| not Turn-Based Tactics?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Well, it turns out that there's already a well-established distinction between these two:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is a WEGO tactics game.&lt;br /&gt;
&lt;br /&gt;
WEGO as in “We Go at the same time”.&lt;br /&gt;
| WEGO: We Go at the same time&lt;br /&gt;
&lt;br /&gt;
WeGo is a turn-based style of gameplay where orders are given for both sides, and then executed simultaneously. During the execution phase, no player input is allowed.&lt;br /&gt;
| [https://www.giantbomb.com/wego/3015-5269/ WeGo (Concept) - Giant Bomb]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse]&lt;br /&gt;
|-&lt;br /&gt;
| In contrast, almost every Tactics or vanilla Turn-Based game follow the opposite:&lt;br /&gt;
&lt;br /&gt;
IGOUGO&lt;br /&gt;
&lt;br /&gt;
that is, “I go first, then you go”.&lt;br /&gt;
| IGOUGO: I Go (first, then) You Go&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; IGOUGO may also specifically refer to the simpler version where all units from one side goes first before another team does the same; the alternating initiative-based gameplay you can see here is part of the broader definition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Calling Ruina a WEGO tactics game leads to a different problem, however, as its such a niche subgenre of a subgenre that very few people know about it, which defeats the purpose of assigning a genre to let people know what the game is about.&lt;br /&gt;
| WEGO is so obscure that no one has updated this list (one of the few out there) to include Library of Ruina&lt;br /&gt;
&lt;br /&gt;
Even I didn't realize Megami Tensei I was WEGO until I recorded it for this video&lt;br /&gt;
&lt;br /&gt;
&amp;quot;WEGO Tactical Game&amp;quot; - more accurate description but terrible for marketing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So... we reach the main point of this chapter:&lt;br /&gt;
&lt;br /&gt;
What do we call Library of Ruina's combat system then?&lt;br /&gt;
&lt;br /&gt;
How about we just go with the marketing material and call it “Library Battle Simulation”?&lt;br /&gt;
&lt;br /&gt;
While it's marketable, lore-friendly and all, it shares the same problem as WEGO, anyone reading it will have absolutely no clue what it is all about, possibly negatively affecting their purchasing decision.&lt;br /&gt;
&lt;br /&gt;
So what do I call Library of Ruina's system if someone would ask me about it nowadays?&lt;br /&gt;
&lt;br /&gt;
It's a Turn-based&lt;br /&gt;
&lt;br /&gt;
Clash-focused&lt;br /&gt;
&lt;br /&gt;
Combo-driven&lt;br /&gt;
&lt;br /&gt;
Hybrid Tactical Auto-Battler&lt;br /&gt;
&lt;br /&gt;
Deckbuilding Card Game.&lt;br /&gt;
&lt;br /&gt;
Or Hybrid Tactical Auto-Battler Card Game for short.&lt;br /&gt;
&lt;br /&gt;
The Hybrid part is key, as it clearly tells the prospective player that it's a mix of genres&lt;br /&gt;
&lt;br /&gt;
Project Moon have even started using this description …sort of, but we're getting ahead of ourselves.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; or I could just send them this video&lt;br /&gt;
| [https://www.arcsystemworks.jp/lor/en/ Library of Ruina (NSW/PS4 ports)]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, I think this description's good enough for most cases, though it's not quite on the level of other genres. &lt;br /&gt;
&lt;br /&gt;
It needs to be more catchy, or even provocative.&lt;br /&gt;
&lt;br /&gt;
Here's some that I pulled out of my ass:&lt;br /&gt;
&lt;br /&gt;
Alright, digression over.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Lore meets Gameplay&lt;br /&gt;
|-&lt;br /&gt;
| By now you might be thinking that Project Moon must have been going out of their way intentionally breaking every rule in the book.&lt;br /&gt;
&lt;br /&gt;
That might just be the case, but I think at least some of them were simply happy accidents.&lt;br /&gt;
&lt;br /&gt;
Case in point: the Emotion System.&lt;br /&gt;
&lt;br /&gt;
This concept has been around from the start, in the initial crowdfunding details, and even in the Alpha footage.&lt;br /&gt;
| Early version of the Emotion Level, Gauge, and (now hidden) Scale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lore-wise, the Library rewards heightened emotions, regardless if it's positive or negative.&lt;br /&gt;
&lt;br /&gt;
In game terms, Positive Emotions can come from stuff like killing an enemy, and Negative can come from&lt;br /&gt;
the opposite, like bad rolls.&lt;br /&gt;
| +3 Positive Emotion&lt;br /&gt;
&lt;br /&gt;
+1 Negative Emotion (roll minimum value)&lt;br /&gt;
| [https://tumblbug.com/lor/ Library of Ruina Dubbing and OST Production &amp;amp;#x7C; Tumblbug - Crowdfunding for Creators]&lt;br /&gt;
|-&lt;br /&gt;
| Once a unit or a team gets enough Emotions, they're given rewards like full resource refreshes, and other stuff I won't spoil in this video.&lt;br /&gt;
| will use 1 Light, will use 2 Light&lt;br /&gt;
&lt;br /&gt;
Level 0: normal 1 Light gain, Level 1: +1 max Light, full refresh&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the surface, this is a straightforward example of having an initial in-universe concept then adding it into your game.&lt;br /&gt;
| translation from the Steam store page (see &amp;quot;Conflicts that Build Emotion&amp;quot; section)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The accidental part arises when you consider the Focus-Fire trope, yet another widely accepted thing&lt;br /&gt;
in video games that most really don't stop to think about.&lt;br /&gt;
&lt;br /&gt;
Basically in RTSs and games in general where you control groups of units, it's usually mathematically optimal to focus fire and take out the enemy team one by one.&lt;br /&gt;
| Focus fire on single targets, Fire at closest target&lt;br /&gt;
&lt;br /&gt;
WINS, LOSES&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But it's not the case in Library of Ruina; the Emotion System rewards Clashes much more than one-sided attacks.&lt;br /&gt;
&lt;br /&gt;
And since those rewards can easily turn the tide of battle, the game clearly doesn't want you to Focus-Fire.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Again, I don't know if they intentionally went out of their way to discourage this decades-old trope, though I like to think it's just emergent behavior coming from combining crazy concepts together.&lt;br /&gt;
| Unintentional Feature?&lt;br /&gt;
&lt;br /&gt;
Lore demands more action-packed combat (ie. not passive) -&amp;gt; Greater rewards for Clashes -&amp;gt; Focus fire and tanking damage are discouraged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I mean, the removal of dedicated healing abilities I mentioned way earlier also discourages Focus-Fire, and that has its own chicken-and-egg scenario.&lt;br /&gt;
| Less Healing in the game -&amp;gt; Focus fire and tanking damage are discouraged -&amp;gt; Reduced damage taken means Healing is overpowered -&amp;gt; loop back&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And that's it for my not-so-quick overview of Library of Ruina's complex combat system.&lt;br /&gt;
&lt;br /&gt;
I could continue listing out other stuff they added to the combat but I think you got the point; Library of Ruina chose to take a radically different path compared to other games.&lt;br /&gt;
&lt;br /&gt;
Instead, let's talk about something more important:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| What are the problems with going down this route?&lt;br /&gt;
|-&lt;br /&gt;
| What are the problems with going down this route?&lt;br /&gt;
&lt;br /&gt;
Which is a silly question, especially if we rephrase it as&lt;br /&gt;
&lt;br /&gt;
What problems will a small indie developer face if they decide to practically invent a new combat system for their game?&lt;br /&gt;
&lt;br /&gt;
I could try to be funny and just answer &amp;quot;All the problems&amp;quot; and call it a day,&lt;br /&gt;
&lt;br /&gt;
but that wouldn't be that informative so I'll be going over some of the main problems&lt;br /&gt;
&lt;br /&gt;
then call it a day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, top of the list - UI.&lt;br /&gt;
&lt;br /&gt;
No surprise here, we live in a time when you've got bigger more established studios spewing out hideous UI in their games, &lt;br /&gt;
&lt;br /&gt;
And that's even when they already had previous UI to work off from.&lt;br /&gt;
|&lt;br /&gt;
|  [https://www.youtube.com/watch?v=sv0Wf9yc2J0 26 Minutes of Suicide Squad Kill the Justice League Gameplay (4K 60FPS)]&lt;br /&gt;
|-&lt;br /&gt;
| On the other hand, Library of Ruina had to figure out how to combine UI from vastly different genres and make them work.&lt;br /&gt;
&lt;br /&gt;
Really how do you do it?&lt;br /&gt;
&lt;br /&gt;
Maybe look at some other hybrid games like Fights in Tight Spaces and Midnight Suns?&lt;br /&gt;
&lt;br /&gt;
But even then we have to squeeze in the missing parts like the auto-battler and the clashing into UIs already on the verge of being too busy.&lt;br /&gt;
&lt;br /&gt;
In short, a non-janky UI would've required a miracle.&lt;br /&gt;
&lt;br /&gt;
To be fair, what we ended up with isn't that terrible, especially when you get the hang of the hard parts like how Clashes are assigned, and mentally calculating the order of attacks.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; yeah, both games came after Library of Ruina&lt;br /&gt;
| [https://www.youtube.com/watch?v=zYX5pwFy4vc Fights in Tight Spaces - Launch Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=_9raj2bcTq4 Marvel's Midnight Suns: The First 28 Minutes of Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately that's the next problem&lt;br /&gt;
&lt;br /&gt;
how to make new players get the hang of what's essentially a new type of game.&lt;br /&gt;
&lt;br /&gt;
If you've been playing the same games over and over again and have forgotten how long it takes to properly learn a new game system, try learning Chess, Go, or any variation of Poker or Mahjong through a video game, preferably one that isn't a cultural staple where you're from.&lt;br /&gt;
&lt;br /&gt;
Better yet, go watch someone doing it.&lt;br /&gt;
&lt;br /&gt;
Yeah, it's not as simple as it looks.&lt;br /&gt;
&lt;br /&gt;
While it may only take a few minutes to learn the absolute basics, it will take a lot longer for a new player to learn enough to play semi-competently.&lt;br /&gt;
&lt;br /&gt;
And I haven't even factored in trying to make a guide for a moving target, changing the tutorial every time you decide to make a major change to the core gameplay.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=NitUinQSV6s Call of Duty: Modern Warfare 3 - Gameplay Trailer &amp;amp;#x7C; gamescom 2023]&lt;br /&gt;
&lt;br /&gt;
[https://www.chess.com/lessons Chess.com lessons]&lt;br /&gt;
&lt;br /&gt;
[https://mahjongsoul.yo-star.com/ Mahjong Soul]&lt;br /&gt;
|-&lt;br /&gt;
| All that said, being in a difficult position doesn't excuse the problems the game has with its onboarding process.&lt;br /&gt;
&lt;br /&gt;
The gameplay eventually became stable, and they had all the time to make things better.&lt;br /&gt;
&lt;br /&gt;
Beyond the bare minimum walls of text and manual, a game as complicated as this one should at least have an improved in-game manual with animations, extra examples, and possibly a search function.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
|-&lt;br /&gt;
| To Project Moon's credit, they did try to go the extra mile with the tutorial.&lt;br /&gt;
&lt;br /&gt;
There's this idea in game design where instead of relying on annoying popups to teach certain parts of a game, one can place players into situations where they can pick the concepts up by themselves, whether consciously or subconsciously.&lt;br /&gt;
&lt;br /&gt;
And Library of Ruina does the same with certain stages.&lt;br /&gt;
&lt;br /&gt;
At first, it could seem like the game took a big leap in difficulty, but if the player pays attention, they could figure out a game mechanic or two that makes the stage much easier than it initially seemed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these battles turned out to be too difficult for some players and some of them were nerfed to the point that you can beat them without even learning what they're meant to teach.&lt;br /&gt;
&lt;br /&gt;
Oh well, at least they tried.&lt;br /&gt;
|&lt;br /&gt;
|[https://www.youtube.com/watch?v=8FpigqfcvlM Sequelitis - Mega Man Classic vs. Mega Man X]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| The third problem, you've already saw a chapter on it.&lt;br /&gt;
&lt;br /&gt;
And I could continue, but I've already made my point.&lt;br /&gt;
&lt;br /&gt;
If any one of these can result in lost sales or even refunds, just imagine having to deal all of them at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Trying for Free (Limbus Company)&lt;br /&gt;
|-&lt;br /&gt;
| So you found all of this interesting and decided to check it out on Steam…&lt;br /&gt;
&lt;br /&gt;
then you learn that it's a bit too expensive for a game that might turn out to be too janky for your taste.&lt;br /&gt;
&lt;br /&gt;
Normally, I'd suggest waiting for a sale.&lt;br /&gt;
&lt;br /&gt;
But if you're watching close to when I originally posted this, there might not be a price cut soon as they've recently released new ports and a discount would just cut into their sales.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there's a perfectly legal way to try out the combat system for free.&lt;br /&gt;
&lt;br /&gt;
Limbus Company is a spinoff sequel available on Steam, iOS, and Android.&lt;br /&gt;
&lt;br /&gt;
It's a gacha game, but you can get a feel of the combat without spending a single cent on it.&lt;br /&gt;
&lt;br /&gt;
And you do that by simply playing your way to the third Canto.&lt;br /&gt;
&lt;br /&gt;
The prologue and first Canto are tutorial chapters, and while the second Canto does start to get a bit more challenging at certain points, you can luck your way through some battles meant to nudge you to learn the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the third Canto's hard enough that learning the mechanics is almost essential.&lt;br /&gt;
&lt;br /&gt;
Also, unlike the previous Canto, you will have to grind for XP.&lt;br /&gt;
&lt;br /&gt;
If you don't want to grind, you can alternatively try out the Rogue-like dungeon that opens up at the same point in the game.&lt;br /&gt;
&lt;br /&gt;
As of this recording, all of the Mirror Dungeons so far have an easy mode that automatically levels up all your units to max level, removing the need for grinding.&lt;br /&gt;
&lt;br /&gt;
While this is a quicker way to get a good feel of the combat, there is one big downside:&lt;br /&gt;
&lt;br /&gt;
currently there are out-of-context spoilers in the later floors.&lt;br /&gt;
&lt;br /&gt;
Might not be an issue if you're just here for the combat and will likely forget about the spoilers when you get around to doing an actual playthrough.&lt;br /&gt;
&lt;br /&gt;
But if you do mind spoilers, better stick to the main story.&lt;br /&gt;
|&lt;br /&gt;
| [https://steamdb.info/app/1256670/ SteamDB Library of Ruina]&lt;br /&gt;
 &lt;br /&gt;
[https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| Since we're on the topic, here's a quick rundown of what spoils what in the franchise.&lt;br /&gt;
&lt;br /&gt;
If you're planning to play Lobotomy Corporation and don't want spoilers, tough luck, both games spoil the first game from the get go.&lt;br /&gt;
| Both Spoil (LobCorp)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; also means you can play both without playing LobCorp first&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the other hand, thanks to it being a spinoff, Limbus Company doesn't spoil Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Until you go too far into the main story.&lt;br /&gt;
&lt;br /&gt;
And don't ignore the banners and events.&lt;br /&gt;
&lt;br /&gt;
But other than that you'll be fine…&lt;br /&gt;
| unless you...&lt;br /&gt;
&lt;br /&gt;
* go too far into the main story (Canto 3 is still fine)&lt;br /&gt;
* get into a Mirror Dungeon encounter based on later Canto&lt;br /&gt;
* pay close attention to running events and gacha banners (especially &amp;quot;Walpurgisnacht&amp;quot;)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, note that Limbus Company doesn't quite use the same system as Ruina.&lt;br /&gt;
&lt;br /&gt;
Most of what I talked about are still present, however the changes are big enough that I feel that I should at least give you a quick rundown so that the awkward tutorial doesn't confuse you as much.&lt;br /&gt;
&lt;br /&gt;
If you're one of those “just give me an overview and I'll figure the rest on my own” types, this is a good time to pause the video, download Limbus Company and spend the rest of the day or two playing up to Canto 3.&lt;br /&gt;
&lt;br /&gt;
Or you can skip to the final chapter and finish the video first.&lt;br /&gt;
&lt;br /&gt;
Anyway on to the changes…&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Differences between LoR and LCB Combat&lt;br /&gt;
|-&lt;br /&gt;
| If most of Library of Ruina's quirks can be traced back to its Auto-Battler roots, most of the changes done to Limbus Company's combat can be similarly traced back to a single reason:&lt;br /&gt;
&lt;br /&gt;
it's now a mobile game.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Steam and iOS weren't mentioned in the first PV&lt;br /&gt;
| [https://www.youtube.com/watch?v=HTRQgFYCXHY &amp;amp;#91; Limbus Company &amp;amp;#93; Official Promotion Video]&lt;br /&gt;
|-&lt;br /&gt;
| Smaller screens mean deckbuilding would be too awkward so it's out.&lt;br /&gt;
&lt;br /&gt;
Instead, you select Identities for your units, with each Identity having their own stats, abilities, and a fixed set of Skills - basically their decks.&lt;br /&gt;
&lt;br /&gt;
You can also give your units extra E.G.O, special attacks that you can activate as you have the resources for them.&lt;br /&gt;
&lt;br /&gt;
Of course, nowadays when we talk about mobile games, we don't just mean portable or having smaller screens.&lt;br /&gt;
&lt;br /&gt;
We generally refer to microtransaction heavy games like Free-to-Play Gacha.&lt;br /&gt;
&lt;br /&gt;
Oh those Identities and E.G.O I just mentioned?&lt;br /&gt;
&lt;br /&gt;
Pullable from Gacha.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=SY3XGzDousM Version 1.0 Gameplay Trailer &amp;amp;#x7C; Genshin Impact]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's get this out of the way:&lt;br /&gt;
&lt;br /&gt;
I hate Live Services, Battle Passes, and I absolutely HATE Gacha.&lt;br /&gt;
&lt;br /&gt;
But I, and presumably many other Project Moon fans in a similar boat, are fine with paying for the game&lt;br /&gt;
simply because the devs straight up said in an interview that this was a fund raiser for other projects.&lt;br /&gt;
&lt;br /&gt;
A Faustian Bargain, if you will.&lt;br /&gt;
&lt;br /&gt;
It helps that it doesn't feel like a gacha game sometimes, with cheap and bankable stamina, and most stuff grindable through gameplay, that includes current banners.&lt;br /&gt;
&lt;br /&gt;
And that's all I'll say about the monetization and gacha for now. I'll leave the rest to another video.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; even without extra grinding, daily/weekly bonuses alone from 2-3 weeks of play provide enough summoning material for an SR (SSR or E.G.O with paid battle pass)&lt;br /&gt;
| [https://www.youtube.com/watch?v=XKijpGJCxB0 2021 ProjectMoon Q&amp;amp;A]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=sM00MX-MCS0 림버스 컴퍼니 적안 료슈 &amp;amp;#x7C; Limbus Company Red Eyes Ryoshu]&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, the screen size limitation means that the combat has to be simpler.&lt;br /&gt;
| i.e. can play with minimal and finger-imprecise input&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| With Dailies and replayable Rogue-like dungeons, it also has to be faster.&lt;br /&gt;
| i.e. dailies shouldn't take too much time to finish&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The tactical combat wasn't taken out, however, but is now called Focused Encounters and is limited to special situations like boss battles.&lt;br /&gt;
&lt;br /&gt;
The default replacing it, Regular Encounters, sacrifices tactical options for the aforementioned simpler and faster combat.&lt;br /&gt;
&lt;br /&gt;
If we have a sliding scale between Auto-Battlers and Turn-based Tactics: Library of Ruina's all the way here&lt;br /&gt;
&lt;br /&gt;
Limbus Company's Focused Encounters are slightly less tactical, &lt;br /&gt;
&lt;br /&gt;
and Regular Encounters sit about here, firmly in the Auto-Battler side.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Opening_chess_position_from_black_side.jpg &amp;quot;Opening chess position from black side&amp;quot; by MichaelMaggs (Wikimedia Commons)]&lt;br /&gt;
|-&lt;br /&gt;
| A quick rundown of what makes it faster:&lt;br /&gt;
&lt;br /&gt;
There's a fixed attacking pattern, pause if you want to read about it.&lt;br /&gt;
&lt;br /&gt;
Basically, the game already chooses the targets for you, and you just need to choose the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
Kinda like the Alpha.&lt;br /&gt;
&lt;br /&gt;
Not being able to choose the targets can lead to poor matchups, but that's what the E.G.Os are for.&lt;br /&gt;
| The targeting scheme blurb is too big for this script, just pause and read it on the video.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next on the speed-up: unlike before where attacks are resolved one by one, the game can now display multiple clashes and attacks simultaneously.&lt;br /&gt;
&lt;br /&gt;
If you look closely, you might be able to figure out what sort of trickery the game does to pull this off.&lt;br /&gt;
|&lt;br /&gt;
| hint: look at the sanity&lt;br /&gt;
|-&lt;br /&gt;
| And finally, if a unit's original target dies before they get to attack, they proceed to the next valid target so the attack isn't wasted.&lt;br /&gt;
| Yi Sang is targeting Hat Enemy twice&lt;br /&gt;
&lt;br /&gt;
Kills enemy on first attack&lt;br /&gt;
&lt;br /&gt;
Proceeds to attack next enemy&lt;br /&gt;
| If it's still confusing, rewind a bit to confirm that mexican-themed guy isn't targeted by either of Yi Sang's slots.&lt;br /&gt;
|-&lt;br /&gt;
| Moving on to other changes, you might have already noticed the next major one from the footage I've been showing:&lt;br /&gt;
&lt;br /&gt;
the Dice have been replaced by Coins.&lt;br /&gt;
&lt;br /&gt;
On the surface, this might seem like a huge downgrade, but this Coin battling mechanic can be trickier than it looks.&lt;br /&gt;
&lt;br /&gt;
I'm not going to post another wall of text explaining it, but feel free to head to my other video to learn how it works.&lt;br /&gt;
| 4 + 4 (Heads) + 4 (Heads) + 4 (Atk Lvl diff) = 16, Win&lt;br /&gt;
&lt;br /&gt;
4 + (-1) (Heads) = 3, Lose&lt;br /&gt;
&lt;br /&gt;
4 + 4 (Heads) = 8 Base Dmg (1st attack)&lt;br /&gt;
&lt;br /&gt;
8 (prev result) + 4 (Heads) = 12 Base Dmg (2nd attack)&lt;br /&gt;
&lt;br /&gt;
Total Base Dmg = 20&lt;br /&gt;
Final Total Dmg = 32&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| A good example why Coins aren't that simple is how they don't always flip 50/50 Heads or Tails.&lt;br /&gt;
&lt;br /&gt;
Instead, they're affected by a unit's Sanity.&lt;br /&gt;
&lt;br /&gt;
A call back to Lobotomy Corporation, Sanity starts from 0, and can go up to 45, or down to -45.&lt;br /&gt;
&lt;br /&gt;
45 seems to be an odd choice, until you do the math.&lt;br /&gt;
&lt;br /&gt;
50% Heads on a coin flip plus 45 gives you 95%.&lt;br /&gt;
&lt;br /&gt;
In other words, a Tails at max Sanity is a Critical Miss on a D20 die.&lt;br /&gt;
&lt;br /&gt;
So yeah, Coins are basically Dice.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to gain Sanity, but the most reliable way is to win a Clash, with longer Clashes also giving more Sanity.&lt;br /&gt;
&lt;br /&gt;
As some of you may have realized, this essentially makes it the counterpart to Ruina's Emotion system, encouraging Clashes over one-sided attacks.&lt;br /&gt;
| 62% chance of Heads per coin flip&lt;br /&gt;
&lt;br /&gt;
3 Clash count = +14 Sanity&lt;br /&gt;
| [https://tenor.com/view/critical-failure-baldur's-gate-3-dice-dice-roll-critical-gif-16389621355368608807 Critical Failure Baldur'S Gate 3 GIF]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I think that's enough for an overview for the changes between Library of Ruina and Limbus Company's combat.&lt;br /&gt;
&lt;br /&gt;
I could go on with more changes, but let's not forget why I'm even talking about them in a video that's supposed to be about the former.&lt;br /&gt;
&lt;br /&gt;
In short, if you're gonna follow my suggestion to play Limbus Company for free first to see if you like the combat enough to buy Library of Ruina, just remember that they're not quite the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Traveling this Path (wrap up, game design thoughts)&lt;br /&gt;
|-&lt;br /&gt;
| While we've covered all of what I've listed at the start, I still need to clarify a few more things...&lt;br /&gt;
&lt;br /&gt;
However, this last part's for the game devs; the rest of you can just skip to the end screen.&lt;br /&gt;
&lt;br /&gt;
Saves you a couple of minutes to do other stuff like watch videos or grind mirror dungeons or something.&lt;br /&gt;
&lt;br /&gt;
I'm not gonna stop you from sticking around, though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, say you're an aspiring game designer or developer.&lt;br /&gt;
&lt;br /&gt;
You stumble upon this video without knowing about the game, then you see the pros, the cons, and a glimpse of the end result.&lt;br /&gt;
&lt;br /&gt;
Calling to mind the title, or its more popular variation “The Road Less Traveled”, this finally convinces you to take a similar leap in your game.&lt;br /&gt;
&lt;br /&gt;
As a fan of games that push boundaries, I'd love to see more games do the same.&lt;br /&gt;
&lt;br /&gt;
But I also don't want to see indie games fail, and what I've shown you in the past 40 minutes doesn't provide enough context to make such a bold decision.&lt;br /&gt;
&lt;br /&gt;
This missing context leading to misinformed decisions is perfectly encapsulated by the title:&lt;br /&gt;
&lt;br /&gt;
It's not “The Road Less Traveled”, it's “The Road Not Taken”, and it's a direct reference to the Robert Frost poem.&lt;br /&gt;
&lt;br /&gt;
For the Project Moon fans still sticking around, pat yourself on the back if you saw this literary allusion from a mile away.&lt;br /&gt;
&lt;br /&gt;
Point is, the said poem has a reputation of being misunderstood.&lt;br /&gt;
&lt;br /&gt;
Of course, text can have multiple interpretations; even those explained by their authors can be interpreted differently.&lt;br /&gt;
&lt;br /&gt;
But for this one, the misreading comes from not paying enough attention to the text, or being only familiar with the derivative work.&lt;br /&gt;
&lt;br /&gt;
For example, a common interpretation is it's about indecisiveness, and the importance of making a choice.&lt;br /&gt;
&lt;br /&gt;
This reading's a bit infamous for possibly convincing the poem's intended reader to go fight in World War I.&lt;br /&gt;
&lt;br /&gt;
But apart from that, it's a good lesson to pick up.&lt;br /&gt;
&lt;br /&gt;
However, interpretations like it don't seem to match the poem's intent once you actually read the lines.&lt;br /&gt;
&lt;br /&gt;
Things pop out like how the two roads are not that different, or how that powerful last statement is undermined by what came before it.&lt;br /&gt;
&lt;br /&gt;
Analyzing the poem any further will put us a bit off track so let's just go back to our main topic.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Road_Not_Taken The Road Not Taken (Wikipedia)]&lt;br /&gt;
&lt;br /&gt;
[https://babel.hathitrust.org/cgi/pt?id=chi.19147394&amp;amp;view=1up&amp;amp;seq=235&amp;amp;skin=2021 The Road Not Taken (HathiTrust)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Death_of_the_Author The Death of the Author (Wikipedia)]&lt;br /&gt;
|-&lt;br /&gt;
| To recap, if game designers see all this, they might start doing crazy shit in their games.&lt;br /&gt;
&lt;br /&gt;
But they're missing some key context, so their game fails, and I get blamed in the end.&lt;br /&gt;
&lt;br /&gt;
I don't want that, so I'll be going through some alternative interpretations of the title and give you the missing context.&lt;br /&gt;
&lt;br /&gt;
First, the indecisiveness that we already covered.&lt;br /&gt;
&lt;br /&gt;
As I said, it may not be what the poem's about, but it's still a good lesson.&lt;br /&gt;
&lt;br /&gt;
Especially in game dev, sometimes you just have to do it, whatever it is.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind what happened to the first guy.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next, it's about nonconformity, taking the less traveled path leads to success.&lt;br /&gt;
&lt;br /&gt;
We're getting away from the original poem, but after seeing all this, I could understand why you'd think this way.&lt;br /&gt;
&lt;br /&gt;
But no.&lt;br /&gt;
&lt;br /&gt;
Gonna make a mildy hot take here, but had the devs chosen a more mundane combat system, the game probably would've ended up in the same boat.&lt;br /&gt;
&lt;br /&gt;
It's easier to see once you notice that I've only been focusing on the combat, and made sure not to talk about the rest of the game:&lt;br /&gt;
&lt;br /&gt;
the Themes, Story, the Characters, the World, the Art, the Music, and so on.&lt;br /&gt;
&lt;br /&gt;
Each of those are worth noting on their own, and combat is just one part, maybe even the weakest link.&lt;br /&gt;
&lt;br /&gt;
I'd go as far to say that the game would've gotten a wider audience if they chose something more mainstream.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next interpretation is often related to the previous, as nonconformity usually implies forging one's own path.&lt;br /&gt;
&lt;br /&gt;
You might think I'd also disagree with this, but this one, oddly fits.&lt;br /&gt;
&lt;br /&gt;
The missing context here is that I also made sure not to show or talk about the late, or even mid-game, combat.&lt;br /&gt;
&lt;br /&gt;
I'm gonna be vague here to lessen the spoilers, but the combat starts out as a clunky yet ambitious system, and the devs built it up with layer upon layer of new gameplay elements, while keeping it intertwined with the themes and the story.&lt;br /&gt;
&lt;br /&gt;
I don't want to overhype what they did with the combat, but if this “stageplay” setup remained a mere gimmick and didn't evolve to what we got later in the game, and what we have right now in the sequel…&lt;br /&gt;
&lt;br /&gt;
Mili's great, but there's no way every single boss battle in the franchise would have this much play time if the fights themselves didn't carry that much emotional weight.&lt;br /&gt;
&lt;br /&gt;
In other words, while the choice to go this route may not have made a difference, Project Moon worked hard to make sure it did.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; especially considering the very niche nature of the franchise&lt;br /&gt;
&lt;br /&gt;
+3 more Boss themes not on this list w/ 1.5M+ plays&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; even the non-vocal mid-Boss fight music are on players' playlists&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; there's also other streaming services, YouTube, reposts, remixes, covers, etc.&lt;br /&gt;
| [https://open.spotify.com/artist/0K05TDnN7xPwIHDOwD2YYs Mili (Spotify)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@StudioEIM StudioEIM (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@DarkFantasyStudio Dark Fantasy Studio (YouTube)]&lt;br /&gt;
|-&lt;br /&gt;
| And the last, taking the previous two to a reckless extreme, do it because it's difficult and risky.&lt;br /&gt;
&lt;br /&gt;
I have no idea how you got to this, maybe you confused the line with some other motivational saying, but I can't deny that some people out there want a challenge.&lt;br /&gt;
&lt;br /&gt;
This one's a bit tricky, I sort of agree with the concept, but disagree with the interpretation, mostly on the “risk” part.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Everest,_Himalayas.jpg &amp;quot;Everest, Himalayas&amp;quot; by Vyacheslav Argenberg (Wikimedia Commons)]&lt;br /&gt;
|-&lt;br /&gt;
| This time, the context isn't totally missing, I mentioned it at the start:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina was a heavily anticipated sequel with a crowdfunding campaign that smashed its goals.&lt;br /&gt;
&lt;br /&gt;
With an existing fanbase, the devs were in a slightly less risky position as they can get away with things that the main audience would let slide or even downright expect.&lt;br /&gt;
&lt;br /&gt;
For instance, the early-game world-building might feel a bit too much if this was a typical game, but that's exactly what many of us were looking forward to: we were literally living under a rock in the previous game.&lt;br /&gt;
| Too much early-game world-building vs actual gameplay?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But there's something else about the fanbase that makes this route a lot less risky:&lt;br /&gt;
&lt;br /&gt;
The people looking forward to the game the most are the ones who finished Lobotomy Corporation,&lt;br /&gt;
&lt;br /&gt;
a game so janky, tedious, and soul-crushing that even at 2024, a time when streamers eat Souls-likes for breakfast, it's still pretty rare to find content creators that go through the whole thing that aren't already Project Moon veterans.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; showing my playthrough videos since most other playthroughs completing the game have spoiler thumbnails&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; also shows a preview of how freaking long this game is&lt;br /&gt;
| [https://www.youtube.com/watch?v=J9Bm5U-MJZw ELDEN RING Shadow of the Erdtree – Story Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| And LobCorp finishers can be very, very stubborn and determined players:&lt;br /&gt;
&lt;br /&gt;
a radically new combat system with a difficult to use UI isn't going to stop them from playing.&lt;br /&gt;
&lt;br /&gt;
Maybe too determined - I'm fairly sure that a decent amount of the player base were able to finish the game not through deckbuilding skill or tactical decision making, but through sheer determination, and repeating battles until they get really, really lucky.&lt;br /&gt;
&lt;br /&gt;
And, sorry to be blunt, you're probably not one of the few developers or studios out there that have&lt;br /&gt;
the same kind of fanbase.&lt;br /&gt;
&lt;br /&gt;
Alright, that's all the context I can give without spoiling too much about the game or the franchise as a whole.&lt;br /&gt;
&lt;br /&gt;
If after seeing this you're still going to take the off beaten path, like waaay off…&lt;br /&gt;
&lt;br /&gt;
Good Luck!&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=OleEkB-7by0 Fear &amp;amp; Hunger 2: Termina - Release Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=EV53lnCzP1w DEATH STRANDING DIRECTOR'S CUT - FINAL Trailer - &amp;amp;#91;ESRB&amp;amp;#93; 4K]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/ Touhou Kouryudou ~ Unconnected Marketeers (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| End Screen&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video; to the right are my intros to Library of Ruina and Limbus Company.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, the latter's no longer the quick and dirty one that I made a few days after launch.&lt;br /&gt;
&lt;br /&gt;
To the left are my tips for Lobotomy Corporation, for those who were intrigued by what I said about the game's fans.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/Road.v1.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=147</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=147"/>
		<updated>2024-08-25T01:56:52Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CURRENTLY WIP ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Links, References and Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
|&lt;br /&gt;
|  [https://www.youtube.com/watch?v=ofmYqXfjFs8 &amp;amp;#91; Library Of Ruina &amp;amp;#93; String Theocracy]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
| Link to full script including all references (eg. video sources) in the Description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
| Generic instead of In-Game Terms:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deck&amp;quot; instead of &amp;quot;Bookshelf&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Card&amp;quot; instead of &amp;quot;Page&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
and so on...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/568220/Lobotomy_Corporation__Monster_Management_Simulation/ Lobotomy Corporation (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
| Lobotomy Corporation Retail Release - April 2018&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Early Access - May 2020&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Retail Release - August 2021&lt;br /&gt;
&lt;br /&gt;
Prototype - initial Auto-Battler&amp;lt;br /&amp;gt;&lt;br /&gt;
Prototype - Cards added&amp;lt;br /&amp;gt;&lt;br /&gt;
Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
| Light cost on the top-left corner of a Card&amp;lt;br /&amp;gt;&lt;br /&gt;
Lights above units tell you how many they currently have&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
| Similar to Slay the Spire's Intent system&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
| The on screen blurbs don't really matter, the important parts are seeing the IRL movement of miniatures and rolling of the dice in the first video, and the Pathfinder 2e calculations in the second.&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
| Only 2 damage taken after 5 turns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of dea.l&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
| &amp;quot;action queue&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;pip&amp;quot; is a term I made up&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
| Turn 1 Card with 3 actions&lt;br /&gt;
&lt;br /&gt;
Turn 2 Card with 3 more actions to add to the queue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
| Cards aren't free to play&lt;br /&gt;
&lt;br /&gt;
Resources Available&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-Beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
| Previously played Cards&lt;br /&gt;
&lt;br /&gt;
3 6-sided dice&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
&lt;br /&gt;
No, I didn't cover how the standard regular polyhedral dice (d4, d6, d8, d12) were replaced a few weeks into early access by generic &amp;quot;dice&amp;quot; and &amp;quot;range&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| As if Clashing wasn't radical enough, the devs decided that single actions weren't fun enough, instead taking a cue from fighting and stylish action games and turned combos into a key part of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zc-yMi05vBA TEKKEN 8 – Steve Fox Reveal &amp;amp; Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MWxlbnI9mpU Devil May Cry 5 - Final Trailer (4K full ver.)]&lt;br /&gt;
|-&lt;br /&gt;
| Now you might say, this isn't breaking new ground; lots of cards in other games do multiple things.&lt;br /&gt;
| One Card, 2 Effects&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, what's different here is that each Die is treated as a separate discrete entity within the queue.&lt;br /&gt;
| Dice are treated as separate entities&lt;br /&gt;
&lt;br /&gt;
eg. they can have different effects&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On Win: Weaken foe's next die&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;On Win: Destroy foe's remaining die&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
no effects for this Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Or in bigger picture terms, you aren't playing cards against each other you're pitting the Dice queues.&lt;br /&gt;
| So it's better to treat Clashes as &amp;quot;Dice Queue vs Dice Queue&amp;quot; rather than the usual &amp;quot;Card vs Card&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The best way to show this in action is to look the Evade Dice.&lt;br /&gt;
| Early Access Preview - switch to Dice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Most of the other dice work on the concept of “who rolls highest wins, then we move to the next dice”, but Evade is special.&lt;br /&gt;
&lt;br /&gt;
If an Evade wins against attacks, not only does the evader not take any damage, the Die is reused, allowing the same Die to dodge multiple attacks.&lt;br /&gt;
| 1st use of 1st Evade Die in queue&lt;br /&gt;
&lt;br /&gt;
2nd use of 1st Evade Die (reused)&lt;br /&gt;
&lt;br /&gt;
take note of the unused 2nd Evade Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Evade is also a Defensive Die, which means in certain situations, it can be used to defend an incoming attack from a different enemy.&lt;br /&gt;
| 2nd Evade Die (unused) retained for future attacks&lt;br /&gt;
&lt;br /&gt;
retained 2nd Evade Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| These reinforce the fact that ultimately, it's the dice queues that matter, and that the cards are simply vessels for the dice.&lt;br /&gt;
&lt;br /&gt;
Anyway, it's time to move on again, so yeah - if you want to know more, details on the other video.&lt;br /&gt;
| * Cards still matter (eg. drawing, cost, card-level effects) but when it comes to combat, the dice and queue matter more&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Letting the Player Control the Flow of Combat&lt;br /&gt;
|-&lt;br /&gt;
| For the next update, try to forget what you saw about the pre-Beta and let's return to Alpha yet again…&lt;br /&gt;
&lt;br /&gt;
At this point, the devs have added more gameplay since the early prototype.&lt;br /&gt;
&lt;br /&gt;
On top of our Clashes, we got our cards, our action queue… but we really haven't solved the main problem with the prototype:&lt;br /&gt;
&lt;br /&gt;
it still doesn't feel like the player has that much control over the combat.&lt;br /&gt;
&lt;br /&gt;
To be fair, there's already a bit of player choice here if you look closely: units will Clash with the one in front of them so it's all about choosing the right cards to counter the enemy.&lt;br /&gt;
&lt;br /&gt;
You could still up the player input though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, other Auto-Battlers let you position your units before the battle, with those close to the front tanking most of the damage.&lt;br /&gt;
&lt;br /&gt;
Maybe the devs tried that approach, but unfortunately we don't have any footage of that.&lt;br /&gt;
&lt;br /&gt;
Instead, we have hints that they tried the opposite: that is, you can't reposition your team.&lt;br /&gt;
&lt;br /&gt;
What could change are their Speed values.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game: Dystopian Battle Simulator]&lt;br /&gt;
|-&lt;br /&gt;
| As you might guess higher Speed means faster, and faster units will reach the enemies first and start clashing with them.&lt;br /&gt;
| Sometime before Early Access?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; removed background to emphasize that what I'm talking about in this section are my own speculations about an earlier build ie. how the Speed mechanic started&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then you could just have equipment to upgrade their Speed, or cards to change them on the fly.&lt;br /&gt;
| Equipment and Effects (not just Speed related) probably go here&lt;br /&gt;
&lt;br /&gt;
Next Turn Speed +2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| At first glance, it looks like a step forward from the usual pre-wave positioning but compared to the previous version, it's almost a step back.&lt;br /&gt;
&lt;br /&gt;
At least in the Alpha you have an idea who's attacking who and you can play cards accordingly, with this setup you're guessing who's going to end up meeting in the middle first.&lt;br /&gt;
| Changed the movement scheme from &amp;quot;Attack enemy directly in front of you&amp;quot; to &amp;quot;Attack closest enemy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(same end result, but slightly more clumped)&lt;br /&gt;
| I hoped my example would show a different result, but alas, it didn't.&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I know you didn't forget what you just saw a few minutes ago so you already know how they addressed this problem: by adding a targeting system.&lt;br /&gt;
&lt;br /&gt;
Instead of just seeing the enemy's intent, you can also see their targets.&lt;br /&gt;
&lt;br /&gt;
They then dialed back on the weirdness with the whole playing cards on your units thing, and went to the more traditional approach of playing cards to target the enemies.&lt;br /&gt;
&lt;br /&gt;
Everything we talked about so far stays the same.&lt;br /&gt;
&lt;br /&gt;
Playing a card as a response to an incoming attack will end up becoming a Clash.&lt;br /&gt;
&lt;br /&gt;
Then there's the Dice queue which you already saw in action earlier.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| They did, however, give Speed an updated purpose.&lt;br /&gt;
&lt;br /&gt;
Faster units can now intercept an attack meant for other units.&lt;br /&gt;
&lt;br /&gt;
In other games, interception may just be a nice-to-have gimmick, but in a Clash-focused game, it's almost essential.&lt;br /&gt;
&lt;br /&gt;
Without it, the game would be back to the Alpha where you could only respond to incoming attacks and can't choose your units' targets.&lt;br /&gt;
| 4 &amp;gt; 2, can intercept attack &lt;br /&gt;
| [https://www.youtube.com/watch?v=O10pqWZPhiU Atlus USA Announcement Trailer: Persona 4]&lt;br /&gt;
|-&lt;br /&gt;
| With enough fast units, it almost feels like a tactical game where you can position your units in front of enemies, limiting their attacking options, and overall effectively changing the flow of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea (Steam version)]&lt;br /&gt;
|-&lt;br /&gt;
| In practice, however, the tactical analogy fails quickly.&lt;br /&gt;
&lt;br /&gt;
For example, when there's a unit under attack by more than 2 enemies at once.&lt;br /&gt;
| * using Early Access footage here as this problem isn't present in the pre-Early Access video&lt;br /&gt;
| Footage recorded on 2020-06-26, over a month after start of EA.&lt;br /&gt;
|-&lt;br /&gt;
| This can happen when you don't have enough fast units to balance the clashes, or one team having more members than the other, both of which are fairly common.&lt;br /&gt;
| Targeted by 2 enemies (1 Clash, 1 one-sided)&lt;br /&gt;
&lt;br /&gt;
Also targeted by 2 enemies (1 Clash, 1 one-sided)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In this situation, it can be hard to predict which of the attacks will take place first.&lt;br /&gt;
| Will Roland be able to soften the middle enemy before the Clash with Gabriella?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And as you can see there's yet another complicating factor: Knockbacks.&lt;br /&gt;
| Yes, but only because Gabriella was knocked back by a previous attack&lt;br /&gt;
&lt;br /&gt;
Gabriella was originally closer&lt;br /&gt;
&lt;br /&gt;
Roland is now much closer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Long story short, you can't be tactical if you can't reliably figure out the action order.&lt;br /&gt;
&lt;br /&gt;
Tactical problems aside, the addition of Speed and Interception is still a big deal as we've finally got away from the very passive gameplay of the earlier builds.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The Patch that Changed the Game&lt;br /&gt;
|-&lt;br /&gt;
| A few months into the Early Access, the devs dropped this simple change in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Characters with lower Speed values will always wait for the characters with higher Speed values to play out their actions before taking their turn even if they arrive at their targets first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I admit, I'm one of the many players who didn't really understand what this meant.&lt;br /&gt;
&lt;br /&gt;
Looking back, however, this may just be the most important change to the combat system during Early Access.&lt;br /&gt;
&lt;br /&gt;
On the surface, all this does is cause some weird UI thing where everything stops except for the fastest unit who then slides towards their target.&lt;br /&gt;
| Note how they meet but no Clash&lt;br /&gt;
&lt;br /&gt;
Slower (3 Spd) still waiting for their turn while Yesod (4 Spd) slides to cut in.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But let's cut to the chase - remember what I said a minute ago that we can't make tactical decisions unless we can reliably predict the action order?&lt;br /&gt;
| Will Roland reach his target first?&lt;br /&gt;
&lt;br /&gt;
Pre-patch, it depends on the Clash outcome.&lt;br /&gt;
&lt;br /&gt;
ie. if Gabriella loses, Roland my reach first because of the knockback.&lt;br /&gt;
| If you look closely, it's a one sided attack that caused the knockback, not a Clash.&lt;br /&gt;
|-&lt;br /&gt;
| Yeah, this patch basically gives the player that.&lt;br /&gt;
&lt;br /&gt;
If previously we can't tell if Roland will attack first, now we know because his Speed is lower.&lt;br /&gt;
&lt;br /&gt;
Even with the knockback, he'll have to wait for his turn because of the patch.&lt;br /&gt;
| Will Roland reach his target first?&lt;br /&gt;
&lt;br /&gt;
Post-patch, we can tell by their Speed&lt;br /&gt;
&lt;br /&gt;
i.e. definitely NO. (Roland is slower at 2 Spd vs 3 Spd)&lt;br /&gt;
|-&lt;br /&gt;
| Of course, this change is more complicated than it looks, but overall, it's just a matter of getting the hang of how things work, and once you do, you should have no problem tactically maneuvering your team through the battlefield.&lt;br /&gt;
| i.e. almost&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; definitely NO. (Roland is slower at 2 Spd vs 3 Spd)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if the 4 Speed enemy staggers (or kills) Gabriella, Roland may reach the target &amp;quot;first&amp;quot;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You'd be able to set pre-Clash flanking maneuvers from units that attack first.&lt;br /&gt;
| The &amp;quot;assigned Clash&amp;quot; is the yellow arrows, and it means what it means.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;pre-Clash flanker&amp;quot; are one sided attacks from units faster than the assigned Clash, and will attack the target first&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Conversely, you can also set post-Clash follow-ups or finishers.&lt;br /&gt;
&lt;br /&gt;
This is a complicated topic so again I'll leave the rest of the details to my other video.&lt;br /&gt;
| &amp;quot;post-Clash follow-up/finisher&amp;quot; are one sided attacks from units slower than the assigned Clash, and will attack the target after the Clash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The gameplay shift comes at a cost, however.&lt;br /&gt;
&lt;br /&gt;
By prioritizing the Speed mechanic over the unit positions on the battlefield, the devs have essentially abandoned most of what makes an Auto-Battler an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is the hands-off battle processing.&lt;br /&gt;
| Mid-Early Access - prioritize Speed over position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Some parts like unit positions survive for other purpose but all that effort implementing the other Auto-Battler elements is now wasted.&lt;br /&gt;
| Battlefield layout used to be more important (closer units can be tanks), but is now mostly cosmetic aside from the ocassional[sic] tiebreaker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; field is just squished, no fancy perspective projection here&lt;br /&gt;
| Yes, the top units are in fact 1 unit closer to the center than the bottom units.&lt;br /&gt;
|-&lt;br /&gt;
| Then again, that's just part of the creative process, discarding stuff because you choose to go a certain route.&lt;br /&gt;
&lt;br /&gt;
And with this patch, Project Moon has decided to turn Library of Ruina into a Turn-Based Tactics game.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| A (rather long) digression on Genres and Naming&lt;br /&gt;
|-&lt;br /&gt;
| Despite this, I don't call Library of Ruina a Turn-Based Tactics game anymore.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; also despite spending a good part of the other video explaining why I think it's Tactics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To explain why, let's take a detour and talk about game systems, starting with Turn-Based.&lt;br /&gt;
&lt;br /&gt;
Basically players taking turns performing actions.&lt;br /&gt;
&lt;br /&gt;
This includes fancier variations like units taking actions in order of initiative.&lt;br /&gt;
&lt;br /&gt;
Let's put basic Turn-Based combat here on a graph.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Next is Final Fantasy's Active Time Battle where the player has to wait for gauges to fill up before getting to act.&lt;br /&gt;
&lt;br /&gt;
Depending on the game or user settings this can be closer or farther away from vanilla.&lt;br /&gt;
&lt;br /&gt;
Now we can define the axis of our graph, going from left to right increases the amount of &amp;quot;active input&amp;quot; in the game system.&lt;br /&gt;
&lt;br /&gt;
And by “active”, we mean things like the player needing to get the timing right, or being able to enter the right amount of inputs at a certain time frame.&lt;br /&gt;
| eg. timing, amount of entered input required&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another good example of a system that requires active input would be Turn-based with Quick Time Events.&lt;br /&gt;
&lt;br /&gt;
Think Mario RPGs where hitting buttons at the right timing will block or deal more damage.&lt;br /&gt;
&lt;br /&gt;
I'll put them here, requiring more or less active input than ATB depending on the the variation.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Ume5pSIcKE Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023]&lt;br /&gt;
|- &lt;br /&gt;
| And on the extreme end are non-Turn-Based games: your real time strategies, your action games, and even platformers.&lt;br /&gt;
|&lt;br /&gt;
|[https://store.steampowered.com/app/2012510/Stormgate/ Stormgate]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1627720/Lies_of_P/ Lies of P]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=XvQNlGKNC6o Super Mario Bros. Wonder – Launch Trailer – Nintendo Switch]&lt;br /&gt;
|-&lt;br /&gt;
| Then in this gap are the Real Time With Pause games - these are still not Turn-Based, but adding a pause gives you back one of the main advantages of Turn-Based systems:&lt;br /&gt;
&lt;br /&gt;
You have all the time to strategize your next moves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've completed this graph, let's digress a bit further and address what some of you may be thinking way back when I talked about Clashing and how most games just stayed with tanking damage rather than innovating, that is:&lt;br /&gt;
&lt;br /&gt;
“What about QTE”?&lt;br /&gt;
&lt;br /&gt;
Like we already have a sort of Clashing and even a Combo mechanic here, right?&lt;br /&gt;
&lt;br /&gt;
And to that I say&lt;br /&gt;
&lt;br /&gt;
Do we really need extra inputs from the player for them to happen in game?&lt;br /&gt;
&lt;br /&gt;
Surely we can implement them way back here rather than stray this far.&lt;br /&gt;
&lt;br /&gt;
To be clear, there is nothing wrong with getting away from the basic Turn-Based formula; it's ultimately a design choice that a developer makes when building their game.&lt;br /&gt;
&lt;br /&gt;
But whenever Turn-Based games add active elements to their core gameplay to spice things up, it just feels a bit off for me.&lt;br /&gt;
&lt;br /&gt;
Even worse is when some games overdo it to the point that they might as well ditch Turn-Based altogether.&lt;br /&gt;
&lt;br /&gt;
Long story short, I prefer games that try to improve Turn-Based Combat within the constraints of the system, or, as we shall see in a bit, at least try to go in a different direction than QTE.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Mario RPGs ge a pass because the mainline games are platformers&lt;br /&gt;
&lt;br /&gt;
and because it's Mario&lt;br /&gt;
|[https://www.youtube.com/watch?v=FX6DTLcWUdY Paper Mario: The Origami King - Announcement Trailer - Nintendo Switch]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VgE6bIwK-D4 Final Fantasy XIII-2: Enhanced Battle System Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bGpbTXCVkwQ Shin Megami Tensei V: Vengeance - Complete Guide &amp;amp;#x7C; NSW, PS5/4, Xbox Series X&amp;amp;#x7C;S, Xbox One, Steam, PC]&lt;br /&gt;
|-&lt;br /&gt;
| Getting back to the original digression, it's clear from this line that the opposite of Turn-Based is active gameplay.&lt;br /&gt;
&lt;br /&gt;
But where do Auto-Battlers and Library of Ruina fit in here?&lt;br /&gt;
&lt;br /&gt;
Right around Turn-Based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles]&lt;br /&gt;
&lt;br /&gt;
Yes, LoR not being all the way to the left is intentional.&lt;br /&gt;
|-&lt;br /&gt;
|Obviously, game systems involve more complicated factors than this single line, so let's expand it to one more axis how many units act simultaneously.&lt;br /&gt;
| very similar active input levels, but obviously very different&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Instead of being next to it, now these two systems are opposite of basic Turn-Based Combat.&lt;br /&gt;
&lt;br /&gt;
Real-Time combat is still farther away, but Turn-Based variations can be closer.&lt;br /&gt;
&lt;br /&gt;
And if I had better video editing skills, I'd add a third dimension and axis - “tactical control” - so I could add in Turn-Based Tactics and distinguish Ruina from Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But let's stick with these two axes and return to the original problem why calling Library of Ruina Turn-Based Tactics isn't enough: namely, they just aren't the same.&lt;br /&gt;
| not Turn-Based Tactics?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Well, it turns out that there's already a well-established distinction between these two:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is a WEGO tactics game.&lt;br /&gt;
&lt;br /&gt;
WEGO as in “We Go at the same time”.&lt;br /&gt;
| WEGO: We Go at the same time&lt;br /&gt;
&lt;br /&gt;
WeGo is a turn-based style of gameplay where orders are given for both sides, and then executed simultaneously. During the execution phase, no player input is allowed.&lt;br /&gt;
| [https://www.giantbomb.com/wego/3015-5269/ WeGo (Concept) - Giant Bomb]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse]&lt;br /&gt;
|-&lt;br /&gt;
| In contrast, almost every Tactics or vanilla Turn-Based game follow the opposite:&lt;br /&gt;
&lt;br /&gt;
IGOUGO&lt;br /&gt;
&lt;br /&gt;
that is, “I go first, then you go”.&lt;br /&gt;
| IGOUGO: I Go (first, then) You Go&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; IGOUGO may also specifically refer to the simpler version where all units from one side goes first before another team does the same; the alternating initiative-based gameplay you can see here is part of the broader definition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Calling Ruina a WEGO tactics game leads to a different problem, however, as its such a niche subgenre of a subgenre that very few people know about it, which defeats the purpose of assigning a genre to let people know what the game is about.&lt;br /&gt;
| WEGO is so obscure that no one has updated this list (one of the few out there) to include Library of Ruina&lt;br /&gt;
&lt;br /&gt;
Even I didn't realize Megami Tensei I was WEGO until I recorded it for this video&lt;br /&gt;
&lt;br /&gt;
&amp;quot;WEGO Tactical Game&amp;quot; - more accurate description but terrible for marketing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So... we reach the main point of this chapter:&lt;br /&gt;
&lt;br /&gt;
What do we call Library of Ruina's combat system then?&lt;br /&gt;
&lt;br /&gt;
How about we just go with the marketing material and call it “Library Battle Simulation”?&lt;br /&gt;
&lt;br /&gt;
While it's marketable, lore-friendly and all, it shares the same problem as WEGO, anyone reading it will have absolutely no clue what it is all about, possibly negatively affecting their purchasing decision.&lt;br /&gt;
&lt;br /&gt;
So what do I call Library of Ruina's system if someone would ask me about it nowadays?&lt;br /&gt;
&lt;br /&gt;
It's a Turn-based&lt;br /&gt;
&lt;br /&gt;
Clash-focused&lt;br /&gt;
&lt;br /&gt;
Combo-driven&lt;br /&gt;
&lt;br /&gt;
Hybrid Tactical Auto-Battler&lt;br /&gt;
&lt;br /&gt;
Deckbuilding Card Game.&lt;br /&gt;
&lt;br /&gt;
Or Hybrid Tactical Auto-Battler Card Game for short.&lt;br /&gt;
&lt;br /&gt;
The Hybrid part is key, as it clearly tells the prospective player that it's a mix of genres&lt;br /&gt;
&lt;br /&gt;
Project Moon have even started using this description …sort of, but we're getting ahead of ourselves.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; or I could just send them this video&lt;br /&gt;
| [https://www.arcsystemworks.jp/lor/en/ Library of Ruina (NSW/PS4 ports)]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, I think this description's good enough for most cases, though it's not quite on the level of other genres. &lt;br /&gt;
&lt;br /&gt;
It needs to be more catchy, or even provocative.&lt;br /&gt;
&lt;br /&gt;
Here's some that I pulled out of my ass:&lt;br /&gt;
&lt;br /&gt;
Alright, digression over.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Lore meets Gameplay&lt;br /&gt;
|-&lt;br /&gt;
| By now you might be thinking that Project Moon must have been going out of their way intentionally breaking every rule in the book.&lt;br /&gt;
&lt;br /&gt;
That might just be the case, but I think at least some of them were simply happy accidents.&lt;br /&gt;
&lt;br /&gt;
Case in point: the Emotion System.&lt;br /&gt;
&lt;br /&gt;
This concept has been around from the start, in the initial crowdfunding details, and even in the Alpha footage.&lt;br /&gt;
| Early version of the Emotion Level, Gauge, and (now hidden) Scale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lore-wise, the Library rewards heightened emotions, regardless if it's positive or negative.&lt;br /&gt;
&lt;br /&gt;
In game terms, Positive Emotions can come from stuff like killing an enemy, and Negative can come from&lt;br /&gt;
the opposite, like bad rolls.&lt;br /&gt;
| +3 Positive Emotion&lt;br /&gt;
&lt;br /&gt;
+1 Negative Emotion (roll minimum value)&lt;br /&gt;
| [https://tumblbug.com/lor/ Library of Ruina Dubbing and OST Production &amp;amp;#x7C; Tumblbug - Crowdfunding for Creators]&lt;br /&gt;
|-&lt;br /&gt;
| Once a unit or a team gets enough Emotions, they're given rewards like full resource refreshes, and other stuff I won't spoil in this video.&lt;br /&gt;
| will use 1 Light, will use 2 Light&lt;br /&gt;
&lt;br /&gt;
Level 0: normal 1 Light gain, Level 1: +1 max Light, full refresh&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the surface, this is a straightforward example of having an initial in-universe concept then adding it into your game.&lt;br /&gt;
| translation from the Steam store page (see &amp;quot;Conflicts that Build Emotion&amp;quot; section)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The accidental part arises when you consider the Focus-Fire trope, yet another widely accepted thing&lt;br /&gt;
in video games that most really don't stop to think about.&lt;br /&gt;
&lt;br /&gt;
Basically in RTSs and games in general where you control groups of units, it's usually mathematically optimal to focus fire and take out the enemy team one by one.&lt;br /&gt;
| Focus fire on single targets, Fire at closest target&lt;br /&gt;
&lt;br /&gt;
WINS, LOSES&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But it's not the case in Library of Ruina; the Emotion System rewards Clashes much more than one-sided attacks.&lt;br /&gt;
&lt;br /&gt;
And since those rewards can easily turn the tide of battle, the game clearly doesn't want you to Focus-Fire.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Again, I don't know if they intentionally went out of their way to discourage this decades-old trope, though I like to think it's just emergent behavior coming from combining crazy concepts together.&lt;br /&gt;
| Unintentional Feature?&lt;br /&gt;
&lt;br /&gt;
Lore demands more action-packed combat (ie. not passive) -&amp;gt; Greater rewards for Clashes -&amp;gt; Focus fire and tanking damage are discouraged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I mean, the removal of dedicated healing abilities I mentioned way earlier also discourages Focus-Fire, and that has its own chicken-and-egg scenario.&lt;br /&gt;
| Less Healing in the game -&amp;gt; Focus fire and tanking damage are discouraged -&amp;gt; Reduced damage taken means Healing is overpowered -&amp;gt; loop back&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And that's it for my not-so-quick overview of Library of Ruina's complex combat system.&lt;br /&gt;
&lt;br /&gt;
I could continue listing out other stuff they added to the combat but I think you got the point; Library of Ruina chose to take a radically different path compared to other games.&lt;br /&gt;
&lt;br /&gt;
Instead, let's talk about something more important:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| What are the problems with going down this route?&lt;br /&gt;
|-&lt;br /&gt;
| What are the problems with going down this route?&lt;br /&gt;
&lt;br /&gt;
Which is a silly question, especially if we rephrase it as&lt;br /&gt;
&lt;br /&gt;
What problems will a small indie developer face if they decide to practically invent a new combat system for their game?&lt;br /&gt;
&lt;br /&gt;
I could try to be funny and just answer &amp;quot;All the problems&amp;quot; and call it a day,&lt;br /&gt;
&lt;br /&gt;
but that wouldn't be that informative so I'll be going over some of the main problems&lt;br /&gt;
&lt;br /&gt;
then call it a day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, top of the list - UI.&lt;br /&gt;
&lt;br /&gt;
No surprise here, we live in a time when you've got bigger more established studios spewing out hideous UI in their games, &lt;br /&gt;
&lt;br /&gt;
And that's even when they already had previous UI to work off from.&lt;br /&gt;
|&lt;br /&gt;
|  [https://www.youtube.com/watch?v=sv0Wf9yc2J0 26 Minutes of Suicide Squad Kill the Justice League Gameplay (4K 60FPS)]&lt;br /&gt;
|-&lt;br /&gt;
| On the other hand, Library of Ruina had to figure out how to combine UI from vastly different genres and make them work.&lt;br /&gt;
&lt;br /&gt;
Really how do you do it?&lt;br /&gt;
&lt;br /&gt;
Maybe look at some other hybrid games like Fights in Tight Spaces and Midnight Suns?&lt;br /&gt;
&lt;br /&gt;
But even then we have to squeeze in the missing parts like the auto-battler and the clashing into UIs already on the verge of being too busy.&lt;br /&gt;
&lt;br /&gt;
In short, a non-janky UI would've required a miracle.&lt;br /&gt;
&lt;br /&gt;
To be fair, what we ended up with isn't that terrible, especially when you get the hang of the hard parts like how Clashes are assigned, and mentally calculating the order of attacks.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; yeah, both games came after Library of Ruina&lt;br /&gt;
| [https://www.youtube.com/watch?v=zYX5pwFy4vc Fights in Tight Spaces - Launch Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=_9raj2bcTq4 Marvel's Midnight Suns: The First 28 Minutes of Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately that's the next problem&lt;br /&gt;
&lt;br /&gt;
how to make new players get the hang of what's essentially a new type of game.&lt;br /&gt;
&lt;br /&gt;
If you've been playing the same games over and over again and have forgotten how long it takes to properly learn a new game system, try learning Chess, Go, or any variation of Poker or Mahjong through a video game, preferably one that isn't a cultural staple where you're from.&lt;br /&gt;
&lt;br /&gt;
Better yet, go watch someone doing it.&lt;br /&gt;
&lt;br /&gt;
Yeah, it's not as simple as it looks.&lt;br /&gt;
&lt;br /&gt;
While it may only take a few minutes to learn the absolute basics, it will take a lot longer for a new player to learn enough to play semi-competently.&lt;br /&gt;
&lt;br /&gt;
And I haven't even factored in trying to make a guide for a moving target, changing the tutorial every time you decide to make a major change to the core gameplay.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=NitUinQSV6s Call of Duty: Modern Warfare 3 - Gameplay Trailer &amp;amp;#x7C; gamescom 2023]&lt;br /&gt;
&lt;br /&gt;
[https://www.chess.com/lessons Chess.com lessons]&lt;br /&gt;
&lt;br /&gt;
[https://mahjongsoul.yo-star.com/ Mahjong Soul]&lt;br /&gt;
|-&lt;br /&gt;
| All that said, being in a difficult position doesn't excuse the problems the game has with its onboarding process.&lt;br /&gt;
&lt;br /&gt;
The gameplay eventually became stable, and they had all the time to make things better.&lt;br /&gt;
&lt;br /&gt;
Beyond the bare minimum walls of text and manual, a game as complicated as this one should at least have an improved in-game manual with animations, extra examples, and possibly a search function.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
|-&lt;br /&gt;
| To Project Moon's credit, they did try to go the extra mile with the tutorial.&lt;br /&gt;
&lt;br /&gt;
There's this idea in game design where instead of relying on annoying popups to teach certain parts of a game, one can place players into situations where they can pick the concepts up by themselves, whether consciously or subconsciously.&lt;br /&gt;
&lt;br /&gt;
And Library of Ruina does the same with certain stages.&lt;br /&gt;
&lt;br /&gt;
At first, it could seem like the game took a big leap in difficulty, but if the player pays attention, they could figure out a game mechanic or two that makes the stage much easier than it initially seemed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these battles turned out to be too difficult for some players and some of them were nerfed to the point that you can beat them without even learning what they're meant to teach.&lt;br /&gt;
&lt;br /&gt;
Oh well, at least they tried.&lt;br /&gt;
|&lt;br /&gt;
|[https://www.youtube.com/watch?v=8FpigqfcvlM Sequelitis - Mega Man Classic vs. Mega Man X]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| The third problem, you've already saw a chapter on it.&lt;br /&gt;
&lt;br /&gt;
And I could continue, but I've already made my point.&lt;br /&gt;
&lt;br /&gt;
If any one of these can result in lost sales or even refunds, just imagine having to deal all of them at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Trying for Free (Limbus Company)&lt;br /&gt;
|-&lt;br /&gt;
| So you found all of this interesting and decided to check it out on Steam…&lt;br /&gt;
&lt;br /&gt;
then you learn that it's a bit too expensive for a game that might turn out to be too janky for your taste.&lt;br /&gt;
&lt;br /&gt;
Normally, I'd suggest waiting for a sale.&lt;br /&gt;
&lt;br /&gt;
But if you're watching close to when I originally posted this, there might not be a price cut soon as they've recently released new ports and a discount would just cut into their sales.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there's a perfectly legal way to try out the combat system for free.&lt;br /&gt;
&lt;br /&gt;
Limbus Company is a spinoff sequel available on Steam, iOS, and Android.&lt;br /&gt;
&lt;br /&gt;
It's a gacha game, but you can get a feel of the combat without spending a single cent on it.&lt;br /&gt;
&lt;br /&gt;
And you do that by simply playing your way to the third Canto.&lt;br /&gt;
&lt;br /&gt;
The prologue and first Canto are tutorial chapters, and while the second Canto does start to get a bit more challenging at certain points, you can luck your way through some battles meant to nudge you to learn the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the third Canto's hard enough that learning the mechanics is almost essential.&lt;br /&gt;
&lt;br /&gt;
Also, unlike the previous Canto, you will have to grind for XP.&lt;br /&gt;
&lt;br /&gt;
If you don't want to grind, you can alternatively try out the Rogue-like dungeon that opens up at the same point in the game.&lt;br /&gt;
&lt;br /&gt;
As of this recording, all of the Mirror Dungeons so far have an easy mode that automatically levels up all your units to max level, removing the need for grinding.&lt;br /&gt;
&lt;br /&gt;
While this is a quicker way to get a good feel of the combat, there is one big downside:&lt;br /&gt;
&lt;br /&gt;
currently there are out-of-context spoilers in the later floors.&lt;br /&gt;
&lt;br /&gt;
Might not be an issue if you're just here for the combat and will likely forget about the spoilers when you get around to doing an actual playthrough.&lt;br /&gt;
&lt;br /&gt;
But if you do mind spoilers, better stick to the main story.&lt;br /&gt;
&lt;br /&gt;
Since we're on the topic, here's a quick rundown of what spoils what in the franchise.&lt;br /&gt;
&lt;br /&gt;
If you're planning to play Lobotomy Corporation and don't want spoilers, tough luck, both games spoil the first game from the get go.&lt;br /&gt;
&lt;br /&gt;
On the other hand, thanks to it being a spinoff, Limbus Company doesn't spoil Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Until you go too far into the main story.&lt;br /&gt;
&lt;br /&gt;
And don't ignore the banners and events.&lt;br /&gt;
&lt;br /&gt;
But other than that you'll be fine…&lt;br /&gt;
&lt;br /&gt;
Back to the combat, note that Limbus Company doesn't quite use the same system as Ruina.&lt;br /&gt;
&lt;br /&gt;
Most of what I talked about are still present, however the changes are big enough that I feel that I should at least give you a quick rundown so that the awkward tutorial doesn't confuse you as much.&lt;br /&gt;
&lt;br /&gt;
If you're one of those “just give me an overview and I'll figure the rest on my own” types, this is a good time to pause the video, download Limbus Company and spend the rest of the day or two playing up to Canto 3.&lt;br /&gt;
&lt;br /&gt;
Or you can skip to the final chapter and finish the video first.&lt;br /&gt;
&lt;br /&gt;
Anyway on to the changes…&lt;br /&gt;
|&lt;br /&gt;
| [https://steamdb.info/app/1256670/ SteamDB Library of Ruina]&lt;br /&gt;
 &lt;br /&gt;
[https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Differences between LoR and LCB Combat&lt;br /&gt;
|-&lt;br /&gt;
| If most of Library of Ruina's quirks can be traced back to its Auto-Battler roots, most of the changes done to Limbus Company's combat can be similarly traced back to a single reason:&lt;br /&gt;
&lt;br /&gt;
it's now a mobile game.&lt;br /&gt;
&lt;br /&gt;
Smaller screens mean deckbuilding would be too awkward so it's out.&lt;br /&gt;
&lt;br /&gt;
Instead, you select Identities for your units, with each Identity having their own stats, abilities, and a fixed set of Skills - basically their decks.&lt;br /&gt;
&lt;br /&gt;
You can also give your units extra E.G.O, special attacks that you can activate as you have the resources for them.&lt;br /&gt;
&lt;br /&gt;
Of course, nowadays when we talk about mobile games, we don't just mean portable or having smaller screens.&lt;br /&gt;
&lt;br /&gt;
We generally refer to microtransaction heavy games like Free-to-Play Gacha.&lt;br /&gt;
&lt;br /&gt;
Oh those Identities and E.G.O I just mentioned?&lt;br /&gt;
&lt;br /&gt;
Pullable from Gacha.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=HTRQgFYCXHY &amp;amp;#91; Limbus Company &amp;amp;#93; Official Promotion Video]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SY3XGzDousM Version 1.0 Gameplay Trailer &amp;amp;#x7C; Genshin Impact]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's get this out of the way:&lt;br /&gt;
&lt;br /&gt;
I hate Live Services, Battle Passes, and I absolutely HATE Gacha.&lt;br /&gt;
&lt;br /&gt;
But I, and presumably many other Project Moon fans in a similar boat, are fine with paying for the game&lt;br /&gt;
simply because the devs straight up said in an interview that this was a fund raiser for other projects.&lt;br /&gt;
&lt;br /&gt;
A Faustian Bargain, if you will.&lt;br /&gt;
&lt;br /&gt;
It helps that it doesn't feel like a gacha game sometimes, with cheap and bankable stamina, and most stuff grindable through gameplay, that includes current banners.&lt;br /&gt;
&lt;br /&gt;
And that's all I'll say about the monetization and gacha for now. I'll leave the rest to another video.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=XKijpGJCxB0 2021 ProjectMoon Q&amp;amp;A]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=sM00MX-MCS0 림버스 컴퍼니 적안 료슈 &amp;amp;#x7C; Limbus Company Red Eyes Ryoshu]&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, the screen size limitation means that the combat has to be simpler.&lt;br /&gt;
&lt;br /&gt;
With Dailies and replayable Rogue-like dungeons, it also has to be faster.&lt;br /&gt;
&lt;br /&gt;
The tactical combat wasn't taken out, however, but is now called Focused Encounters and is limited to special situations like boss battles.&lt;br /&gt;
&lt;br /&gt;
The default replacing it, Regular Encounters, sacrifices tactical options for the aforementioned simpler and faster combat.&lt;br /&gt;
&lt;br /&gt;
If we have a sliding scale between Auto-Battlers and Turn-based Tactics: Library of Ruina's all the way here&lt;br /&gt;
&lt;br /&gt;
Limbus Company's Focused Encounters are slightly less tactical, &lt;br /&gt;
&lt;br /&gt;
and Regular Encounters sit about here, firmly in the Auto-Battler side.&lt;br /&gt;
&lt;br /&gt;
A quick rundown of what makes it faster:&lt;br /&gt;
&lt;br /&gt;
There's a fixed attacking pattern, pause if you want to read about it.&lt;br /&gt;
&lt;br /&gt;
Basically, the game already chooses the targets for you, and you just need to choose the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
Kinda like the Alpha.&lt;br /&gt;
&lt;br /&gt;
Not being able to choose the targets can lead to poor matchups, but that's what the E.G.Os are for.&lt;br /&gt;
&lt;br /&gt;
Next on the speed-up: unlike before where attacks are resolved one by one, the game can now display multiple clashes and attacks simultaneously.&lt;br /&gt;
&lt;br /&gt;
If you look closely, you might be able to figure out what sort of trickery the game does to pull this off.&lt;br /&gt;
&lt;br /&gt;
And finally, if a unit's original target dies before they get to attack, they proceed to the next valid target so the attack isn't wasted.&lt;br /&gt;
&lt;br /&gt;
Moving on to other changes, you might have already noticed the next major one from the footage I've been showing:&lt;br /&gt;
&lt;br /&gt;
the Dice have been replaced by Coins.&lt;br /&gt;
&lt;br /&gt;
On the surface, this might seem like a huge downgrade, but this Coin battling mechanic can be trickier than it looks.&lt;br /&gt;
&lt;br /&gt;
I'm not going to post another wall of text explaining it, but feel free to head to my other video to learn how it works.&lt;br /&gt;
&lt;br /&gt;
A good example why Coins aren't that simple is how they don't always flip 50/50 Heads or Tails.&lt;br /&gt;
&lt;br /&gt;
Instead, they're affected by a unit's Sanity.&lt;br /&gt;
&lt;br /&gt;
A call back to Lobotomy Corporation, Sanity starts from 0, and can go up to 45, or down to -45.&lt;br /&gt;
&lt;br /&gt;
45 seems to be an odd choice, until you do the math.&lt;br /&gt;
&lt;br /&gt;
50% Heads on a coin flip plus 45 gives you 95%.&lt;br /&gt;
&lt;br /&gt;
In other words, a Tails at max Sanity is a Critical Miss on a D20 die.&lt;br /&gt;
&lt;br /&gt;
So yeah, Coins are basically Dice.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to gain Sanity, but the most reliable way is to win a Clash, with longer Clashes also giving more Sanity.&lt;br /&gt;
&lt;br /&gt;
As some of you may have realized, this essentially makes it the counterpart to Ruina's Emotion system, encouraging Clashes over one-sided attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Opening_chess_position_from_black_side.jpg &amp;quot;Opening chess position from black side&amp;quot; by MichaelMaggs (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://tenor.com/view/critical-failure-baldur's-gate-3-dice-dice-roll-critical-gif-16389621355368608807 Critical Failure Baldur'S Gate 3 GIF]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I think that's enough for an overview for the changes between Library of Ruina and Limbus Company's combat.&lt;br /&gt;
&lt;br /&gt;
I could go on with more changes, but let's not forget why I'm even talking about them in a video that's supposed to be about the former.&lt;br /&gt;
&lt;br /&gt;
In short, if you're gonna follow my suggestion to play Limbus Company for free first to see if you like the combat enough to buy Library of Ruina, just remember that they're not quite the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Traveling this Path (wrap up, game design thoughts)&lt;br /&gt;
|-&lt;br /&gt;
| While we've covered all of what I've listed at the start, I still need to clarify a few more things...&lt;br /&gt;
&lt;br /&gt;
However, this last part's for the game devs; the rest of you can just skip to the end screen.&lt;br /&gt;
&lt;br /&gt;
Saves you a couple of minutes to do other stuff like watch videos or grind mirror dungeons or something.&lt;br /&gt;
&lt;br /&gt;
I'm not gonna stop you from sticking around, though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, say you're an aspiring game designer or developer.&lt;br /&gt;
&lt;br /&gt;
You stumble upon this video without knowing about the game, then you see the pros, the cons, and a glimpse of the end result.&lt;br /&gt;
&lt;br /&gt;
Calling to mind the title, or its more popular variation “The Road Less Traveled”, this finally convinces you to take a similar leap in your game.&lt;br /&gt;
&lt;br /&gt;
As a fan of games that push boundaries, I'd love to see more games do the same.&lt;br /&gt;
&lt;br /&gt;
But I also don't want to see indie games fail, and what I've shown you in the past 40 minutes doesn't provide enough context to make such a bold decision.&lt;br /&gt;
&lt;br /&gt;
This missing context leading to misinformed decisions is perfectly encapsulated by the title:&lt;br /&gt;
&lt;br /&gt;
It's not “The Road Less Traveled”, it's “The Road Not Taken”, and it's a direct reference to the Robert Frost poem.&lt;br /&gt;
&lt;br /&gt;
For the Project Moon fans still sticking around, pat yourself on the back if you saw this literary allusion from a mile away.&lt;br /&gt;
&lt;br /&gt;
Point is, the said poem has a reputation of being misunderstood.&lt;br /&gt;
&lt;br /&gt;
Of course, text can have multiple interpretations; even those explained by their authors can be interpreted differently.&lt;br /&gt;
&lt;br /&gt;
But for this one, the misreading comes from not paying enough attention to the text, or being only familiar with the derivative work.&lt;br /&gt;
&lt;br /&gt;
For example, a common interpretation is it's about indecisiveness, and the importance of making a choice.&lt;br /&gt;
&lt;br /&gt;
This reading's a bit infamous for possibly convincing the poem's intended reader to go fight in World War I.&lt;br /&gt;
&lt;br /&gt;
But apart from that, it's a good lesson to pick up.&lt;br /&gt;
&lt;br /&gt;
However, interpretations like it don't seem to match the poem's intent once you actually read the lines.&lt;br /&gt;
&lt;br /&gt;
Things pop out like how the two roads are not that different, or how that powerful last statement is undermined by what came before it.&lt;br /&gt;
&lt;br /&gt;
Analyzing the poem any further will put us a bit off track so let's just go back to our main topic.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Road_Not_Taken The Road Not Taken (Wikipedia)]&lt;br /&gt;
&lt;br /&gt;
[https://babel.hathitrust.org/cgi/pt?id=chi.19147394&amp;amp;view=1up&amp;amp;seq=235&amp;amp;skin=2021 The Road Not Taken (HathiTrust)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Death_of_the_Author The Death of the Author (Wikipedia)]&lt;br /&gt;
|-&lt;br /&gt;
| To recap, if game designers see all this, they might start doing crazy shit in their games.&lt;br /&gt;
&lt;br /&gt;
But they're missing some key context, so their game fails, and I get blamed in the end.&lt;br /&gt;
&lt;br /&gt;
I don't want that, so I'll be going through some alternative interpretations of the title and give you the missing context.&lt;br /&gt;
&lt;br /&gt;
First, the indecisiveness that we already covered.&lt;br /&gt;
&lt;br /&gt;
As I said, it may not be what the poem's about, but it's still a good lesson.&lt;br /&gt;
&lt;br /&gt;
Especially in game dev, sometimes you just have to do it, whatever it is.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind what happened to the first guy.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next, it's about nonconformity, taking the less traveled path leads to success.&lt;br /&gt;
&lt;br /&gt;
We're getting away from the original poem, but after seeing all this, I could understand why you'd think this way.&lt;br /&gt;
&lt;br /&gt;
But no.&lt;br /&gt;
&lt;br /&gt;
Gonna make a mildy hot take here, but had the devs chosen a more mundane combat system, the game probably would've ended up in the same boat.&lt;br /&gt;
&lt;br /&gt;
It's easier to see once you notice that I've only been focusing on the combat, and made sure not to talk about the rest of the game:&lt;br /&gt;
&lt;br /&gt;
the Themes, Story, the Characters, the World, the Art, the Music, and so on.&lt;br /&gt;
&lt;br /&gt;
Each of those are worth noting on their own, and combat is just one part, maybe even the weakest link.&lt;br /&gt;
&lt;br /&gt;
I'd go as far to say that the game would've gotten a wider audience if they chose something more mainstream.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next interpretation is often related to the previous, as nonconformity usually implies forging one's own path.&lt;br /&gt;
&lt;br /&gt;
You might think I'd also disagree with this, but this one, oddly fits.&lt;br /&gt;
&lt;br /&gt;
The missing context here is that I also made sure not to show or talk about the late, or even mid-game, combat.&lt;br /&gt;
&lt;br /&gt;
I'm gonna be vague here to lessen the spoilers, but the combat starts out as a clunky yet ambitious system, and the devs built it up with layer upon layer of new gameplay elements, while keeping it intertwined with the themes and the story.&lt;br /&gt;
&lt;br /&gt;
I don't want to overhype what they did with the combat, but if this “stageplay” setup remained a mere gimmick and didn't evolve to what we got later in the game, and what we have right now in the sequel…&lt;br /&gt;
&lt;br /&gt;
Mili's great, but there's no way every single boss battle in the franchise would have this much play time if the fights themselves didn't carry that much emotional weight.&lt;br /&gt;
&lt;br /&gt;
In other words, while the choice to go this route may not have made a difference, Project Moon worked hard to make sure it did.&lt;br /&gt;
|&lt;br /&gt;
| [https://open.spotify.com/artist/0K05TDnN7xPwIHDOwD2YYs Mili (Spotify)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@StudioEIM StudioEIM (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@DarkFantasyStudio Dark Fantasy Studio (YouTube)]&lt;br /&gt;
|-&lt;br /&gt;
| And the last, taking the previous two to a reckless extreme, do it because it's difficult and risky.&lt;br /&gt;
&lt;br /&gt;
I have no idea how you got to this, maybe you confused the line with some other motivational saying, but I can't deny that some people out there want a challenge.&lt;br /&gt;
&lt;br /&gt;
This one's a bit tricky, I sort of agree with the concept, but disagree with the interpretation, mostly on the “risk” part.&lt;br /&gt;
&lt;br /&gt;
This time, the context isn't totally missing, I mentioned it at the start:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina was a heavily anticipated sequel with a crowdfunding campaign that smashed its goals.&lt;br /&gt;
&lt;br /&gt;
With an existing fanbase, the devs were in a slightly less risky position as they can get away with things that the main audience would let slide or even downright expect.&lt;br /&gt;
&lt;br /&gt;
For instance, the early-game world-building might feel a bit too much if this was a typical game, but that's exactly what many of us were looking forward to: we were literally living under a rock in the previous game.&lt;br /&gt;
&lt;br /&gt;
But there's something else about the fanbase that makes this route a lot less risky:&lt;br /&gt;
&lt;br /&gt;
The people looking forward to the game the most are the ones who finished Lobotomy Corporation,&lt;br /&gt;
&lt;br /&gt;
a game so janky, tedious, and soul-crushing that even at 2024, a time when streamers eat Souls-likes for breakfast, it's still pretty rare to find content creators that go through the whole thing that aren't already Project Moon veterans.&lt;br /&gt;
&lt;br /&gt;
And LobCorp finishers can be very, very stubborn and determined players:&lt;br /&gt;
&lt;br /&gt;
a radically new combat system with a difficult to use UI isn't going to stop them from playing.&lt;br /&gt;
&lt;br /&gt;
Maybe too determined - I'm fairly sure that a decent amount of the player base were able to finish the game not through deckbuilding skill or tactical decision making, but through sheer determination, and repeating battles until they get really, really lucky.&lt;br /&gt;
&lt;br /&gt;
And, sorry to be blunt, you're probably not one of the few developers or studios out there that have&lt;br /&gt;
the same kind of fanbase.&lt;br /&gt;
&lt;br /&gt;
Alright, that's all the context I can give without spoiling too much about the game or the franchise as a whole.&lt;br /&gt;
&lt;br /&gt;
If after seeing this you're still going to take the off beaten path, like waaay off…&lt;br /&gt;
&lt;br /&gt;
Good Luck!&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Everest,_Himalayas.jpg &amp;quot;Everest, Himalayas&amp;quot; by Vyacheslav Argenberg (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=J9Bm5U-MJZw ELDEN RING Shadow of the Erdtree – Story Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=OleEkB-7by0 Fear &amp;amp; Hunger 2: Termina - Release Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=EV53lnCzP1w DEATH STRANDING DIRECTOR'S CUT - FINAL Trailer - &amp;amp;#91;ESRB&amp;amp;#93; 4K]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/ Touhou Kouryudou ~ Unconnected Marketeers (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| End Screen&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video; to the right are my intros to Library of Ruina and Limbus Company.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, the latter's no longer the quick and dirty one that I made a few days after launch.&lt;br /&gt;
&lt;br /&gt;
To the left are my tips for Lobotomy Corporation, for those who were intrigued by what I said about the game's fans.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/Road.v1.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=146</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=146"/>
		<updated>2024-08-25T01:38:57Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CURRENTLY WIP ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Links, References and Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
|&lt;br /&gt;
|  [https://www.youtube.com/watch?v=ofmYqXfjFs8 &amp;amp;#91; Library Of Ruina &amp;amp;#93; String Theocracy]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
| Link to full script including all references (eg. video sources) in the Description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
| Generic instead of In-Game Terms:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deck&amp;quot; instead of &amp;quot;Bookshelf&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Card&amp;quot; instead of &amp;quot;Page&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
and so on...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/568220/Lobotomy_Corporation__Monster_Management_Simulation/ Lobotomy Corporation (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
| Lobotomy Corporation Retail Release - April 2018&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Early Access - May 2020&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Retail Release - August 2021&lt;br /&gt;
&lt;br /&gt;
Prototype - initial Auto-Battler&amp;lt;br /&amp;gt;&lt;br /&gt;
Prototype - Cards added&amp;lt;br /&amp;gt;&lt;br /&gt;
Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
| Light cost on the top-left corner of a Card&amp;lt;br /&amp;gt;&lt;br /&gt;
Lights above units tell you how many they currently have&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
| Similar to Slay the Spire's Intent system&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
| The on screen blurbs don't really matter, the important parts are seeing the IRL movement of miniatures and rolling of the dice in the first video, and the Pathfinder 2e calculations in the second.&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
| Only 2 damage taken after 5 turns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of dea.l&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
| &amp;quot;action queue&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;pip&amp;quot; is a term I made up&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
| Turn 1 Card with 3 actions&lt;br /&gt;
&lt;br /&gt;
Turn 2 Card with 3 more actions to add to the queue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
| Cards aren't free to play&lt;br /&gt;
&lt;br /&gt;
Resources Available&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-Beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
| Previously played Cards&lt;br /&gt;
&lt;br /&gt;
3 6-sided dice&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
&lt;br /&gt;
No, I didn't cover how the standard regular polyhedral dice (d4, d6, d8, d12) were replaced a few weeks into early access by generic &amp;quot;dice&amp;quot; and &amp;quot;range&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| As if Clashing wasn't radical enough, the devs decided that single actions weren't fun enough, instead taking a cue from fighting and stylish action games and turned combos into a key part of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zc-yMi05vBA TEKKEN 8 – Steve Fox Reveal &amp;amp; Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MWxlbnI9mpU Devil May Cry 5 - Final Trailer (4K full ver.)]&lt;br /&gt;
|-&lt;br /&gt;
| Now you might say, this isn't breaking new ground; lots of cards in other games do multiple things.&lt;br /&gt;
| One Card, 2 Effects&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, what's different here is that each Die is treated as a separate discrete entity within the queue.&lt;br /&gt;
| Dice are treated as separate entities&lt;br /&gt;
&lt;br /&gt;
eg. they can have different effects&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On Win: Weaken foe's next die&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;On Win: Destroy foe's remaining die&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
no effects for this Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Or in bigger picture terms, you aren't playing cards against each other you're pitting the Dice queues.&lt;br /&gt;
| So it's better to treat Clashes as &amp;quot;Dice Queue vs Dice Queue&amp;quot; rather than the usual &amp;quot;Card vs Card&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The best way to show this in action is to look the Evade Dice.&lt;br /&gt;
| Early Access Preview - switch to Dice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Most of the other dice work on the concept of “who rolls highest wins, then we move to the next dice”, but Evade is special.&lt;br /&gt;
&lt;br /&gt;
If an Evade wins against attacks, not only does the evader not take any damage, the Die is reused, allowing the same Die to dodge multiple attacks.&lt;br /&gt;
| 1st use of 1st Evade Die in queue&lt;br /&gt;
&lt;br /&gt;
2nd use of 1st Evade Die (reused)&lt;br /&gt;
&lt;br /&gt;
take note of the unused 2nd Evade Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Evade is also a Defensive Die, which means in certain situations, it can be used to defend an incoming attack from a different enemy.&lt;br /&gt;
| 2nd Evade Die (unused) retained for future attacks&lt;br /&gt;
&lt;br /&gt;
retained 2nd Evade Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| These reinforce the fact that ultimately, it's the dice queues that matter, and that the cards are simply vessels for the dice.&lt;br /&gt;
&lt;br /&gt;
Anyway, it's time to move on again, so yeah - if you want to know more, details on the other video.&lt;br /&gt;
| * Cards still matter (eg. drawing, cost, card-level effects) but when it comes to combat, the dice and queue matter more&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Letting the Player Control the Flow of Combat&lt;br /&gt;
|-&lt;br /&gt;
| For the next update, try to forget what you saw about the pre-Beta and let's return to Alpha yet again…&lt;br /&gt;
&lt;br /&gt;
At this point, the devs have added more gameplay since the early prototype.&lt;br /&gt;
&lt;br /&gt;
On top of our Clashes, we got our cards, our action queue… but we really haven't solved the main problem with the prototype:&lt;br /&gt;
&lt;br /&gt;
it still doesn't feel like the player has that much control over the combat.&lt;br /&gt;
&lt;br /&gt;
To be fair, there's already a bit of player choice here if you look closely: units will Clash with the one in front of them so it's all about choosing the right cards to counter the enemy.&lt;br /&gt;
&lt;br /&gt;
You could still up the player input though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, other Auto-Battlers let you position your units before the battle, with those close to the front tanking most of the damage.&lt;br /&gt;
&lt;br /&gt;
Maybe the devs tried that approach, but unfortunately we don't have any footage of that.&lt;br /&gt;
&lt;br /&gt;
Instead, we have hints that they tried the opposite: that is, you can't reposition your team.&lt;br /&gt;
&lt;br /&gt;
What could change are their Speed values.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game: Dystopian Battle Simulator]&lt;br /&gt;
|-&lt;br /&gt;
| As you might guess higher Speed means faster, and faster units will reach the enemies first and start clashing with them.&lt;br /&gt;
| Sometime before Early Access?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; removed background to emphasize that what I'm talking about in this section are my own speculations about an earlier build ie. how the Speed mechanic started&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then you could just have equipment to upgrade their Speed, or cards to change them on the fly.&lt;br /&gt;
| Equipment and Effects (not just Speed related) probably go here&lt;br /&gt;
&lt;br /&gt;
Next Turn Speed +2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| At first glance, it looks like a step forward from the usual pre-wave positioning but compared to the previous version, it's almost a step back.&lt;br /&gt;
&lt;br /&gt;
At least in the Alpha you have an idea who's attacking who and you can play cards accordingly, with this setup you're guessing who's going to end up meeting in the middle first.&lt;br /&gt;
| Changed the movement scheme from &amp;quot;Attack enemy directly in front of you&amp;quot; to &amp;quot;Attack closest enemy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(same end result, but slightly more clumped)&lt;br /&gt;
| I hoped my example would show a different result, but alas, it didn't.&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I know you didn't forget what you just saw a few minutes ago so you already know how they addressed this problem: by adding a targeting system.&lt;br /&gt;
&lt;br /&gt;
Instead of just seeing the enemy's intent, you can also see their targets.&lt;br /&gt;
&lt;br /&gt;
They then dialed back on the weirdness with the whole playing cards on your units thing, and went to the more traditional approach of playing cards to target the enemies.&lt;br /&gt;
&lt;br /&gt;
Everything we talked about so far stays the same.&lt;br /&gt;
&lt;br /&gt;
Playing a card as a response to an incoming attack will end up becoming a Clash.&lt;br /&gt;
&lt;br /&gt;
Then there's the Dice queue which you already saw in action earlier.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| They did, however, give Speed an updated purpose.&lt;br /&gt;
&lt;br /&gt;
Faster units can now intercept an attack meant for other units.&lt;br /&gt;
&lt;br /&gt;
In other games, interception may just be a nice-to-have gimmick, but in a Clash-focused game, it's almost essential.&lt;br /&gt;
&lt;br /&gt;
Without it, the game would be back to the Alpha where you could only respond to incoming attacks and can't choose your units' targets.&lt;br /&gt;
| 4 &amp;gt; 2, can intercept attack &lt;br /&gt;
| [https://www.youtube.com/watch?v=O10pqWZPhiU Atlus USA Announcement Trailer: Persona 4]&lt;br /&gt;
|-&lt;br /&gt;
| With enough fast units, it almost feels like a tactical game where you can position your units in front of enemies, limiting their attacking options, and overall effectively changing the flow of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea (Steam version)]&lt;br /&gt;
|-&lt;br /&gt;
| In practice, however, the tactical analogy fails quickly.&lt;br /&gt;
&lt;br /&gt;
For example, when there's a unit under attack by more than 2 enemies at once.&lt;br /&gt;
| * using Early Access footage here as this problem isn't present in the pre-Early Access video&lt;br /&gt;
| Footage recorded on 2020-06-26, over a month after start of EA.&lt;br /&gt;
|-&lt;br /&gt;
| This can happen when you don't have enough fast units to balance the clashes, or one team having more members than the other, both of which are fairly common.&lt;br /&gt;
| Targeted by 2 enemies (1 Clash, 1 one-sided)&lt;br /&gt;
&lt;br /&gt;
Also targeted by 2 enemies (1 Clash, 1 one-sided)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| In this situation, it can be hard to predict which of the attacks will take place first.&lt;br /&gt;
| Will Roland be able to soften the middle enemy before the Clash with Gabriella?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And as you can see there's yet another complicating factor: Knockbacks.&lt;br /&gt;
| Yes, but only because Gabriella was knocked back by a previous attack&lt;br /&gt;
&lt;br /&gt;
Gabriella was originally closer&lt;br /&gt;
&lt;br /&gt;
Roland is now much closer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Long story short, you can't be tactical if you can't reliably figure out the action order.&lt;br /&gt;
&lt;br /&gt;
Tactical problems aside, the addition of Speed and Interception is still a big deal as we've finally got away from the very passive gameplay of the earlier builds.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The Patch that Changed the Game&lt;br /&gt;
|-&lt;br /&gt;
| A few months into the Early Access, the devs dropped this simple change in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Characters with lower Speed values will always wait for the characters with higher Speed values to play out their actions before taking their turn even if they arrive at their targets first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I admit, I'm one of the many players who didn't really understand what this meant.&lt;br /&gt;
&lt;br /&gt;
Looking back, however, this may just be the most important change to the combat system during Early Access.&lt;br /&gt;
&lt;br /&gt;
On the surface, all this does is cause some weird UI thing where everything stops except for the fastest unit who then slides towards their target.&lt;br /&gt;
| Note how they meet but no Clash&lt;br /&gt;
&lt;br /&gt;
Slower (3 Spd) still waiting for their turn while Yesod (4 Spd) slides to cut in.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But let's cut to the chase - remember what I said a minute ago that we can't make tactical decisions unless we can reliably predict the action order?&lt;br /&gt;
| Will Roland reach his target first?&lt;br /&gt;
&lt;br /&gt;
Pre-patch, it depends on the Clash outcome.&lt;br /&gt;
&lt;br /&gt;
ie. if Gabriella loses, Roland my reach first because of the knockback.&lt;br /&gt;
| If you look closely, it's a one sided attack that caused the knockback, not a Clash.&lt;br /&gt;
|-&lt;br /&gt;
| Yeah, this patch basically gives the player that.&lt;br /&gt;
&lt;br /&gt;
If previously we can't tell if Roland will attack first, now we know because his Speed is lower.&lt;br /&gt;
&lt;br /&gt;
Even with the knockback, he'll have to wait for his turn because of the patch.&lt;br /&gt;
| Will Roland reach his target first?&lt;br /&gt;
&lt;br /&gt;
Post-patch, we can tell by their Speed&lt;br /&gt;
&lt;br /&gt;
i.e. definitely NO. (Roland is slower at 2 Spd vs 3 Spd)&lt;br /&gt;
|-&lt;br /&gt;
| Of course, this change is more complicated than it looks, but overall, it's just a matter of getting the hang of how things work, and once you do, you should have no problem tactically maneuvering your team through the battlefield.&lt;br /&gt;
| i.e. almost&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; definitely NO. (Roland is slower at 2 Spd vs 3 Spd)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if the 4 Speed enemy staggers (or kills) Gabriella, Roland may reach the target &amp;quot;first&amp;quot;.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You'd be able to set pre-Clash flanking maneuvers from units that attack first.&lt;br /&gt;
| The &amp;quot;assigned Clash&amp;quot; is the yellow arrows, and it means what it means.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;pre-Clash flanker&amp;quot; are one sided attacks from units faster than the assigned Clash, and will attack the target first&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Conversely, you can also set post-Clash follow-ups or finishers.&lt;br /&gt;
&lt;br /&gt;
This is a complicated topic so again I'll leave the rest of the details to my other video.&lt;br /&gt;
| &amp;quot;post-Clash follow-up/finisher&amp;quot; are one sided attacks from units slower than the assigned Clash, and will attack the target after the Clash&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The gameplay shift comes at a cost, however.&lt;br /&gt;
&lt;br /&gt;
By prioritizing the Speed mechanic over the unit positions on the battlefield, the devs have essentially abandoned most of what makes an Auto-Battler an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is the hands-off battle processing.&lt;br /&gt;
| Mid-Early Access - prioritize Speed over position&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Some parts like unit positions survive for other purpose but all that effort implementing the other Auto-Battler elements is now wasted.&lt;br /&gt;
| Battlefield layout used to be more important (closer units can be tanks), but is now mostly cosmetic aside from the ocassional[sic] tiebreaker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; field is just squished, no fancy perspective projection here&lt;br /&gt;
| Yes, the top units are in fact 1 unit closer to the center than the bottom units.&lt;br /&gt;
|-&lt;br /&gt;
| Then again, that's just part of the creative process, discarding stuff because you choose to go a certain route.&lt;br /&gt;
&lt;br /&gt;
And with this patch, Project Moon has decided to turn Library of Ruina into a Turn-Based Tactics game.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| A (rather long) digression on Genres and Naming&lt;br /&gt;
|-&lt;br /&gt;
| Despite this, I don't call Library of Ruina a Turn-Based Tactics game anymore.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; also despite spending a good part of the other video explaining why I think it's Tactics&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To explain why, let's take a detour and talk about game systems, starting with Turn-Based.&lt;br /&gt;
&lt;br /&gt;
Basically players taking turns performing actions.&lt;br /&gt;
&lt;br /&gt;
This includes fancier variations like units taking actions in order of initiative.&lt;br /&gt;
&lt;br /&gt;
Let's put basic Turn-Based combat here on a graph.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Next is Final Fantasy's Active Time Battle where the player has to wait for gauges to fill up before getting to act.&lt;br /&gt;
&lt;br /&gt;
Depending on the game or user settings this can be closer or farther away from vanilla.&lt;br /&gt;
&lt;br /&gt;
Now we can define the axis of our graph, going from left to right increases the amount of &amp;quot;active input&amp;quot; in the game system.&lt;br /&gt;
&lt;br /&gt;
And by “active”, we mean things like the player needing to get the timing right, or being able to enter the right amount of inputs at a certain time frame.&lt;br /&gt;
| eg. timing, amount of entered input required&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another good example of a system that requires active input would be Turn-based with Quick Time Events.&lt;br /&gt;
&lt;br /&gt;
Think Mario RPGs where hitting buttons at the right timing will block or deal more damage.&lt;br /&gt;
&lt;br /&gt;
I'll put them here, requiring more or less active input than ATB depending on the the variation.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Ume5pSIcKE Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023]&lt;br /&gt;
|- &lt;br /&gt;
| And on the extreme end are non-Turn-Based games: your real time strategies, your action games, and even platformers.&lt;br /&gt;
|&lt;br /&gt;
|[https://store.steampowered.com/app/2012510/Stormgate/ Stormgate]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1627720/Lies_of_P/ Lies of P]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=XvQNlGKNC6o Super Mario Bros. Wonder – Launch Trailer – Nintendo Switch]&lt;br /&gt;
|-&lt;br /&gt;
| Then in this gap are the Real Time With Pause games - these are still not Turn-Based, but adding a pause gives you back one of the main advantages of Turn-Based systems:&lt;br /&gt;
&lt;br /&gt;
You have all the time to strategize your next moves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've completed this graph, let's digress a bit further and address what some of you may be thinking way back when I talked about Clashing and how most games just stayed with tanking damage rather than innovating, that is:&lt;br /&gt;
&lt;br /&gt;
“What about QTE”?&lt;br /&gt;
&lt;br /&gt;
Like we already have a sort of Clashing and even a Combo mechanic here, right?&lt;br /&gt;
&lt;br /&gt;
And to that I say&lt;br /&gt;
&lt;br /&gt;
Do we really need extra inputs from the player for them to happen in game?&lt;br /&gt;
&lt;br /&gt;
Surely we can implement them way back here rather than stray this far.&lt;br /&gt;
&lt;br /&gt;
To be clear, there is nothing wrong with getting away from the basic Turn-Based formula; it's ultimately a design choice that a developer makes when building their game.&lt;br /&gt;
&lt;br /&gt;
But whenever Turn-Based games add active elements to their core gameplay to spice things up, it just feels a bit off for me.&lt;br /&gt;
&lt;br /&gt;
Even worse is when some games overdo it to the point that they might as well ditch Turn-Based altogether.&lt;br /&gt;
&lt;br /&gt;
Long story short, I prefer games that try to improve Turn-Based Combat within the constraints of the system, or, as we shall see in a bit, at least try to go in a different direction than QTE.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Mario RPGs ge a pass because the mainline games are platformers&lt;br /&gt;
&lt;br /&gt;
and because it's Mario&lt;br /&gt;
|[https://www.youtube.com/watch?v=FX6DTLcWUdY Paper Mario: The Origami King - Announcement Trailer - Nintendo Switch]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VgE6bIwK-D4 Final Fantasy XIII-2: Enhanced Battle System Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bGpbTXCVkwQ Shin Megami Tensei V: Vengeance - Complete Guide &amp;amp;#x7C; NSW, PS5/4, Xbox Series X&amp;amp;#x7C;S, Xbox One, Steam, PC]&lt;br /&gt;
|-&lt;br /&gt;
| Getting back to the original digression, it's clear from this line that the opposite of Turn-Based is active gameplay.&lt;br /&gt;
&lt;br /&gt;
But where do Auto-Battlers and Library of Ruina fit in here?&lt;br /&gt;
&lt;br /&gt;
Right around Turn-Based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles]&lt;br /&gt;
&lt;br /&gt;
Yes, LoR not being all the way to the left is intentional.&lt;br /&gt;
|-&lt;br /&gt;
|Obviously, game systems involve more complicated factors than this single line, so let's expand it to one more axis how many units act simultaneously.&lt;br /&gt;
| very similar active input levels, but obviously very different&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Instead of being next to it, now these two systems are opposite of basic Turn-Based Combat.&lt;br /&gt;
&lt;br /&gt;
Real-Time combat is still farther away, but Turn-Based variations can be closer.&lt;br /&gt;
&lt;br /&gt;
And if I had better video editing skills, I'd add a third dimension and axis - “tactical control” - so I could add in Turn-Based Tactics and distinguish Ruina from Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But let's stick with these two axes and return to the original problem why calling Library of Ruina Turn-Based Tactics isn't enough: namely, they just aren't the same.&lt;br /&gt;
| not Turn-Based Tactics?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Well, it turns out that there's already a well-established distinction between these two:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is a WEGO tactics game.&lt;br /&gt;
&lt;br /&gt;
WEGO as in “We Go at the same time”.&lt;br /&gt;
| WEGO: We Go at the same time&lt;br /&gt;
&lt;br /&gt;
WeGo is a turn-based style of gameplay where orders are given for both sides, and then executed simultaneously. During the execution phase, no player input is allowed.&lt;br /&gt;
| [https://www.giantbomb.com/wego/3015-5269/ WeGo (Concept) - Giant Bomb]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse]&lt;br /&gt;
|-&lt;br /&gt;
| In contrast, almost every Tactics or vanilla Turn-Based game follow the opposite:&lt;br /&gt;
&lt;br /&gt;
IGOUGO&lt;br /&gt;
&lt;br /&gt;
that is, “I go first, then you go”.&lt;br /&gt;
| IGOUGO: I Go (first, then) You Go&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; IGOUGO may also specifically refer to the simpler version where all units from one side goes first before another team does the same; the alternating initiative-based gameplay you can see here is part of the broader definition&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Calling Ruina a WEGO tactics game leads to a different problem, however, as its such a niche subgenre of a subgenre that very few people know about it, which defeats the purpose of assigning a genre to let people know what the game is about.&lt;br /&gt;
| WEGO is so obscure that no one has updated this list (one of the few out there) to include Library of Ruina&lt;br /&gt;
&lt;br /&gt;
Even I didn't realize Megami Tensei I was WEGO until I recorded it for this video&lt;br /&gt;
&lt;br /&gt;
&amp;quot;WEGO Tactical Game&amp;quot; - more accurate description but terrible for marketing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So... we reach the main point of this chapter:&lt;br /&gt;
&lt;br /&gt;
What do we call Library of Ruina's combat system then?&lt;br /&gt;
&lt;br /&gt;
How about we just go with the marketing material and call it “Library Battle Simulation”?&lt;br /&gt;
&lt;br /&gt;
While it's marketable, lore-friendly and all, it shares the same problem as WEGO, anyone reading it will have absolutely no clue what it is all about, possibly negatively affecting their purchasing decision.&lt;br /&gt;
&lt;br /&gt;
So what do I call Library of Ruina's system if someone would ask me about it nowadays?&lt;br /&gt;
&lt;br /&gt;
It's a Turn-based&lt;br /&gt;
&lt;br /&gt;
Clash-focused&lt;br /&gt;
&lt;br /&gt;
Combo-driven&lt;br /&gt;
&lt;br /&gt;
Hybrid Tactical Auto-Battler&lt;br /&gt;
&lt;br /&gt;
Deckbuilding Card Game.&lt;br /&gt;
&lt;br /&gt;
Or Hybrid Tactical Auto-Battler Card Game for short.&lt;br /&gt;
&lt;br /&gt;
The Hybrid part is key, as it clearly tells the prospective player that it's a mix of genres&lt;br /&gt;
&lt;br /&gt;
Project Moon have even started using this description …sort of, but we're getting ahead of ourselves.&lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; or I could just send them this video&lt;br /&gt;
| [https://www.arcsystemworks.jp/lor/en/ Library of Ruina (NSW/PS4 ports)]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, I think this description's good enough for most cases, though it's not quite on the level of other genres. &lt;br /&gt;
&lt;br /&gt;
It needs to be more catchy, or even provocative.&lt;br /&gt;
&lt;br /&gt;
Here's some that I pulled out of my ass:&lt;br /&gt;
&lt;br /&gt;
Alright, digression over.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Lore meets Gameplay&lt;br /&gt;
|-&lt;br /&gt;
| By now you might be thinking that Project Moon must have been going out of their way intentionally breaking every rule in the book.&lt;br /&gt;
&lt;br /&gt;
That might just be the case, but I think at least some of them were simply happy accidents.&lt;br /&gt;
&lt;br /&gt;
Case in point: the Emotion System.&lt;br /&gt;
&lt;br /&gt;
This concept has been around from the start, in the initial crowdfunding details, and even in the Alpha footage.&lt;br /&gt;
| Early version of the Emotion Level, Gauge, and (now hidden) Scale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lore-wise, the Library rewards heightened emotions, regardless if it's positive or negative.&lt;br /&gt;
&lt;br /&gt;
In game terms, Positive Emotions can come from stuff like killing an enemy, and Negative can come from&lt;br /&gt;
the opposite, like bad rolls.&lt;br /&gt;
| +3 Positive Emotion&lt;br /&gt;
&lt;br /&gt;
+1 Negative Emotion (roll minimum value)&lt;br /&gt;
| [https://tumblbug.com/lor/ Library of Ruina Dubbing and OST Production &amp;amp;#x7C; Tumblbug - Crowdfunding for Creators]&lt;br /&gt;
|-&lt;br /&gt;
| Once a unit or a team gets enough Emotions, they're given rewards like full resource refreshes, and other stuff I won't spoil in this video.&lt;br /&gt;
| will use 1 Light, will use 2 Light&lt;br /&gt;
&lt;br /&gt;
Level 0: normal 1 Light gain, Level 1: +1 max Light, full refresh&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the surface, this is a straightforward example of having an initial in-universe concept then adding it into your game.&lt;br /&gt;
| translation from the Steam store page (see &amp;quot;Conflicts that Build Emotion&amp;quot; section)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The accidental part arises when you consider the Focus-Fire trope, yet another widely accepted thing&lt;br /&gt;
in video games that most really don't stop to think about.&lt;br /&gt;
&lt;br /&gt;
Basically in RTSs and games in general where you control groups of units, it's usually mathematically optimal to focus fire and take out the enemy team one by one.&lt;br /&gt;
| Focus fire on single targets, Fire at closest target&lt;br /&gt;
&lt;br /&gt;
WINS, LOSES&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But it's not the case in Library of Ruina; the Emotion System rewards Clashes much more than one-sided attacks.&lt;br /&gt;
&lt;br /&gt;
And since those rewards can easily turn the tide of battle, the game clearly doesn't want you to Focus-Fire.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Again, I don't know if they intentionally went out of their way to discourage this decades-old trope, though I like to think it's just emergent behavior coming from combining crazy concepts together.&lt;br /&gt;
| Unintentional Feature?&lt;br /&gt;
&lt;br /&gt;
Lore demands more action-packed combat (ie. not passive) -&amp;gt; Greater rewards for Clashes -&amp;gt; Focus fire and tanking damage are discouraged&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I mean, the removal of dedicated healing abilities I mentioned way earlier also discourages Focus-Fire, and that has its own chicken-and-egg scenario.&lt;br /&gt;
| Less Healing in the game -&amp;gt; Focus fire and tanking damage are discouraged -&amp;gt; Reduced damage taken means Healing is overpowered -&amp;gt; loop back&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And that's it for my not-so-quick overview of Library of Ruina's complex combat system.&lt;br /&gt;
&lt;br /&gt;
I could continue listing out other stuff they added to the combat but I think you got the point; Library of Ruina chose to take a radically different path compared to other games.&lt;br /&gt;
&lt;br /&gt;
Instead, let's talk about something more important:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| What are the problems with going down this route?&lt;br /&gt;
|-&lt;br /&gt;
| What are the problems with going down this route?&lt;br /&gt;
&lt;br /&gt;
Which is a silly question, especially if we rephrase it as&lt;br /&gt;
&lt;br /&gt;
What problems will a small indie developer face if they decide to practically invent a new combat system for their game?&lt;br /&gt;
&lt;br /&gt;
I could try to be funny and just answer &amp;quot;All the problems&amp;quot; and call it a day,&lt;br /&gt;
&lt;br /&gt;
but that wouldn't be that informative so I'll be going over some of the main problems&lt;br /&gt;
&lt;br /&gt;
then call it a day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, top of the list - UI.&lt;br /&gt;
&lt;br /&gt;
No surprise here, we live in a time when you've got bigger more established studios spewing out hideous UI in their games, &lt;br /&gt;
&lt;br /&gt;
And that's even when they already had previous UI to work off from.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Library of Ruina had to figure out how to combine UI from vastly different genres and make them work.&lt;br /&gt;
&lt;br /&gt;
Really how do you do it?&lt;br /&gt;
&lt;br /&gt;
Maybe look at some other hybrid games like Fights in Tight Spaces and Midnight Suns?&lt;br /&gt;
&lt;br /&gt;
But even then we have to squeeze in the missing parts like the auto-battler and the clashing into UIs already on the verge of being too busy.&lt;br /&gt;
&lt;br /&gt;
In short, a non-janky UI would've required a miracle.&lt;br /&gt;
&lt;br /&gt;
To be fair, what we ended up with isn't that terrible, especially when you get the hang of the hard parts like how Clashes are assigned, and mentally calculating the order of attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=sv0Wf9yc2J0 26 Minutes of Suicide Squad Kill the Justice League Gameplay (4K 60FPS)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=zYX5pwFy4vc Fights in Tight Spaces - Launch Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=_9raj2bcTq4 Marvel's Midnight Suns: The First 28 Minutes of Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately that's the next problem&lt;br /&gt;
&lt;br /&gt;
how to make new players get the hang of what's essentially a new type of game.&lt;br /&gt;
&lt;br /&gt;
If you've been playing the same games over and over again and have forgotten how long it takes to properly learn a new game system, try learning Chess, Go, or any variation of Poker or Mahjong through a video game, preferably one that isn't a cultural staple where you're from.&lt;br /&gt;
&lt;br /&gt;
Better yet, go watch someone doing it.&lt;br /&gt;
&lt;br /&gt;
Yeah, it's not as simple as it looks.&lt;br /&gt;
&lt;br /&gt;
While it may only take a few minutes to learn the absolute basics, it will take a lot longer for a new player to learn enough to play semi-competently.&lt;br /&gt;
&lt;br /&gt;
And I haven't even factored in trying to make a guide for a moving target, changing the tutorial every time you decide to make a major change to the core gameplay.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.chess.com/lessons Chess.com lessons]&lt;br /&gt;
&lt;br /&gt;
[https://mahjongsoul.yo-star.com/ Mahjong Soul]&lt;br /&gt;
|-&lt;br /&gt;
| All that said, being in a difficult position doesn't excuse the problems the game has with its onboarding process.&lt;br /&gt;
&lt;br /&gt;
The gameplay eventually became stable, and they had all the time to make things better.&lt;br /&gt;
&lt;br /&gt;
Beyond the bare minimum walls of text and manual, a game as complicated as this one should at least have an improved in-game manual with animations, extra examples, and possibly a search function.&lt;br /&gt;
&lt;br /&gt;
To the Project Moon's credit, they did try to go the extra mile with the tutorial.&lt;br /&gt;
&lt;br /&gt;
There's this idea in game design where instead of relying on annoying popups to teach certain parts of a game, one can place players into situations where they can pick the concepts up by themselves, whether consciously or subconsciously.&lt;br /&gt;
&lt;br /&gt;
And Library of Ruina does the same with certain stages.&lt;br /&gt;
&lt;br /&gt;
At first, it could seem like the game took a big leap in difficulty, but if the player pays attention, they could figure out a game mechanic or two that makes the stage much easier than it initially seemed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these battles turned out to be too difficult for some players and some of them were nerfed to the point that you can beat them without even learning what they're meant to teach.&lt;br /&gt;
&lt;br /&gt;
Oh well, at least they tried.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=8FpigqfcvlM Sequelitis - Mega Man Classic vs. Mega Man X]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| The third problem, you've already saw a chapter on it.&lt;br /&gt;
&lt;br /&gt;
And I could continue, but I've already made my point.&lt;br /&gt;
&lt;br /&gt;
If any one of these can result in lost sales or even refunds, just imagine having to deal all of them at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Trying for Free (Limbus Company)&lt;br /&gt;
|-&lt;br /&gt;
| So you found all of this interesting and decided to check it out on Steam…&lt;br /&gt;
&lt;br /&gt;
then you learn that it's a bit too expensive for a game that might turn out to be too janky for your taste.&lt;br /&gt;
&lt;br /&gt;
Normally, I'd suggest waiting for a sale.&lt;br /&gt;
&lt;br /&gt;
But if you're watching close to when I originally posted this, there might not be a price cut soon as they've recently released new ports and a discount would just cut into their sales.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there's a perfectly legal way to try out the combat system for free.&lt;br /&gt;
&lt;br /&gt;
Limbus Company is a spinoff sequel available on Steam, iOS, and Android.&lt;br /&gt;
&lt;br /&gt;
It's a gacha game, but you can get a feel of the combat without spending a single cent on it.&lt;br /&gt;
&lt;br /&gt;
And you do that by simply playing your way to the third Canto.&lt;br /&gt;
&lt;br /&gt;
The prologue and first Canto are tutorial chapters, and while the second Canto does start to get a bit more challenging at certain points, you can luck your way through some battles meant to nudge you to learn the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the third Canto's hard enough that learning the mechanics is almost essential.&lt;br /&gt;
&lt;br /&gt;
Also, unlike the previous Canto, you will have to grind for XP.&lt;br /&gt;
&lt;br /&gt;
If you don't want to grind, you can alternatively try out the Rogue-like dungeon that opens up at the same point in the game.&lt;br /&gt;
&lt;br /&gt;
As of this recording, all of the Mirror Dungeons so far have an easy mode that automatically levels up all your units to max level, removing the need for grinding.&lt;br /&gt;
&lt;br /&gt;
While this is a quicker way to get a good feel of the combat, there is one big downside:&lt;br /&gt;
&lt;br /&gt;
currently there are out-of-context spoilers in the later floors.&lt;br /&gt;
&lt;br /&gt;
Might not be an issue if you're just here for the combat and will likely forget about the spoilers when you get around to doing an actual playthrough.&lt;br /&gt;
&lt;br /&gt;
But if you do mind spoilers, better stick to the main story.&lt;br /&gt;
&lt;br /&gt;
Since we're on the topic, here's a quick rundown of what spoils what in the franchise.&lt;br /&gt;
&lt;br /&gt;
If you're planning to play Lobotomy Corporation and don't want spoilers, tough luck, both games spoil the first game from the get go.&lt;br /&gt;
&lt;br /&gt;
On the other hand, thanks to it being a spinoff, Limbus Company doesn't spoil Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Until you go too far into the main story.&lt;br /&gt;
&lt;br /&gt;
And don't ignore the banners and events.&lt;br /&gt;
&lt;br /&gt;
But other than that you'll be fine…&lt;br /&gt;
&lt;br /&gt;
Back to the combat, note that Limbus Company doesn't quite use the same system as Ruina.&lt;br /&gt;
&lt;br /&gt;
Most of what I talked about are still present, however the changes are big enough that I feel that I should at least give you a quick rundown so that the awkward tutorial doesn't confuse you as much.&lt;br /&gt;
&lt;br /&gt;
If you're one of those “just give me an overview and I'll figure the rest on my own” types, this is a good time to pause the video, download Limbus Company and spend the rest of the day or two playing up to Canto 3.&lt;br /&gt;
&lt;br /&gt;
Or you can skip to the final chapter and finish the video first.&lt;br /&gt;
&lt;br /&gt;
Anyway on to the changes…&lt;br /&gt;
|&lt;br /&gt;
| [https://steamdb.info/app/1256670/ SteamDB Library of Ruina]&lt;br /&gt;
 &lt;br /&gt;
[https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Differences between LoR and LCB Combat&lt;br /&gt;
|-&lt;br /&gt;
| If most of Library of Ruina's quirks can be traced back to its Auto-Battler roots, most of the changes done to Limbus Company's combat can be similarly traced back to a single reason:&lt;br /&gt;
&lt;br /&gt;
it's now a mobile game.&lt;br /&gt;
&lt;br /&gt;
Smaller screens mean deckbuilding would be too awkward so it's out.&lt;br /&gt;
&lt;br /&gt;
Instead, you select Identities for your units, with each Identity having their own stats, abilities, and a fixed set of Skills - basically their decks.&lt;br /&gt;
&lt;br /&gt;
You can also give your units extra E.G.O, special attacks that you can activate as you have the resources for them.&lt;br /&gt;
&lt;br /&gt;
Of course, nowadays when we talk about mobile games, we don't just mean portable or having smaller screens.&lt;br /&gt;
&lt;br /&gt;
We generally refer to microtransaction heavy games like Free-to-Play Gacha.&lt;br /&gt;
&lt;br /&gt;
Oh those Identities and E.G.O I just mentioned?&lt;br /&gt;
&lt;br /&gt;
Pullable from Gacha.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=HTRQgFYCXHY &amp;amp;#91; Limbus Company &amp;amp;#93; Official Promotion Video]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SY3XGzDousM Version 1.0 Gameplay Trailer &amp;amp;#x7C; Genshin Impact]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's get this out of the way:&lt;br /&gt;
&lt;br /&gt;
I hate Live Services, Battle Passes, and I absolutely HATE Gacha.&lt;br /&gt;
&lt;br /&gt;
But I, and presumably many other Project Moon fans in a similar boat, are fine with paying for the game&lt;br /&gt;
simply because the devs straight up said in an interview that this was a fund raiser for other projects.&lt;br /&gt;
&lt;br /&gt;
A Faustian Bargain, if you will.&lt;br /&gt;
&lt;br /&gt;
It helps that it doesn't feel like a gacha game sometimes, with cheap and bankable stamina, and most stuff grindable through gameplay, that includes current banners.&lt;br /&gt;
&lt;br /&gt;
And that's all I'll say about the monetization and gacha for now. I'll leave the rest to another video.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=XKijpGJCxB0 2021 ProjectMoon Q&amp;amp;A]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=sM00MX-MCS0 림버스 컴퍼니 적안 료슈 &amp;amp;#x7C; Limbus Company Red Eyes Ryoshu]&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, the screen size limitation means that the combat has to be simpler.&lt;br /&gt;
&lt;br /&gt;
With Dailies and replayable Rogue-like dungeons, it also has to be faster.&lt;br /&gt;
&lt;br /&gt;
The tactical combat wasn't taken out, however, but is now called Focused Encounters and is limited to special situations like boss battles.&lt;br /&gt;
&lt;br /&gt;
The default replacing it, Regular Encounters, sacrifices tactical options for the aforementioned simpler and faster combat.&lt;br /&gt;
&lt;br /&gt;
If we have a sliding scale between Auto-Battlers and Turn-based Tactics: Library of Ruina's all the way here&lt;br /&gt;
&lt;br /&gt;
Limbus Company's Focused Encounters are slightly less tactical, &lt;br /&gt;
&lt;br /&gt;
and Regular Encounters sit about here, firmly in the Auto-Battler side.&lt;br /&gt;
&lt;br /&gt;
A quick rundown of what makes it faster:&lt;br /&gt;
&lt;br /&gt;
There's a fixed attacking pattern, pause if you want to read about it.&lt;br /&gt;
&lt;br /&gt;
Basically, the game already chooses the targets for you, and you just need to choose the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
Kinda like the Alpha.&lt;br /&gt;
&lt;br /&gt;
Not being able to choose the targets can lead to poor matchups, but that's what the E.G.Os are for.&lt;br /&gt;
&lt;br /&gt;
Next on the speed-up: unlike before where attacks are resolved one by one, the game can now display multiple clashes and attacks simultaneously.&lt;br /&gt;
&lt;br /&gt;
If you look closely, you might be able to figure out what sort of trickery the game does to pull this off.&lt;br /&gt;
&lt;br /&gt;
And finally, if a unit's original target dies before they get to attack, they proceed to the next valid target so the attack isn't wasted.&lt;br /&gt;
&lt;br /&gt;
Moving on to other changes, you might have already noticed the next major one from the footage I've been showing:&lt;br /&gt;
&lt;br /&gt;
the Dice have been replaced by Coins.&lt;br /&gt;
&lt;br /&gt;
On the surface, this might seem like a huge downgrade, but this Coin battling mechanic can be trickier than it looks.&lt;br /&gt;
&lt;br /&gt;
I'm not going to post another wall of text explaining it, but feel free to head to my other video to learn how it works.&lt;br /&gt;
&lt;br /&gt;
A good example why Coins aren't that simple is how they don't always flip 50/50 Heads or Tails.&lt;br /&gt;
&lt;br /&gt;
Instead, they're affected by a unit's Sanity.&lt;br /&gt;
&lt;br /&gt;
A call back to Lobotomy Corporation, Sanity starts from 0, and can go up to 45, or down to -45.&lt;br /&gt;
&lt;br /&gt;
45 seems to be an odd choice, until you do the math.&lt;br /&gt;
&lt;br /&gt;
50% Heads on a coin flip plus 45 gives you 95%.&lt;br /&gt;
&lt;br /&gt;
In other words, a Tails at max Sanity is a Critical Miss on a D20 die.&lt;br /&gt;
&lt;br /&gt;
So yeah, Coins are basically Dice.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to gain Sanity, but the most reliable way is to win a Clash, with longer Clashes also giving more Sanity.&lt;br /&gt;
&lt;br /&gt;
As some of you may have realized, this essentially makes it the counterpart to Ruina's Emotion system, encouraging Clashes over one-sided attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Opening_chess_position_from_black_side.jpg &amp;quot;Opening chess position from black side&amp;quot; by MichaelMaggs (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://tenor.com/view/critical-failure-baldur's-gate-3-dice-dice-roll-critical-gif-16389621355368608807 Critical Failure Baldur'S Gate 3 GIF]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I think that's enough for an overview for the changes between Library of Ruina and Limbus Company's combat.&lt;br /&gt;
&lt;br /&gt;
I could go on with more changes, but let's not forget why I'm even talking about them in a video that's supposed to be about the former.&lt;br /&gt;
&lt;br /&gt;
In short, if you're gonna follow my suggestion to play Limbus Company for free first to see if you like the combat enough to buy Library of Ruina, just remember that they're not quite the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Traveling this Path (wrap up, game design thoughts)&lt;br /&gt;
|-&lt;br /&gt;
| While we've covered all of what I've listed at the start, I still need to clarify a few more things...&lt;br /&gt;
&lt;br /&gt;
However, this last part's for the game devs; the rest of you can just skip to the end screen.&lt;br /&gt;
&lt;br /&gt;
Saves you a couple of minutes to do other stuff like watch videos or grind mirror dungeons or something.&lt;br /&gt;
&lt;br /&gt;
I'm not gonna stop you from sticking around, though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, say you're an aspiring game designer or developer.&lt;br /&gt;
&lt;br /&gt;
You stumble upon this video without knowing about the game, then you see the pros, the cons, and a glimpse of the end result.&lt;br /&gt;
&lt;br /&gt;
Calling to mind the title, or its more popular variation “The Road Less Traveled”, this finally convinces you to take a similar leap in your game.&lt;br /&gt;
&lt;br /&gt;
As a fan of games that push boundaries, I'd love to see more games do the same.&lt;br /&gt;
&lt;br /&gt;
But I also don't want to see indie games fail, and what I've shown you in the past 40 minutes doesn't provide enough context to make such a bold decision.&lt;br /&gt;
&lt;br /&gt;
This missing context leading to misinformed decisions is perfectly encapsulated by the title:&lt;br /&gt;
&lt;br /&gt;
It's not “The Road Less Traveled”, it's “The Road Not Taken”, and it's a direct reference to the Robert Frost poem.&lt;br /&gt;
&lt;br /&gt;
For the Project Moon fans still sticking around, pat yourself on the back if you saw this literary allusion from a mile away.&lt;br /&gt;
&lt;br /&gt;
Point is, the said poem has a reputation of being misunderstood.&lt;br /&gt;
&lt;br /&gt;
Of course, text can have multiple interpretations; even those explained by their authors can be interpreted differently.&lt;br /&gt;
&lt;br /&gt;
But for this one, the misreading comes from not paying enough attention to the text, or being only familiar with the derivative work.&lt;br /&gt;
&lt;br /&gt;
For example, a common interpretation is it's about indecisiveness, and the importance of making a choice.&lt;br /&gt;
&lt;br /&gt;
This reading's a bit infamous for possibly convincing the poem's intended reader to go fight in World War I.&lt;br /&gt;
&lt;br /&gt;
But apart from that, it's a good lesson to pick up.&lt;br /&gt;
&lt;br /&gt;
However, interpretations like it don't seem to match the poem's intent once you actually read the lines.&lt;br /&gt;
&lt;br /&gt;
Things pop out like how the two roads are not that different, or how that powerful last statement is undermined by what came before it.&lt;br /&gt;
&lt;br /&gt;
Analyzing the poem any further will put us a bit off track so let's just go back to our main topic.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Road_Not_Taken The Road Not Taken (Wikipedia)]&lt;br /&gt;
&lt;br /&gt;
[https://babel.hathitrust.org/cgi/pt?id=chi.19147394&amp;amp;view=1up&amp;amp;seq=235&amp;amp;skin=2021 The Road Not Taken (HathiTrust)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Death_of_the_Author The Death of the Author (Wikipedia)]&lt;br /&gt;
|-&lt;br /&gt;
| To recap, if game designers see all this, they might start doing crazy shit in their games.&lt;br /&gt;
&lt;br /&gt;
But they're missing some key context, so their game fails, and I get blamed in the end.&lt;br /&gt;
&lt;br /&gt;
I don't want that, so I'll be going through some alternative interpretations of the title and give you the missing context.&lt;br /&gt;
&lt;br /&gt;
First, the indecisiveness that we already covered.&lt;br /&gt;
&lt;br /&gt;
As I said, it may not be what the poem's about, but it's still a good lesson.&lt;br /&gt;
&lt;br /&gt;
Especially in game dev, sometimes you just have to do it, whatever it is.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind what happened to the first guy.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next, it's about nonconformity, taking the less traveled path leads to success.&lt;br /&gt;
&lt;br /&gt;
We're getting away from the original poem, but after seeing all this, I could understand why you'd think this way.&lt;br /&gt;
&lt;br /&gt;
But no.&lt;br /&gt;
&lt;br /&gt;
Gonna make a mildy hot take here, but had the devs chosen a more mundane combat system, the game probably would've ended up in the same boat.&lt;br /&gt;
&lt;br /&gt;
It's easier to see once you notice that I've only been focusing on the combat, and made sure not to talk about the rest of the game:&lt;br /&gt;
&lt;br /&gt;
the Themes, Story, the Characters, the World, the Art, the Music, and so on.&lt;br /&gt;
&lt;br /&gt;
Each of those are worth noting on their own, and combat is just one part, maybe even the weakest link.&lt;br /&gt;
&lt;br /&gt;
I'd go as far to say that the game would've gotten a wider audience if they chose something more mainstream.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next interpretation is often related to the previous, as nonconformity usually implies forging one's own path.&lt;br /&gt;
&lt;br /&gt;
You might think I'd also disagree with this, but this one, oddly fits.&lt;br /&gt;
&lt;br /&gt;
The missing context here is that I also made sure not to show or talk about the late, or even mid-game, combat.&lt;br /&gt;
&lt;br /&gt;
I'm gonna be vague here to lessen the spoilers, but the combat starts out as a clunky yet ambitious system, and the devs built it up with layer upon layer of new gameplay elements, while keeping it intertwined with the themes and the story.&lt;br /&gt;
&lt;br /&gt;
I don't want to overhype what they did with the combat, but if this “stageplay” setup remained a mere gimmick and didn't evolve to what we got later in the game, and what we have right now in the sequel…&lt;br /&gt;
&lt;br /&gt;
Mili's great, but there's no way every single boss battle in the franchise would have this much play time if the fights themselves didn't carry that much emotional weight.&lt;br /&gt;
&lt;br /&gt;
In other words, while the choice to go this route may not have made a difference, Project Moon worked hard to make sure it did.&lt;br /&gt;
|&lt;br /&gt;
| [https://open.spotify.com/artist/0K05TDnN7xPwIHDOwD2YYs Mili (Spotify)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@StudioEIM StudioEIM (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@DarkFantasyStudio Dark Fantasy Studio (YouTube)]&lt;br /&gt;
|-&lt;br /&gt;
| And the last, taking the previous two to a reckless extreme, do it because it's difficult and risky.&lt;br /&gt;
&lt;br /&gt;
I have no idea how you got to this, maybe you confused the line with some other motivational saying, but I can't deny that some people out there want a challenge.&lt;br /&gt;
&lt;br /&gt;
This one's a bit tricky, I sort of agree with the concept, but disagree with the interpretation, mostly on the “risk” part.&lt;br /&gt;
&lt;br /&gt;
This time, the context isn't totally missing, I mentioned it at the start:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina was a heavily anticipated sequel with a crowdfunding campaign that smashed its goals.&lt;br /&gt;
&lt;br /&gt;
With an existing fanbase, the devs were in a slightly less risky position as they can get away with things that the main audience would let slide or even downright expect.&lt;br /&gt;
&lt;br /&gt;
For instance, the early-game world-building might feel a bit too much if this was a typical game, but that's exactly what many of us were looking forward to: we were literally living under a rock in the previous game.&lt;br /&gt;
&lt;br /&gt;
But there's something else about the fanbase that makes this route a lot less risky:&lt;br /&gt;
&lt;br /&gt;
The people looking forward to the game the most are the ones who finished Lobotomy Corporation,&lt;br /&gt;
&lt;br /&gt;
a game so janky, tedious, and soul-crushing that even at 2024, a time when streamers eat Souls-likes for breakfast, it's still pretty rare to find content creators that go through the whole thing that aren't already Project Moon veterans.&lt;br /&gt;
&lt;br /&gt;
And LobCorp finishers can be very, very stubborn and determined players:&lt;br /&gt;
&lt;br /&gt;
a radically new combat system with a difficult to use UI isn't going to stop them from playing.&lt;br /&gt;
&lt;br /&gt;
Maybe too determined - I'm fairly sure that a decent amount of the player base were able to finish the game not through deckbuilding skill or tactical decision making, but through sheer determination, and repeating battles until they get really, really lucky.&lt;br /&gt;
&lt;br /&gt;
And, sorry to be blunt, you're probably not one of the few developers or studios out there that have&lt;br /&gt;
the same kind of fanbase.&lt;br /&gt;
&lt;br /&gt;
Alright, that's all the context I can give without spoiling too much about the game or the franchise as a whole.&lt;br /&gt;
&lt;br /&gt;
If after seeing this you're still going to take the off beaten path, like waaay off…&lt;br /&gt;
&lt;br /&gt;
Good Luck!&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Everest,_Himalayas.jpg &amp;quot;Everest, Himalayas&amp;quot; by Vyacheslav Argenberg (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=J9Bm5U-MJZw ELDEN RING Shadow of the Erdtree – Story Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=OleEkB-7by0 Fear &amp;amp; Hunger 2: Termina - Release Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=EV53lnCzP1w DEATH STRANDING DIRECTOR'S CUT - FINAL Trailer - &amp;amp;#91;ESRB&amp;amp;#93; 4K]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/ Touhou Kouryudou ~ Unconnected Marketeers (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| End Screen&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video; to the right are my intros to Library of Ruina and Limbus Company.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, the latter's no longer the quick and dirty one that I made a few days after launch.&lt;br /&gt;
&lt;br /&gt;
To the left are my tips for Lobotomy Corporation, for those who were intrigued by what I said about the game's fans.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/Road.v1.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=145</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=145"/>
		<updated>2024-08-25T00:55:03Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CURRENTLY WIP ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Links, References and Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
|&lt;br /&gt;
|  [https://www.youtube.com/watch?v=ofmYqXfjFs8 &amp;amp;#91; Library Of Ruina &amp;amp;#93; String Theocracy]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
| Link to full script including all references (eg. video sources) in the Description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
| Generic instead of In-Game Terms:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deck&amp;quot; instead of &amp;quot;Bookshelf&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Card&amp;quot; instead of &amp;quot;Page&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
and so on...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/568220/Lobotomy_Corporation__Monster_Management_Simulation/ Lobotomy Corporation (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
| Lobotomy Corporation Retail Release - April 2018&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Early Access - May 2020&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Retail Release - August 2021&lt;br /&gt;
&lt;br /&gt;
Prototype - initial Auto-Battler&amp;lt;br /&amp;gt;&lt;br /&gt;
Prototype - Cards added&amp;lt;br /&amp;gt;&lt;br /&gt;
Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
| Light cost on the top-left corner of a Card&amp;lt;br /&amp;gt;&lt;br /&gt;
Lights above units tell you how many they currently have&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
| Similar to Slay the Spire's Intent system&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
| The on screen blurbs don't really matter, the important parts are seeing the IRL movement of miniatures and rolling of the dice in the first video, and the Pathfinder 2e calculations in the second.&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
| Only 2 damage taken after 5 turns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of dea.l&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
| &amp;quot;action queue&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;pip&amp;quot; is a term I made up&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
| Turn 1 Card with 3 actions&lt;br /&gt;
&lt;br /&gt;
Turn 2 Card with 3 more actions to add to the queue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
| Cards aren't free to play&lt;br /&gt;
&lt;br /&gt;
Resources Available&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-Beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
| Previously played Cards&lt;br /&gt;
&lt;br /&gt;
3 6-sided dice&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
&lt;br /&gt;
No, I didn't cover how the standard regular polyhedral dice (d4, d6, d8, d12) were replaced a few weeks into early access by generic &amp;quot;dice&amp;quot; and &amp;quot;range&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| As if Clashing wasn't radical enough, the devs decided that single actions weren't fun enough, instead taking a cue from fighting and stylish action games and turned combos into a key part of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zc-yMi05vBA TEKKEN 8 – Steve Fox Reveal &amp;amp; Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MWxlbnI9mpU Devil May Cry 5 - Final Trailer (4K full ver.)]&lt;br /&gt;
|-&lt;br /&gt;
| Now you might say, this isn't breaking new ground; lots of cards in other games do multiple things.&lt;br /&gt;
| One Card, 2 Effects&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, what's different here is that each Die is treated as a separate discrete entity within the queue.&lt;br /&gt;
| Dice are treated as separate entities&lt;br /&gt;
&lt;br /&gt;
eg. they can have different effects&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On Win: Weaken foe's next die&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;On Win: Destroy foe's remaining die&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
no effects for this Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Or in bigger picture terms, you aren't playing cards against each other you're pitting the Dice queues.&lt;br /&gt;
| So it's better to treat Clashes as &amp;quot;Dice Queue vs Dice Queue&amp;quot; rather than the usual &amp;quot;Card vs Card&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The best way to show this in action is to look the Evade Dice.&lt;br /&gt;
| Early Access Preview - switch to Dice&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Most of the other dice work on the concept of “who rolls highest wins, then we move to the next dice”, but Evade is special.&lt;br /&gt;
&lt;br /&gt;
If an Evade wins against attacks, not only does the evader not take any damage, the Die is reused, allowing the same Die to dodge multiple attacks.&lt;br /&gt;
| 1st use of 1st Evade Die in queue&lt;br /&gt;
&lt;br /&gt;
2nd use of 1st Evade Die (reused)&lt;br /&gt;
&lt;br /&gt;
take note of the unused 2nd Evade Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Evade is also a Defensive Die, which means in certain situations, it can be used to defend an incoming attack from a different enemy.&lt;br /&gt;
| 2nd Evade Die (unused) retained for future attacks&lt;br /&gt;
&lt;br /&gt;
retained 2nd Evade Die&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| These reinforce the fact that ultimately, it's the dice queues that matter, and that the cards are simply vessels for the dice.&lt;br /&gt;
&lt;br /&gt;
Anyway, it's time to move on again, so yeah - if you want to know more, details on the other video.&lt;br /&gt;
| * Cards still matter (eg. drawing, cost, card-level effects) but when it comes to combat, the dice and queue matter more&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Letting the Player Control the Flow of Combat&lt;br /&gt;
|-&lt;br /&gt;
| For the next update, try to forget what you saw about the pre-Beta and let's return to Alpha yet again…&lt;br /&gt;
&lt;br /&gt;
At this point, the devs have added more gameplay since the early prototype.&lt;br /&gt;
&lt;br /&gt;
On top of our Clashes, we got our cards, our action queue… but we really haven't solved the main problem with the prototype:&lt;br /&gt;
&lt;br /&gt;
it still doesn't feel like the player has that much control over the combat.&lt;br /&gt;
&lt;br /&gt;
To be fair, there's already a bit of player choice here if you look closely: units will Clash with the one in front of them so it's all about choosing the right cards to counter the enemy.&lt;br /&gt;
&lt;br /&gt;
You could still up the player input though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, other Auto-Battlers let you position your units before the battle, with those close to the front tanking most of the damage.&lt;br /&gt;
&lt;br /&gt;
Maybe the devs tried that approach, but unfortunately we don't have any footage of that.&lt;br /&gt;
&lt;br /&gt;
Instead, we have hints that they tried the opposite: that is, you can't reposition your team.&lt;br /&gt;
&lt;br /&gt;
What could change are their Speed values.&lt;br /&gt;
&lt;br /&gt;
As you might guess higher Speed means faster, and faster units will reach the enemies first and start clashing with them.&lt;br /&gt;
&lt;br /&gt;
Then you could just have equipment to upgrade their Speed, or cards to change them on the fly.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game: Dystopian Battle Simulator]&lt;br /&gt;
|-&lt;br /&gt;
| At first glance, it looks like a step forward from the usual pre-wave positioning but compared to the previous version, it's almost a step back.&lt;br /&gt;
&lt;br /&gt;
At least in the Alpha you have an idea who's attacking who and you can play cards accordingly, with this setup you're guessing who's going to end up meeting in the middle first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I know you didn't forget what you just saw a few minutes ago so you already know how they addressed this problem: by adding a targeting system.&lt;br /&gt;
&lt;br /&gt;
Instead of just seeing the enemy's intent, you can also see their targets.&lt;br /&gt;
&lt;br /&gt;
They then dialed back on the weirdness with the whole playing cards on your units thing, and went to the more traditional approach of playing cards to target the enemies.&lt;br /&gt;
&lt;br /&gt;
Everything we talked about so far stays the same.&lt;br /&gt;
&lt;br /&gt;
Playing a card as a response to an incoming attack will end up becoming a Clash.&lt;br /&gt;
&lt;br /&gt;
Then there's the Dice queue which you already saw in action earlier.&lt;br /&gt;
&lt;br /&gt;
They did, however, give Speed an updated purpose.&lt;br /&gt;
&lt;br /&gt;
Faster units can now intercept an attack meant for other units.&lt;br /&gt;
&lt;br /&gt;
In other games, interception may just be a nice-to-have gimmick, but in a Clash-focused game, it's almost essential.&lt;br /&gt;
&lt;br /&gt;
Without it, the game would be back to the Alpha where you could only respond to incoming attacks and can't choose your units' targets.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=O10pqWZPhiU Atlus USA Announcement Trailer: Persona 4]&lt;br /&gt;
|-&lt;br /&gt;
| With enough fast units, it almost feels like a tactical game where you can position your units in front of enemies, limiting their attacking options, and overall effectively changing the flow of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea (Steam version)]&lt;br /&gt;
|-&lt;br /&gt;
| In practice, however, the tactical analogy fails quickly.&lt;br /&gt;
&lt;br /&gt;
For example, when there's a unit under attack by more than 2 enemies at once.&lt;br /&gt;
&lt;br /&gt;
This can happen when you don't have enough fast units to balance the clashes, or one team having more members than the other, both of which are fairly common.&lt;br /&gt;
&lt;br /&gt;
In this situation, it can be hard to predict which of the attacks will take place first.&lt;br /&gt;
&lt;br /&gt;
And as you can see there's yet another complicating factor: Knockbacks.&lt;br /&gt;
&lt;br /&gt;
Long story short, you can't be tactical if you can't reliably figure out the action order.&lt;br /&gt;
&lt;br /&gt;
Tactical problems aside, the addition of Speed and Interception is still a big deal as we've finally got away from the very passive gameplay of the earlier builds.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The Patch that Changed the Game&lt;br /&gt;
|-&lt;br /&gt;
| A few months into the Early Access, the devs dropped this simple change in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Characters with lower Speed values will always wait for the characters with higher Speed values to play out their actions before taking their turn even if they arrive at their targets first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I admit, I'm one of the many players who didn't really understand what this meant.&lt;br /&gt;
&lt;br /&gt;
Looking back, however, this may just be the most important change to the combat system during Early Access.&lt;br /&gt;
&lt;br /&gt;
On the surface, all this does is cause some weird UI thing where everything stops except for the fastest unit who then slides towards their target.&lt;br /&gt;
&lt;br /&gt;
But let's cut to the chase - remember what I said a minute ago that we can't make tactical decisions unless we can reliably predict the action order?&lt;br /&gt;
&lt;br /&gt;
Yeah, this patch basically gives the player that.&lt;br /&gt;
&lt;br /&gt;
If previously we can't tell if Roland will attack first, now we know because his Speed is lower.&lt;br /&gt;
&lt;br /&gt;
Even with the knockback, he'll have to wait for his turn because of the patch.&lt;br /&gt;
&lt;br /&gt;
Of course, this change is more complicated than it looks, but overall, it's just a matter of getting the hang of how things work, and once you do, you should have no problem tactically maneuvering your team through the battlefield.&lt;br /&gt;
&lt;br /&gt;
You'd be able to set pre-Clash flanking maneuvers from units that attack first.&lt;br /&gt;
&lt;br /&gt;
Conversely, you can also set post-Clash follow-ups or finishers.&lt;br /&gt;
&lt;br /&gt;
This is a complicated topic so again I'll leave the rest of the details to my other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The gameplay shift comes at a cost, however.&lt;br /&gt;
&lt;br /&gt;
By prioritizing the Speed mechanic over the unit positions on the battlefield, the devs have essentially abandoned most of what makes an Auto-Battler an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is the hands-off battle processing.&lt;br /&gt;
&lt;br /&gt;
Some parts like unit positions survive for other purpose but all that effort implementing the other Auto-Battler elements is now wasted.&lt;br /&gt;
&lt;br /&gt;
Then again, that's just part of the creative process, discarding stuff because you choose to go a certain route.&lt;br /&gt;
&lt;br /&gt;
And with this patch, Project Moon has decided to turn Library of Ruina into a Turn-Based Tactics game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| A (rather long) digression on Genres and Naming&lt;br /&gt;
|-&lt;br /&gt;
| Despite this, I don't call Library of Ruina a Turn-Based Tactics game anymore.&lt;br /&gt;
&lt;br /&gt;
To explain why, let's take a detour and talk about game systems, starting with Turn-Based.&lt;br /&gt;
&lt;br /&gt;
Basically players taking turns performing actions.&lt;br /&gt;
&lt;br /&gt;
This includes fancier variations like units taking actions in order of initiative.&lt;br /&gt;
&lt;br /&gt;
Let's put basic Turn-Based combat here on a graph.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Next is Final Fantasy's Active Time Battle where the player has to wait for gauges to fill up before getting to act.&lt;br /&gt;
&lt;br /&gt;
Depending on the game or user settings this can be closer or farther away from vanilla.&lt;br /&gt;
&lt;br /&gt;
Now we can define the axis of our graph, going from left to right increases the amount of &amp;quot;active input&amp;quot; in the game system.&lt;br /&gt;
&lt;br /&gt;
And by “active”, we mean things like the player needing to get the timing right, or being able to enter the right amount of inputs at a certain time frame.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another good example of a system that requires active input would be Turn-based with Quick Time Events.&lt;br /&gt;
&lt;br /&gt;
Think Mario RPGs where hitting buttons at the right timing will block or deal more damage.&lt;br /&gt;
&lt;br /&gt;
I'll put them here, requiring more or less active input than ATB depending on the the variation.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Ume5pSIcKE Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023]&lt;br /&gt;
|- &lt;br /&gt;
| And on the extreme end are non-Turn-Based games: your real time strategies, your action games, and even platformers.&lt;br /&gt;
|&lt;br /&gt;
|[https://store.steampowered.com/app/2012510/Stormgate/ Stormgate]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1627720/Lies_of_P/ Lies of P]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=XvQNlGKNC6o Super Mario Bros. Wonder – Launch Trailer – Nintendo Switch]&lt;br /&gt;
|-&lt;br /&gt;
| Then in this gap are the Real Time With Pause games - these are still not Turn-Based, but adding a pause gives you back one of the main advantages of Turn-Based systems:&lt;br /&gt;
&lt;br /&gt;
You have all the time to strategize your next moves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've completed this graph, let's digress a bit further and address what some of you may be thinking way back when I talked about Clashing and how most games just stayed with tanking damage rather than innovating, that is:&lt;br /&gt;
&lt;br /&gt;
“What about QTE”?&lt;br /&gt;
&lt;br /&gt;
Like we already have a sort of Clashing and even a Combo mechanic here, right?&lt;br /&gt;
&lt;br /&gt;
And to that I say&lt;br /&gt;
&lt;br /&gt;
Do we really need extra inputs from the player for them to happen in game?&lt;br /&gt;
&lt;br /&gt;
Surely we can implement them way back here rather than stray this far.&lt;br /&gt;
&lt;br /&gt;
To be clear, there is nothing wrong with getting away from the basic Turn-Based formula; it's ultimately a design choice that a developer makes when building their game.&lt;br /&gt;
&lt;br /&gt;
But whenever Turn-Based games add active elements to their core gameplay to spice things up, it just feels a bit off for me.&lt;br /&gt;
&lt;br /&gt;
Even worse is when some games overdo it to the point that they might as well ditch Turn-Based altogether.&lt;br /&gt;
&lt;br /&gt;
Long story short, I prefer games that try to improve Turn-Based Combat within the constraints of the system, or, as we shall see in a bit, at least try to go in a different direction than QTE.&lt;br /&gt;
|&lt;br /&gt;
|[https://www.youtube.com/watch?v=FX6DTLcWUdY Paper Mario: The Origami King - Announcement Trailer - Nintendo Switch]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VgE6bIwK-D4 Final Fantasy XIII-2: Enhanced Battle System Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bGpbTXCVkwQ Shin Megami Tensei V: Vengeance - Complete Guide &amp;amp;#x7C; NSW, PS5/4, Xbox Series X&amp;amp;#x7C;S, Xbox One, Steam, PC]&lt;br /&gt;
|-&lt;br /&gt;
| Getting back to the original digression, it's clear from this line that the opposite of Turn-Based is active gameplay.&lt;br /&gt;
&lt;br /&gt;
But where do Auto-Battlers and Library of Ruina fit in here?&lt;br /&gt;
&lt;br /&gt;
Right around Turn-Based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles]&lt;br /&gt;
|-&lt;br /&gt;
|Obviously, game systems involve more complicated factors than this single line, so let's expand it to one more axis how many units act simultaneously.&lt;br /&gt;
&lt;br /&gt;
Instead of being next to it, now these two systems are opposite of basic Turn-Based Combat.&lt;br /&gt;
&lt;br /&gt;
Real-Time combat is still farther away, but Turn-Based variations can be closer.&lt;br /&gt;
&lt;br /&gt;
And if I had better video editing skills, I'd add a third dimension and axis - “tactical control” - so I could add in Turn-Based Tactics and distinguish Ruina from Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But let's stick with these two axes and return to the original problem why calling Library of Ruina Turn-Based Tactics isn't enough: namely, they just aren't the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Well, it turns out that there's already a well-established distinction between these two:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is a WEGO tactics game.&lt;br /&gt;
&lt;br /&gt;
WEGO as in “We Go at the same time”.&lt;br /&gt;
&lt;br /&gt;
In contrast, almost every Tactics or vanilla Turn-Based game follow the opposite:&lt;br /&gt;
&lt;br /&gt;
IGOUGO&lt;br /&gt;
&lt;br /&gt;
that is, “I go first, then you go”.&lt;br /&gt;
&lt;br /&gt;
Calling Ruina a WEGO tactics game leads to a different problem, however, as its such a niche subgenre of a subgenre that very few people know about it, which defeats the purpose of assigning a genre to let people know what the game is about.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.giantbomb.com/wego/3015-5269/ WeGo (Concept) - Giant Bomb]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse]&lt;br /&gt;
|-&lt;br /&gt;
| So... we reach the main point of this chapter:&lt;br /&gt;
&lt;br /&gt;
What do we call Library of Ruina's combat system then?&lt;br /&gt;
&lt;br /&gt;
How about we just go with the marketing material and call it “Library Battle Simulation”?&lt;br /&gt;
&lt;br /&gt;
While it's marketable, lore-friendly and all, it shares the same problem as WEGO, anyone reading it will have absolutely no clue what it is all about, possibly negatively affecting their purchasing decision.&lt;br /&gt;
&lt;br /&gt;
So what do I call Library of Ruina's system if someone would ask me about it nowadays?&lt;br /&gt;
&lt;br /&gt;
It's a Turn-based&lt;br /&gt;
&lt;br /&gt;
Clash-focused&lt;br /&gt;
&lt;br /&gt;
Combo-driven&lt;br /&gt;
&lt;br /&gt;
Hybrid Tactical Auto-Battler&lt;br /&gt;
&lt;br /&gt;
Deckbuilding Card Game.&lt;br /&gt;
&lt;br /&gt;
Or Hybrid Tactical Auto-Battler Card Game for short.&lt;br /&gt;
&lt;br /&gt;
The Hybrid part is key, as it clearly tells the prospective player that it's a mix of genres&lt;br /&gt;
&lt;br /&gt;
Project Moon have even started using this description …sort of, but we're getting ahead of ourselves.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.arcsystemworks.jp/lor/en/ Library of Ruina (NSW/PS4 ports)]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, I think this description's good enough for most cases, though it's not quite on the level of other genres. &lt;br /&gt;
&lt;br /&gt;
It needs to be more catchy, or even provocative.&lt;br /&gt;
&lt;br /&gt;
Here's some that I pulled out of my ass:&lt;br /&gt;
&lt;br /&gt;
Alright, digression over.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Lore meets Gameplay&lt;br /&gt;
|-&lt;br /&gt;
| By now you might be thinking that Project Moon must have been going out of their way intentionally breaking every rule in the book.&lt;br /&gt;
&lt;br /&gt;
That might just be the case, but I think at least some of them were simply happy accidents.&lt;br /&gt;
&lt;br /&gt;
Case in point: the Emotion System.&lt;br /&gt;
&lt;br /&gt;
This concept has been around from the start, in the initial crowdfunding details, and even in the Alpha footage.&lt;br /&gt;
&lt;br /&gt;
Lore-wise, the Library rewards heightened emotions, regardless if it's positive or negative.&lt;br /&gt;
&lt;br /&gt;
In game terms, Positive Emotions can come from stuff like killing an enemy, and Negative can come from&lt;br /&gt;
the opposite, like bad rolls.&lt;br /&gt;
&lt;br /&gt;
Once a unit or a team gets enough Emotions, they're given rewards like full resource refreshes, and other stuff I won't spoil in this video.&lt;br /&gt;
&lt;br /&gt;
On the surface, this is a straightforward example of having an initial in-universe concept then adding it into your game.&lt;br /&gt;
|&lt;br /&gt;
| [https://tumblbug.com/lor/ Library of Ruina Dubbing and OST Production &amp;amp;#x7C; Tumblbug - Crowdfunding for Creators]&lt;br /&gt;
|-&lt;br /&gt;
| The accidental part arises when you consider the Focus-Fire trope, yet another widely accepted thing&lt;br /&gt;
in video games that most really don't stop to think about.&lt;br /&gt;
&lt;br /&gt;
Basically in RTSs and games in general where you control groups of units, it's usually mathematically optimal to focus fire and take out the enemy team one by one.&lt;br /&gt;
&lt;br /&gt;
But it's not the case in Library of Ruina; the Emotion System rewards Clashes much more than one-sided attacks.&lt;br /&gt;
&lt;br /&gt;
And since those rewards can easily turn the tide of battle, the game clearly doesn't want you to Focus-Fire.&lt;br /&gt;
&lt;br /&gt;
Again, I don't know if they intentionally went out of their way to discourage this decades-old trope, though I like to think it's just emergent behavior coming from combining crazy concepts together.&lt;br /&gt;
&lt;br /&gt;
I mean, the removal of dedicated healing abilities I mentioned way earlier also discourages Focus-Fire, and that has its own chicken-and-egg scenario.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And that's it for my not-so-quick overview of Library of Ruina's complex combat system.&lt;br /&gt;
&lt;br /&gt;
I could continue listing out other stuff they added to the combat but I think you got the point; Library of Ruina chose to take a radically different path compared to other games.&lt;br /&gt;
&lt;br /&gt;
Instead, let's talk about something more important:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| What are the problems with going down this route?&lt;br /&gt;
|-&lt;br /&gt;
| What are the problems with going down this route?&lt;br /&gt;
&lt;br /&gt;
Which is a silly question, especially if we rephrase it as&lt;br /&gt;
&lt;br /&gt;
What problems will a small indie developer face if they decide to practically invent a new combat system for their game?&lt;br /&gt;
&lt;br /&gt;
I could try to be funny and just answer &amp;quot;All the problems&amp;quot; and call it a day,&lt;br /&gt;
&lt;br /&gt;
but that wouldn't be that informative so I'll be going over some of the main problems&lt;br /&gt;
&lt;br /&gt;
then call it a day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, top of the list - UI.&lt;br /&gt;
&lt;br /&gt;
No surprise here, we live in a time when you've got bigger more established studios spewing out hideous UI in their games, &lt;br /&gt;
&lt;br /&gt;
And that's even when they already had previous UI to work off from.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Library of Ruina had to figure out how to combine UI from vastly different genres and make them work.&lt;br /&gt;
&lt;br /&gt;
Really how do you do it?&lt;br /&gt;
&lt;br /&gt;
Maybe look at some other hybrid games like Fights in Tight Spaces and Midnight Suns?&lt;br /&gt;
&lt;br /&gt;
But even then we have to squeeze in the missing parts like the auto-battler and the clashing into UIs already on the verge of being too busy.&lt;br /&gt;
&lt;br /&gt;
In short, a non-janky UI would've required a miracle.&lt;br /&gt;
&lt;br /&gt;
To be fair, what we ended up with isn't that terrible, especially when you get the hang of the hard parts like how Clashes are assigned, and mentally calculating the order of attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=sv0Wf9yc2J0 26 Minutes of Suicide Squad Kill the Justice League Gameplay (4K 60FPS)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=zYX5pwFy4vc Fights in Tight Spaces - Launch Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=_9raj2bcTq4 Marvel's Midnight Suns: The First 28 Minutes of Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately that's the next problem&lt;br /&gt;
&lt;br /&gt;
how to make new players get the hang of what's essentially a new type of game.&lt;br /&gt;
&lt;br /&gt;
If you've been playing the same games over and over again and have forgotten how long it takes to properly learn a new game system, try learning Chess, Go, or any variation of Poker or Mahjong through a video game, preferably one that isn't a cultural staple where you're from.&lt;br /&gt;
&lt;br /&gt;
Better yet, go watch someone doing it.&lt;br /&gt;
&lt;br /&gt;
Yeah, it's not as simple as it looks.&lt;br /&gt;
&lt;br /&gt;
While it may only take a few minutes to learn the absolute basics, it will take a lot longer for a new player to learn enough to play semi-competently.&lt;br /&gt;
&lt;br /&gt;
And I haven't even factored in trying to make a guide for a moving target, changing the tutorial every time you decide to make a major change to the core gameplay.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.chess.com/lessons Chess.com lessons]&lt;br /&gt;
&lt;br /&gt;
[https://mahjongsoul.yo-star.com/ Mahjong Soul]&lt;br /&gt;
|-&lt;br /&gt;
| All that said, being in a difficult position doesn't excuse the problems the game has with its onboarding process.&lt;br /&gt;
&lt;br /&gt;
The gameplay eventually became stable, and they had all the time to make things better.&lt;br /&gt;
&lt;br /&gt;
Beyond the bare minimum walls of text and manual, a game as complicated as this one should at least have an improved in-game manual with animations, extra examples, and possibly a search function.&lt;br /&gt;
&lt;br /&gt;
To the Project Moon's credit, they did try to go the extra mile with the tutorial.&lt;br /&gt;
&lt;br /&gt;
There's this idea in game design where instead of relying on annoying popups to teach certain parts of a game, one can place players into situations where they can pick the concepts up by themselves, whether consciously or subconsciously.&lt;br /&gt;
&lt;br /&gt;
And Library of Ruina does the same with certain stages.&lt;br /&gt;
&lt;br /&gt;
At first, it could seem like the game took a big leap in difficulty, but if the player pays attention, they could figure out a game mechanic or two that makes the stage much easier than it initially seemed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these battles turned out to be too difficult for some players and some of them were nerfed to the point that you can beat them without even learning what they're meant to teach.&lt;br /&gt;
&lt;br /&gt;
Oh well, at least they tried.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=8FpigqfcvlM Sequelitis - Mega Man Classic vs. Mega Man X]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| The third problem, you've already saw a chapter on it.&lt;br /&gt;
&lt;br /&gt;
And I could continue, but I've already made my point.&lt;br /&gt;
&lt;br /&gt;
If any one of these can result in lost sales or even refunds, just imagine having to deal all of them at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Trying for Free (Limbus Company)&lt;br /&gt;
|-&lt;br /&gt;
| So you found all of this interesting and decided to check it out on Steam…&lt;br /&gt;
&lt;br /&gt;
then you learn that it's a bit too expensive for a game that might turn out to be too janky for your taste.&lt;br /&gt;
&lt;br /&gt;
Normally, I'd suggest waiting for a sale.&lt;br /&gt;
&lt;br /&gt;
But if you're watching close to when I originally posted this, there might not be a price cut soon as they've recently released new ports and a discount would just cut into their sales.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there's a perfectly legal way to try out the combat system for free.&lt;br /&gt;
&lt;br /&gt;
Limbus Company is a spinoff sequel available on Steam, iOS, and Android.&lt;br /&gt;
&lt;br /&gt;
It's a gacha game, but you can get a feel of the combat without spending a single cent on it.&lt;br /&gt;
&lt;br /&gt;
And you do that by simply playing your way to the third Canto.&lt;br /&gt;
&lt;br /&gt;
The prologue and first Canto are tutorial chapters, and while the second Canto does start to get a bit more challenging at certain points, you can luck your way through some battles meant to nudge you to learn the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the third Canto's hard enough that learning the mechanics is almost essential.&lt;br /&gt;
&lt;br /&gt;
Also, unlike the previous Canto, you will have to grind for XP.&lt;br /&gt;
&lt;br /&gt;
If you don't want to grind, you can alternatively try out the Rogue-like dungeon that opens up at the same point in the game.&lt;br /&gt;
&lt;br /&gt;
As of this recording, all of the Mirror Dungeons so far have an easy mode that automatically levels up all your units to max level, removing the need for grinding.&lt;br /&gt;
&lt;br /&gt;
While this is a quicker way to get a good feel of the combat, there is one big downside:&lt;br /&gt;
&lt;br /&gt;
currently there are out-of-context spoilers in the later floors.&lt;br /&gt;
&lt;br /&gt;
Might not be an issue if you're just here for the combat and will likely forget about the spoilers when you get around to doing an actual playthrough.&lt;br /&gt;
&lt;br /&gt;
But if you do mind spoilers, better stick to the main story.&lt;br /&gt;
&lt;br /&gt;
Since we're on the topic, here's a quick rundown of what spoils what in the franchise.&lt;br /&gt;
&lt;br /&gt;
If you're planning to play Lobotomy Corporation and don't want spoilers, tough luck, both games spoil the first game from the get go.&lt;br /&gt;
&lt;br /&gt;
On the other hand, thanks to it being a spinoff, Limbus Company doesn't spoil Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Until you go too far into the main story.&lt;br /&gt;
&lt;br /&gt;
And don't ignore the banners and events.&lt;br /&gt;
&lt;br /&gt;
But other than that you'll be fine…&lt;br /&gt;
&lt;br /&gt;
Back to the combat, note that Limbus Company doesn't quite use the same system as Ruina.&lt;br /&gt;
&lt;br /&gt;
Most of what I talked about are still present, however the changes are big enough that I feel that I should at least give you a quick rundown so that the awkward tutorial doesn't confuse you as much.&lt;br /&gt;
&lt;br /&gt;
If you're one of those “just give me an overview and I'll figure the rest on my own” types, this is a good time to pause the video, download Limbus Company and spend the rest of the day or two playing up to Canto 3.&lt;br /&gt;
&lt;br /&gt;
Or you can skip to the final chapter and finish the video first.&lt;br /&gt;
&lt;br /&gt;
Anyway on to the changes…&lt;br /&gt;
|&lt;br /&gt;
| [https://steamdb.info/app/1256670/ SteamDB Library of Ruina]&lt;br /&gt;
 &lt;br /&gt;
[https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Differences between LoR and LCB Combat&lt;br /&gt;
|-&lt;br /&gt;
| If most of Library of Ruina's quirks can be traced back to its Auto-Battler roots, most of the changes done to Limbus Company's combat can be similarly traced back to a single reason:&lt;br /&gt;
&lt;br /&gt;
it's now a mobile game.&lt;br /&gt;
&lt;br /&gt;
Smaller screens mean deckbuilding would be too awkward so it's out.&lt;br /&gt;
&lt;br /&gt;
Instead, you select Identities for your units, with each Identity having their own stats, abilities, and a fixed set of Skills - basically their decks.&lt;br /&gt;
&lt;br /&gt;
You can also give your units extra E.G.O, special attacks that you can activate as you have the resources for them.&lt;br /&gt;
&lt;br /&gt;
Of course, nowadays when we talk about mobile games, we don't just mean portable or having smaller screens.&lt;br /&gt;
&lt;br /&gt;
We generally refer to microtransaction heavy games like Free-to-Play Gacha.&lt;br /&gt;
&lt;br /&gt;
Oh those Identities and E.G.O I just mentioned?&lt;br /&gt;
&lt;br /&gt;
Pullable from Gacha.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=HTRQgFYCXHY &amp;amp;#91; Limbus Company &amp;amp;#93; Official Promotion Video]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SY3XGzDousM Version 1.0 Gameplay Trailer &amp;amp;#x7C; Genshin Impact]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's get this out of the way:&lt;br /&gt;
&lt;br /&gt;
I hate Live Services, Battle Passes, and I absolutely HATE Gacha.&lt;br /&gt;
&lt;br /&gt;
But I, and presumably many other Project Moon fans in a similar boat, are fine with paying for the game&lt;br /&gt;
simply because the devs straight up said in an interview that this was a fund raiser for other projects.&lt;br /&gt;
&lt;br /&gt;
A Faustian Bargain, if you will.&lt;br /&gt;
&lt;br /&gt;
It helps that it doesn't feel like a gacha game sometimes, with cheap and bankable stamina, and most stuff grindable through gameplay, that includes current banners.&lt;br /&gt;
&lt;br /&gt;
And that's all I'll say about the monetization and gacha for now. I'll leave the rest to another video.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=XKijpGJCxB0 2021 ProjectMoon Q&amp;amp;A]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=sM00MX-MCS0 림버스 컴퍼니 적안 료슈 &amp;amp;#x7C; Limbus Company Red Eyes Ryoshu]&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, the screen size limitation means that the combat has to be simpler.&lt;br /&gt;
&lt;br /&gt;
With Dailies and replayable Rogue-like dungeons, it also has to be faster.&lt;br /&gt;
&lt;br /&gt;
The tactical combat wasn't taken out, however, but is now called Focused Encounters and is limited to special situations like boss battles.&lt;br /&gt;
&lt;br /&gt;
The default replacing it, Regular Encounters, sacrifices tactical options for the aforementioned simpler and faster combat.&lt;br /&gt;
&lt;br /&gt;
If we have a sliding scale between Auto-Battlers and Turn-based Tactics: Library of Ruina's all the way here&lt;br /&gt;
&lt;br /&gt;
Limbus Company's Focused Encounters are slightly less tactical, &lt;br /&gt;
&lt;br /&gt;
and Regular Encounters sit about here, firmly in the Auto-Battler side.&lt;br /&gt;
&lt;br /&gt;
A quick rundown of what makes it faster:&lt;br /&gt;
&lt;br /&gt;
There's a fixed attacking pattern, pause if you want to read about it.&lt;br /&gt;
&lt;br /&gt;
Basically, the game already chooses the targets for you, and you just need to choose the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
Kinda like the Alpha.&lt;br /&gt;
&lt;br /&gt;
Not being able to choose the targets can lead to poor matchups, but that's what the E.G.Os are for.&lt;br /&gt;
&lt;br /&gt;
Next on the speed-up: unlike before where attacks are resolved one by one, the game can now display multiple clashes and attacks simultaneously.&lt;br /&gt;
&lt;br /&gt;
If you look closely, you might be able to figure out what sort of trickery the game does to pull this off.&lt;br /&gt;
&lt;br /&gt;
And finally, if a unit's original target dies before they get to attack, they proceed to the next valid target so the attack isn't wasted.&lt;br /&gt;
&lt;br /&gt;
Moving on to other changes, you might have already noticed the next major one from the footage I've been showing:&lt;br /&gt;
&lt;br /&gt;
the Dice have been replaced by Coins.&lt;br /&gt;
&lt;br /&gt;
On the surface, this might seem like a huge downgrade, but this Coin battling mechanic can be trickier than it looks.&lt;br /&gt;
&lt;br /&gt;
I'm not going to post another wall of text explaining it, but feel free to head to my other video to learn how it works.&lt;br /&gt;
&lt;br /&gt;
A good example why Coins aren't that simple is how they don't always flip 50/50 Heads or Tails.&lt;br /&gt;
&lt;br /&gt;
Instead, they're affected by a unit's Sanity.&lt;br /&gt;
&lt;br /&gt;
A call back to Lobotomy Corporation, Sanity starts from 0, and can go up to 45, or down to -45.&lt;br /&gt;
&lt;br /&gt;
45 seems to be an odd choice, until you do the math.&lt;br /&gt;
&lt;br /&gt;
50% Heads on a coin flip plus 45 gives you 95%.&lt;br /&gt;
&lt;br /&gt;
In other words, a Tails at max Sanity is a Critical Miss on a D20 die.&lt;br /&gt;
&lt;br /&gt;
So yeah, Coins are basically Dice.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to gain Sanity, but the most reliable way is to win a Clash, with longer Clashes also giving more Sanity.&lt;br /&gt;
&lt;br /&gt;
As some of you may have realized, this essentially makes it the counterpart to Ruina's Emotion system, encouraging Clashes over one-sided attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Opening_chess_position_from_black_side.jpg &amp;quot;Opening chess position from black side&amp;quot; by MichaelMaggs (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://tenor.com/view/critical-failure-baldur's-gate-3-dice-dice-roll-critical-gif-16389621355368608807 Critical Failure Baldur'S Gate 3 GIF]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I think that's enough for an overview for the changes between Library of Ruina and Limbus Company's combat.&lt;br /&gt;
&lt;br /&gt;
I could go on with more changes, but let's not forget why I'm even talking about them in a video that's supposed to be about the former.&lt;br /&gt;
&lt;br /&gt;
In short, if you're gonna follow my suggestion to play Limbus Company for free first to see if you like the combat enough to buy Library of Ruina, just remember that they're not quite the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Traveling this Path (wrap up, game design thoughts)&lt;br /&gt;
|-&lt;br /&gt;
| While we've covered all of what I've listed at the start, I still need to clarify a few more things...&lt;br /&gt;
&lt;br /&gt;
However, this last part's for the game devs; the rest of you can just skip to the end screen.&lt;br /&gt;
&lt;br /&gt;
Saves you a couple of minutes to do other stuff like watch videos or grind mirror dungeons or something.&lt;br /&gt;
&lt;br /&gt;
I'm not gonna stop you from sticking around, though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, say you're an aspiring game designer or developer.&lt;br /&gt;
&lt;br /&gt;
You stumble upon this video without knowing about the game, then you see the pros, the cons, and a glimpse of the end result.&lt;br /&gt;
&lt;br /&gt;
Calling to mind the title, or its more popular variation “The Road Less Traveled”, this finally convinces you to take a similar leap in your game.&lt;br /&gt;
&lt;br /&gt;
As a fan of games that push boundaries, I'd love to see more games do the same.&lt;br /&gt;
&lt;br /&gt;
But I also don't want to see indie games fail, and what I've shown you in the past 40 minutes doesn't provide enough context to make such a bold decision.&lt;br /&gt;
&lt;br /&gt;
This missing context leading to misinformed decisions is perfectly encapsulated by the title:&lt;br /&gt;
&lt;br /&gt;
It's not “The Road Less Traveled”, it's “The Road Not Taken”, and it's a direct reference to the Robert Frost poem.&lt;br /&gt;
&lt;br /&gt;
For the Project Moon fans still sticking around, pat yourself on the back if you saw this literary allusion from a mile away.&lt;br /&gt;
&lt;br /&gt;
Point is, the said poem has a reputation of being misunderstood.&lt;br /&gt;
&lt;br /&gt;
Of course, text can have multiple interpretations; even those explained by their authors can be interpreted differently.&lt;br /&gt;
&lt;br /&gt;
But for this one, the misreading comes from not paying enough attention to the text, or being only familiar with the derivative work.&lt;br /&gt;
&lt;br /&gt;
For example, a common interpretation is it's about indecisiveness, and the importance of making a choice.&lt;br /&gt;
&lt;br /&gt;
This reading's a bit infamous for possibly convincing the poem's intended reader to go fight in World War I.&lt;br /&gt;
&lt;br /&gt;
But apart from that, it's a good lesson to pick up.&lt;br /&gt;
&lt;br /&gt;
However, interpretations like it don't seem to match the poem's intent once you actually read the lines.&lt;br /&gt;
&lt;br /&gt;
Things pop out like how the two roads are not that different, or how that powerful last statement is undermined by what came before it.&lt;br /&gt;
&lt;br /&gt;
Analyzing the poem any further will put us a bit off track so let's just go back to our main topic.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Road_Not_Taken The Road Not Taken (Wikipedia)]&lt;br /&gt;
&lt;br /&gt;
[https://babel.hathitrust.org/cgi/pt?id=chi.19147394&amp;amp;view=1up&amp;amp;seq=235&amp;amp;skin=2021 The Road Not Taken (HathiTrust)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Death_of_the_Author The Death of the Author (Wikipedia)]&lt;br /&gt;
|-&lt;br /&gt;
| To recap, if game designers see all this, they might start doing crazy shit in their games.&lt;br /&gt;
&lt;br /&gt;
But they're missing some key context, so their game fails, and I get blamed in the end.&lt;br /&gt;
&lt;br /&gt;
I don't want that, so I'll be going through some alternative interpretations of the title and give you the missing context.&lt;br /&gt;
&lt;br /&gt;
First, the indecisiveness that we already covered.&lt;br /&gt;
&lt;br /&gt;
As I said, it may not be what the poem's about, but it's still a good lesson.&lt;br /&gt;
&lt;br /&gt;
Especially in game dev, sometimes you just have to do it, whatever it is.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind what happened to the first guy.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next, it's about nonconformity, taking the less traveled path leads to success.&lt;br /&gt;
&lt;br /&gt;
We're getting away from the original poem, but after seeing all this, I could understand why you'd think this way.&lt;br /&gt;
&lt;br /&gt;
But no.&lt;br /&gt;
&lt;br /&gt;
Gonna make a mildy hot take here, but had the devs chosen a more mundane combat system, the game probably would've ended up in the same boat.&lt;br /&gt;
&lt;br /&gt;
It's easier to see once you notice that I've only been focusing on the combat, and made sure not to talk about the rest of the game:&lt;br /&gt;
&lt;br /&gt;
the Themes, Story, the Characters, the World, the Art, the Music, and so on.&lt;br /&gt;
&lt;br /&gt;
Each of those are worth noting on their own, and combat is just one part, maybe even the weakest link.&lt;br /&gt;
&lt;br /&gt;
I'd go as far to say that the game would've gotten a wider audience if they chose something more mainstream.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next interpretation is often related to the previous, as nonconformity usually implies forging one's own path.&lt;br /&gt;
&lt;br /&gt;
You might think I'd also disagree with this, but this one, oddly fits.&lt;br /&gt;
&lt;br /&gt;
The missing context here is that I also made sure not to show or talk about the late, or even mid-game, combat.&lt;br /&gt;
&lt;br /&gt;
I'm gonna be vague here to lessen the spoilers, but the combat starts out as a clunky yet ambitious system, and the devs built it up with layer upon layer of new gameplay elements, while keeping it intertwined with the themes and the story.&lt;br /&gt;
&lt;br /&gt;
I don't want to overhype what they did with the combat, but if this “stageplay” setup remained a mere gimmick and didn't evolve to what we got later in the game, and what we have right now in the sequel…&lt;br /&gt;
&lt;br /&gt;
Mili's great, but there's no way every single boss battle in the franchise would have this much play time if the fights themselves didn't carry that much emotional weight.&lt;br /&gt;
&lt;br /&gt;
In other words, while the choice to go this route may not have made a difference, Project Moon worked hard to make sure it did.&lt;br /&gt;
|&lt;br /&gt;
| [https://open.spotify.com/artist/0K05TDnN7xPwIHDOwD2YYs Mili (Spotify)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@StudioEIM StudioEIM (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@DarkFantasyStudio Dark Fantasy Studio (YouTube)]&lt;br /&gt;
|-&lt;br /&gt;
| And the last, taking the previous two to a reckless extreme, do it because it's difficult and risky.&lt;br /&gt;
&lt;br /&gt;
I have no idea how you got to this, maybe you confused the line with some other motivational saying, but I can't deny that some people out there want a challenge.&lt;br /&gt;
&lt;br /&gt;
This one's a bit tricky, I sort of agree with the concept, but disagree with the interpretation, mostly on the “risk” part.&lt;br /&gt;
&lt;br /&gt;
This time, the context isn't totally missing, I mentioned it at the start:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina was a heavily anticipated sequel with a crowdfunding campaign that smashed its goals.&lt;br /&gt;
&lt;br /&gt;
With an existing fanbase, the devs were in a slightly less risky position as they can get away with things that the main audience would let slide or even downright expect.&lt;br /&gt;
&lt;br /&gt;
For instance, the early-game world-building might feel a bit too much if this was a typical game, but that's exactly what many of us were looking forward to: we were literally living under a rock in the previous game.&lt;br /&gt;
&lt;br /&gt;
But there's something else about the fanbase that makes this route a lot less risky:&lt;br /&gt;
&lt;br /&gt;
The people looking forward to the game the most are the ones who finished Lobotomy Corporation,&lt;br /&gt;
&lt;br /&gt;
a game so janky, tedious, and soul-crushing that even at 2024, a time when streamers eat Souls-likes for breakfast, it's still pretty rare to find content creators that go through the whole thing that aren't already Project Moon veterans.&lt;br /&gt;
&lt;br /&gt;
And LobCorp finishers can be very, very stubborn and determined players:&lt;br /&gt;
&lt;br /&gt;
a radically new combat system with a difficult to use UI isn't going to stop them from playing.&lt;br /&gt;
&lt;br /&gt;
Maybe too determined - I'm fairly sure that a decent amount of the player base were able to finish the game not through deckbuilding skill or tactical decision making, but through sheer determination, and repeating battles until they get really, really lucky.&lt;br /&gt;
&lt;br /&gt;
And, sorry to be blunt, you're probably not one of the few developers or studios out there that have&lt;br /&gt;
the same kind of fanbase.&lt;br /&gt;
&lt;br /&gt;
Alright, that's all the context I can give without spoiling too much about the game or the franchise as a whole.&lt;br /&gt;
&lt;br /&gt;
If after seeing this you're still going to take the off beaten path, like waaay off…&lt;br /&gt;
&lt;br /&gt;
Good Luck!&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Everest,_Himalayas.jpg &amp;quot;Everest, Himalayas&amp;quot; by Vyacheslav Argenberg (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=J9Bm5U-MJZw ELDEN RING Shadow of the Erdtree – Story Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=OleEkB-7by0 Fear &amp;amp; Hunger 2: Termina - Release Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=EV53lnCzP1w DEATH STRANDING DIRECTOR'S CUT - FINAL Trailer - &amp;amp;#91;ESRB&amp;amp;#93; 4K]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/ Touhou Kouryudou ~ Unconnected Marketeers (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| End Screen&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video; to the right are my intros to Library of Ruina and Limbus Company.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, the latter's no longer the quick and dirty one that I made a few days after launch.&lt;br /&gt;
&lt;br /&gt;
To the left are my tips for Lobotomy Corporation, for those who were intrigued by what I said about the game's fans.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/Road.v1.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=144</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=144"/>
		<updated>2024-08-25T00:11:50Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CURRENTLY WIP ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Links, References and Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
|&lt;br /&gt;
|  [https://www.youtube.com/watch?v=ofmYqXfjFs8 &amp;amp;#91; Library Of Ruina &amp;amp;#93; String Theocracy]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
| Link to full script including all references (eg. video sources) in the Description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
| Generic instead of In-Game Terms:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deck&amp;quot; instead of &amp;quot;Bookshelf&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Card&amp;quot; instead of &amp;quot;Page&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
and so on...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/568220/Lobotomy_Corporation__Monster_Management_Simulation/ Lobotomy Corporation (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
| Lobotomy Corporation Retail Release - April 2018&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Early Access - May 2020&amp;lt;br /&amp;gt;&lt;br /&gt;
Library of Ruina Retail Release - August 2021&lt;br /&gt;
&lt;br /&gt;
Prototype - initial Auto-Battler&amp;lt;br /&amp;gt;&lt;br /&gt;
Prototype - Cards added&amp;lt;br /&amp;gt;&lt;br /&gt;
Release&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
| Light cost on the top-left corner of a Card&amp;lt;br /&amp;gt;&lt;br /&gt;
Lights above units tell you how many they currently have&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
| Similar to Slay the Spire's Intent system&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
&lt;br /&gt;
Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of dea.l&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
&lt;br /&gt;
Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
&lt;br /&gt;
This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-Beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| As if Clashing wasn't radical enough, the devs decided that single actions weren't fun enough, instead taking a cue from fighting and stylish action games and turned combos into a key part of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zc-yMi05vBA TEKKEN 8 – Steve Fox Reveal &amp;amp; Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MWxlbnI9mpU Devil May Cry 5 - Final Trailer (4K full ver.)]&lt;br /&gt;
|-&lt;br /&gt;
| Now you might say, this isn't breaking new ground; lots of cards in other games do multiple things.&lt;br /&gt;
&lt;br /&gt;
However, what's different here is that each Die is treated as a separate discrete entity within the queue.&lt;br /&gt;
&lt;br /&gt;
Or in bigger picture terms, you aren't playing cards against each other you're pitting the Dice queues.&lt;br /&gt;
&lt;br /&gt;
The best way to show this in action is to look the Evade Dice.&lt;br /&gt;
&lt;br /&gt;
Most of the other dice work on the concept of “who rolls highest wins, then we move to the next dice”, but Evade is special.&lt;br /&gt;
&lt;br /&gt;
If an Evade wins against attacks, not only does the evader not take any damage, the Die is reused, allowing the same Die to dodge multiple attacks.&lt;br /&gt;
&lt;br /&gt;
Evade is also a Defensive Die, which means in certain situations, it can be used to defend an incoming attack from a different enemy.&lt;br /&gt;
&lt;br /&gt;
These reinforce the fact that ultimately, it's the dice queues that matter, and that the cards are simply vessels for the dice.&lt;br /&gt;
&lt;br /&gt;
Anyway, it's time to move on again, so yeah - if you want to know more, details on the other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Letting the Player Control the Flow of Combat&lt;br /&gt;
|-&lt;br /&gt;
| For the next update, try to forget what you saw about the pre-Beta and let's return to Alpha yet again…&lt;br /&gt;
&lt;br /&gt;
At this point, the devs have added more gameplay since the early prototype.&lt;br /&gt;
&lt;br /&gt;
On top of our Clashes, we got our cards, our action queue… but we really haven't solved the main problem with the prototype:&lt;br /&gt;
&lt;br /&gt;
it still doesn't feel like the player has that much control over the combat.&lt;br /&gt;
&lt;br /&gt;
To be fair, there's already a bit of player choice here if you look closely: units will Clash with the one in front of them so it's all about choosing the right cards to counter the enemy.&lt;br /&gt;
&lt;br /&gt;
You could still up the player input though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, other Auto-Battlers let you position your units before the battle, with those close to the front tanking most of the damage.&lt;br /&gt;
&lt;br /&gt;
Maybe the devs tried that approach, but unfortunately we don't have any footage of that.&lt;br /&gt;
&lt;br /&gt;
Instead, we have hints that they tried the opposite: that is, you can't reposition your team.&lt;br /&gt;
&lt;br /&gt;
What could change are their Speed values.&lt;br /&gt;
&lt;br /&gt;
As you might guess higher Speed means faster, and faster units will reach the enemies first and start clashing with them.&lt;br /&gt;
&lt;br /&gt;
Then you could just have equipment to upgrade their Speed, or cards to change them on the fly.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game: Dystopian Battle Simulator]&lt;br /&gt;
|-&lt;br /&gt;
| At first glance, it looks like a step forward from the usual pre-wave positioning but compared to the previous version, it's almost a step back.&lt;br /&gt;
&lt;br /&gt;
At least in the Alpha you have an idea who's attacking who and you can play cards accordingly, with this setup you're guessing who's going to end up meeting in the middle first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I know you didn't forget what you just saw a few minutes ago so you already know how they addressed this problem: by adding a targeting system.&lt;br /&gt;
&lt;br /&gt;
Instead of just seeing the enemy's intent, you can also see their targets.&lt;br /&gt;
&lt;br /&gt;
They then dialed back on the weirdness with the whole playing cards on your units thing, and went to the more traditional approach of playing cards to target the enemies.&lt;br /&gt;
&lt;br /&gt;
Everything we talked about so far stays the same.&lt;br /&gt;
&lt;br /&gt;
Playing a card as a response to an incoming attack will end up becoming a Clash.&lt;br /&gt;
&lt;br /&gt;
Then there's the Dice queue which you already saw in action earlier.&lt;br /&gt;
&lt;br /&gt;
They did, however, give Speed an updated purpose.&lt;br /&gt;
&lt;br /&gt;
Faster units can now intercept an attack meant for other units.&lt;br /&gt;
&lt;br /&gt;
In other games, interception may just be a nice-to-have gimmick, but in a Clash-focused game, it's almost essential.&lt;br /&gt;
&lt;br /&gt;
Without it, the game would be back to the Alpha where you could only respond to incoming attacks and can't choose your units' targets.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=O10pqWZPhiU Atlus USA Announcement Trailer: Persona 4]&lt;br /&gt;
|-&lt;br /&gt;
| With enough fast units, it almost feels like a tactical game where you can position your units in front of enemies, limiting their attacking options, and overall effectively changing the flow of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea (Steam version)]&lt;br /&gt;
|-&lt;br /&gt;
| In practice, however, the tactical analogy fails quickly.&lt;br /&gt;
&lt;br /&gt;
For example, when there's a unit under attack by more than 2 enemies at once.&lt;br /&gt;
&lt;br /&gt;
This can happen when you don't have enough fast units to balance the clashes, or one team having more members than the other, both of which are fairly common.&lt;br /&gt;
&lt;br /&gt;
In this situation, it can be hard to predict which of the attacks will take place first.&lt;br /&gt;
&lt;br /&gt;
And as you can see there's yet another complicating factor: Knockbacks.&lt;br /&gt;
&lt;br /&gt;
Long story short, you can't be tactical if you can't reliably figure out the action order.&lt;br /&gt;
&lt;br /&gt;
Tactical problems aside, the addition of Speed and Interception is still a big deal as we've finally got away from the very passive gameplay of the earlier builds.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The Patch that Changed the Game&lt;br /&gt;
|-&lt;br /&gt;
| A few months into the Early Access, the devs dropped this simple change in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Characters with lower Speed values will always wait for the characters with higher Speed values to play out their actions before taking their turn even if they arrive at their targets first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I admit, I'm one of the many players who didn't really understand what this meant.&lt;br /&gt;
&lt;br /&gt;
Looking back, however, this may just be the most important change to the combat system during Early Access.&lt;br /&gt;
&lt;br /&gt;
On the surface, all this does is cause some weird UI thing where everything stops except for the fastest unit who then slides towards their target.&lt;br /&gt;
&lt;br /&gt;
But let's cut to the chase - remember what I said a minute ago that we can't make tactical decisions unless we can reliably predict the action order?&lt;br /&gt;
&lt;br /&gt;
Yeah, this patch basically gives the player that.&lt;br /&gt;
&lt;br /&gt;
If previously we can't tell if Roland will attack first, now we know because his Speed is lower.&lt;br /&gt;
&lt;br /&gt;
Even with the knockback, he'll have to wait for his turn because of the patch.&lt;br /&gt;
&lt;br /&gt;
Of course, this change is more complicated than it looks, but overall, it's just a matter of getting the hang of how things work, and once you do, you should have no problem tactically maneuvering your team through the battlefield.&lt;br /&gt;
&lt;br /&gt;
You'd be able to set pre-Clash flanking maneuvers from units that attack first.&lt;br /&gt;
&lt;br /&gt;
Conversely, you can also set post-Clash follow-ups or finishers.&lt;br /&gt;
&lt;br /&gt;
This is a complicated topic so again I'll leave the rest of the details to my other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The gameplay shift comes at a cost, however.&lt;br /&gt;
&lt;br /&gt;
By prioritizing the Speed mechanic over the unit positions on the battlefield, the devs have essentially abandoned most of what makes an Auto-Battler an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is the hands-off battle processing.&lt;br /&gt;
&lt;br /&gt;
Some parts like unit positions survive for other purpose but all that effort implementing the other Auto-Battler elements is now wasted.&lt;br /&gt;
&lt;br /&gt;
Then again, that's just part of the creative process, discarding stuff because you choose to go a certain route.&lt;br /&gt;
&lt;br /&gt;
And with this patch, Project Moon has decided to turn Library of Ruina into a Turn-Based Tactics game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| A (rather long) digression on Genres and Naming&lt;br /&gt;
|-&lt;br /&gt;
| Despite this, I don't call Library of Ruina a Turn-Based Tactics game anymore.&lt;br /&gt;
&lt;br /&gt;
To explain why, let's take a detour and talk about game systems, starting with Turn-Based.&lt;br /&gt;
&lt;br /&gt;
Basically players taking turns performing actions.&lt;br /&gt;
&lt;br /&gt;
This includes fancier variations like units taking actions in order of initiative.&lt;br /&gt;
&lt;br /&gt;
Let's put basic Turn-Based combat here on a graph.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Next is Final Fantasy's Active Time Battle where the player has to wait for gauges to fill up before getting to act.&lt;br /&gt;
&lt;br /&gt;
Depending on the game or user settings this can be closer or farther away from vanilla.&lt;br /&gt;
&lt;br /&gt;
Now we can define the axis of our graph, going from left to right increases the amount of &amp;quot;active input&amp;quot; in the game system.&lt;br /&gt;
&lt;br /&gt;
And by “active”, we mean things like the player needing to get the timing right, or being able to enter the right amount of inputs at a certain time frame.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another good example of a system that requires active input would be Turn-based with Quick Time Events.&lt;br /&gt;
&lt;br /&gt;
Think Mario RPGs where hitting buttons at the right timing will block or deal more damage.&lt;br /&gt;
&lt;br /&gt;
I'll put them here, requiring more or less active input than ATB depending on the the variation.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Ume5pSIcKE Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023]&lt;br /&gt;
|- &lt;br /&gt;
| And on the extreme end are non-Turn-Based games: your real time strategies, your action games, and even platformers.&lt;br /&gt;
|&lt;br /&gt;
|[https://store.steampowered.com/app/2012510/Stormgate/ Stormgate]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1627720/Lies_of_P/ Lies of P]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=XvQNlGKNC6o Super Mario Bros. Wonder – Launch Trailer – Nintendo Switch]&lt;br /&gt;
|-&lt;br /&gt;
| Then in this gap are the Real Time With Pause games - these are still not Turn-Based, but adding a pause gives you back one of the main advantages of Turn-Based systems:&lt;br /&gt;
&lt;br /&gt;
You have all the time to strategize your next moves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've completed this graph, let's digress a bit further and address what some of you may be thinking way back when I talked about Clashing and how most games just stayed with tanking damage rather than innovating, that is:&lt;br /&gt;
&lt;br /&gt;
“What about QTE”?&lt;br /&gt;
&lt;br /&gt;
Like we already have a sort of Clashing and even a Combo mechanic here, right?&lt;br /&gt;
&lt;br /&gt;
And to that I say&lt;br /&gt;
&lt;br /&gt;
Do we really need extra inputs from the player for them to happen in game?&lt;br /&gt;
&lt;br /&gt;
Surely we can implement them way back here rather than stray this far.&lt;br /&gt;
&lt;br /&gt;
To be clear, there is nothing wrong with getting away from the basic Turn-Based formula; it's ultimately a design choice that a developer makes when building their game.&lt;br /&gt;
&lt;br /&gt;
But whenever Turn-Based games add active elements to their core gameplay to spice things up, it just feels a bit off for me.&lt;br /&gt;
&lt;br /&gt;
Even worse is when some games overdo it to the point that they might as well ditch Turn-Based altogether.&lt;br /&gt;
&lt;br /&gt;
Long story short, I prefer games that try to improve Turn-Based Combat within the constraints of the system, or, as we shall see in a bit, at least try to go in a different direction than QTE.&lt;br /&gt;
|&lt;br /&gt;
|[https://www.youtube.com/watch?v=FX6DTLcWUdY Paper Mario: The Origami King - Announcement Trailer - Nintendo Switch]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VgE6bIwK-D4 Final Fantasy XIII-2: Enhanced Battle System Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bGpbTXCVkwQ Shin Megami Tensei V: Vengeance - Complete Guide &amp;amp;#x7C; NSW, PS5/4, Xbox Series X&amp;amp;#x7C;S, Xbox One, Steam, PC]&lt;br /&gt;
|-&lt;br /&gt;
| Getting back to the original digression, it's clear from this line that the opposite of Turn-Based is active gameplay.&lt;br /&gt;
&lt;br /&gt;
But where do Auto-Battlers and Library of Ruina fit in here?&lt;br /&gt;
&lt;br /&gt;
Right around Turn-Based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles]&lt;br /&gt;
|-&lt;br /&gt;
|Obviously, game systems involve more complicated factors than this single line, so let's expand it to one more axis how many units act simultaneously.&lt;br /&gt;
&lt;br /&gt;
Instead of being next to it, now these two systems are opposite of basic Turn-Based Combat.&lt;br /&gt;
&lt;br /&gt;
Real-Time combat is still farther away, but Turn-Based variations can be closer.&lt;br /&gt;
&lt;br /&gt;
And if I had better video editing skills, I'd add a third dimension and axis - “tactical control” - so I could add in Turn-Based Tactics and distinguish Ruina from Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But let's stick with these two axes and return to the original problem why calling Library of Ruina Turn-Based Tactics isn't enough: namely, they just aren't the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Well, it turns out that there's already a well-established distinction between these two:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is a WEGO tactics game.&lt;br /&gt;
&lt;br /&gt;
WEGO as in “We Go at the same time”.&lt;br /&gt;
&lt;br /&gt;
In contrast, almost every Tactics or vanilla Turn-Based game follow the opposite:&lt;br /&gt;
&lt;br /&gt;
IGOUGO&lt;br /&gt;
&lt;br /&gt;
that is, “I go first, then you go”.&lt;br /&gt;
&lt;br /&gt;
Calling Ruina a WEGO tactics game leads to a different problem, however, as its such a niche subgenre of a subgenre that very few people know about it, which defeats the purpose of assigning a genre to let people know what the game is about.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.giantbomb.com/wego/3015-5269/ WeGo (Concept) - Giant Bomb]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse]&lt;br /&gt;
|-&lt;br /&gt;
| So... we reach the main point of this chapter:&lt;br /&gt;
&lt;br /&gt;
What do we call Library of Ruina's combat system then?&lt;br /&gt;
&lt;br /&gt;
How about we just go with the marketing material and call it “Library Battle Simulation”?&lt;br /&gt;
&lt;br /&gt;
While it's marketable, lore-friendly and all, it shares the same problem as WEGO, anyone reading it will have absolutely no clue what it is all about, possibly negatively affecting their purchasing decision.&lt;br /&gt;
&lt;br /&gt;
So what do I call Library of Ruina's system if someone would ask me about it nowadays?&lt;br /&gt;
&lt;br /&gt;
It's a Turn-based&lt;br /&gt;
&lt;br /&gt;
Clash-focused&lt;br /&gt;
&lt;br /&gt;
Combo-driven&lt;br /&gt;
&lt;br /&gt;
Hybrid Tactical Auto-Battler&lt;br /&gt;
&lt;br /&gt;
Deckbuilding Card Game.&lt;br /&gt;
&lt;br /&gt;
Or Hybrid Tactical Auto-Battler Card Game for short.&lt;br /&gt;
&lt;br /&gt;
The Hybrid part is key, as it clearly tells the prospective player that it's a mix of genres&lt;br /&gt;
&lt;br /&gt;
Project Moon have even started using this description …sort of, but we're getting ahead of ourselves.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.arcsystemworks.jp/lor/en/ Library of Ruina (NSW/PS4 ports)]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, I think this description's good enough for most cases, though it's not quite on the level of other genres. &lt;br /&gt;
&lt;br /&gt;
It needs to be more catchy, or even provocative.&lt;br /&gt;
&lt;br /&gt;
Here's some that I pulled out of my ass:&lt;br /&gt;
&lt;br /&gt;
Alright, digression over.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Lore meets Gameplay&lt;br /&gt;
|-&lt;br /&gt;
| By now you might be thinking that Project Moon must have been going out of their way intentionally breaking every rule in the book.&lt;br /&gt;
&lt;br /&gt;
That might just be the case, but I think at least some of them were simply happy accidents.&lt;br /&gt;
&lt;br /&gt;
Case in point: the Emotion System.&lt;br /&gt;
&lt;br /&gt;
This concept has been around from the start, in the initial crowdfunding details, and even in the Alpha footage.&lt;br /&gt;
&lt;br /&gt;
Lore-wise, the Library rewards heightened emotions, regardless if it's positive or negative.&lt;br /&gt;
&lt;br /&gt;
In game terms, Positive Emotions can come from stuff like killing an enemy, and Negative can come from&lt;br /&gt;
the opposite, like bad rolls.&lt;br /&gt;
&lt;br /&gt;
Once a unit or a team gets enough Emotions, they're given rewards like full resource refreshes, and other stuff I won't spoil in this video.&lt;br /&gt;
&lt;br /&gt;
On the surface, this is a straightforward example of having an initial in-universe concept then adding it into your game.&lt;br /&gt;
|&lt;br /&gt;
| [https://tumblbug.com/lor/ Library of Ruina Dubbing and OST Production &amp;amp;#x7C; Tumblbug - Crowdfunding for Creators]&lt;br /&gt;
|-&lt;br /&gt;
| The accidental part arises when you consider the Focus-Fire trope, yet another widely accepted thing&lt;br /&gt;
in video games that most really don't stop to think about.&lt;br /&gt;
&lt;br /&gt;
Basically in RTSs and games in general where you control groups of units, it's usually mathematically optimal to focus fire and take out the enemy team one by one.&lt;br /&gt;
&lt;br /&gt;
But it's not the case in Library of Ruina; the Emotion System rewards Clashes much more than one-sided attacks.&lt;br /&gt;
&lt;br /&gt;
And since those rewards can easily turn the tide of battle, the game clearly doesn't want you to Focus-Fire.&lt;br /&gt;
&lt;br /&gt;
Again, I don't know if they intentionally went out of their way to discourage this decades-old trope, though I like to think it's just emergent behavior coming from combining crazy concepts together.&lt;br /&gt;
&lt;br /&gt;
I mean, the removal of dedicated healing abilities I mentioned way earlier also discourages Focus-Fire, and that has its own chicken-and-egg scenario.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And that's it for my not-so-quick overview of Library of Ruina's complex combat system.&lt;br /&gt;
&lt;br /&gt;
I could continue listing out other stuff they added to the combat but I think you got the point; Library of Ruina chose to take a radically different path compared to other games.&lt;br /&gt;
&lt;br /&gt;
Instead, let's talk about something more important:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| What are the problems with going down this route?&lt;br /&gt;
|-&lt;br /&gt;
| What are the problems with going down this route?&lt;br /&gt;
&lt;br /&gt;
Which is a silly question, especially if we rephrase it as&lt;br /&gt;
&lt;br /&gt;
What problems will a small indie developer face if they decide to practically invent a new combat system for their game?&lt;br /&gt;
&lt;br /&gt;
I could try to be funny and just answer &amp;quot;All the problems&amp;quot; and call it a day,&lt;br /&gt;
&lt;br /&gt;
but that wouldn't be that informative so I'll be going over some of the main problems&lt;br /&gt;
&lt;br /&gt;
then call it a day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, top of the list - UI.&lt;br /&gt;
&lt;br /&gt;
No surprise here, we live in a time when you've got bigger more established studios spewing out hideous UI in their games, &lt;br /&gt;
&lt;br /&gt;
And that's even when they already had previous UI to work off from.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Library of Ruina had to figure out how to combine UI from vastly different genres and make them work.&lt;br /&gt;
&lt;br /&gt;
Really how do you do it?&lt;br /&gt;
&lt;br /&gt;
Maybe look at some other hybrid games like Fights in Tight Spaces and Midnight Suns?&lt;br /&gt;
&lt;br /&gt;
But even then we have to squeeze in the missing parts like the auto-battler and the clashing into UIs already on the verge of being too busy.&lt;br /&gt;
&lt;br /&gt;
In short, a non-janky UI would've required a miracle.&lt;br /&gt;
&lt;br /&gt;
To be fair, what we ended up with isn't that terrible, especially when you get the hang of the hard parts like how Clashes are assigned, and mentally calculating the order of attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=sv0Wf9yc2J0 26 Minutes of Suicide Squad Kill the Justice League Gameplay (4K 60FPS)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=zYX5pwFy4vc Fights in Tight Spaces - Launch Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=_9raj2bcTq4 Marvel's Midnight Suns: The First 28 Minutes of Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately that's the next problem&lt;br /&gt;
&lt;br /&gt;
how to make new players get the hang of what's essentially a new type of game.&lt;br /&gt;
&lt;br /&gt;
If you've been playing the same games over and over again and have forgotten how long it takes to properly learn a new game system, try learning Chess, Go, or any variation of Poker or Mahjong through a video game, preferably one that isn't a cultural staple where you're from.&lt;br /&gt;
&lt;br /&gt;
Better yet, go watch someone doing it.&lt;br /&gt;
&lt;br /&gt;
Yeah, it's not as simple as it looks.&lt;br /&gt;
&lt;br /&gt;
While it may only take a few minutes to learn the absolute basics, it will take a lot longer for a new player to learn enough to play semi-competently.&lt;br /&gt;
&lt;br /&gt;
And I haven't even factored in trying to make a guide for a moving target, changing the tutorial every time you decide to make a major change to the core gameplay.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.chess.com/lessons Chess.com lessons]&lt;br /&gt;
&lt;br /&gt;
[https://mahjongsoul.yo-star.com/ Mahjong Soul]&lt;br /&gt;
|-&lt;br /&gt;
| All that said, being in a difficult position doesn't excuse the problems the game has with its onboarding process.&lt;br /&gt;
&lt;br /&gt;
The gameplay eventually became stable, and they had all the time to make things better.&lt;br /&gt;
&lt;br /&gt;
Beyond the bare minimum walls of text and manual, a game as complicated as this one should at least have an improved in-game manual with animations, extra examples, and possibly a search function.&lt;br /&gt;
&lt;br /&gt;
To the Project Moon's credit, they did try to go the extra mile with the tutorial.&lt;br /&gt;
&lt;br /&gt;
There's this idea in game design where instead of relying on annoying popups to teach certain parts of a game, one can place players into situations where they can pick the concepts up by themselves, whether consciously or subconsciously.&lt;br /&gt;
&lt;br /&gt;
And Library of Ruina does the same with certain stages.&lt;br /&gt;
&lt;br /&gt;
At first, it could seem like the game took a big leap in difficulty, but if the player pays attention, they could figure out a game mechanic or two that makes the stage much easier than it initially seemed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these battles turned out to be too difficult for some players and some of them were nerfed to the point that you can beat them without even learning what they're meant to teach.&lt;br /&gt;
&lt;br /&gt;
Oh well, at least they tried.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=8FpigqfcvlM Sequelitis - Mega Man Classic vs. Mega Man X]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| The third problem, you've already saw a chapter on it.&lt;br /&gt;
&lt;br /&gt;
And I could continue, but I've already made my point.&lt;br /&gt;
&lt;br /&gt;
If any one of these can result in lost sales or even refunds, just imagine having to deal all of them at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Trying for Free (Limbus Company)&lt;br /&gt;
|-&lt;br /&gt;
| So you found all of this interesting and decided to check it out on Steam…&lt;br /&gt;
&lt;br /&gt;
then you learn that it's a bit too expensive for a game that might turn out to be too janky for your taste.&lt;br /&gt;
&lt;br /&gt;
Normally, I'd suggest waiting for a sale.&lt;br /&gt;
&lt;br /&gt;
But if you're watching close to when I originally posted this, there might not be a price cut soon as they've recently released new ports and a discount would just cut into their sales.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there's a perfectly legal way to try out the combat system for free.&lt;br /&gt;
&lt;br /&gt;
Limbus Company is a spinoff sequel available on Steam, iOS, and Android.&lt;br /&gt;
&lt;br /&gt;
It's a gacha game, but you can get a feel of the combat without spending a single cent on it.&lt;br /&gt;
&lt;br /&gt;
And you do that by simply playing your way to the third Canto.&lt;br /&gt;
&lt;br /&gt;
The prologue and first Canto are tutorial chapters, and while the second Canto does start to get a bit more challenging at certain points, you can luck your way through some battles meant to nudge you to learn the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the third Canto's hard enough that learning the mechanics is almost essential.&lt;br /&gt;
&lt;br /&gt;
Also, unlike the previous Canto, you will have to grind for XP.&lt;br /&gt;
&lt;br /&gt;
If you don't want to grind, you can alternatively try out the Rogue-like dungeon that opens up at the same point in the game.&lt;br /&gt;
&lt;br /&gt;
As of this recording, all of the Mirror Dungeons so far have an easy mode that automatically levels up all your units to max level, removing the need for grinding.&lt;br /&gt;
&lt;br /&gt;
While this is a quicker way to get a good feel of the combat, there is one big downside:&lt;br /&gt;
&lt;br /&gt;
currently there are out-of-context spoilers in the later floors.&lt;br /&gt;
&lt;br /&gt;
Might not be an issue if you're just here for the combat and will likely forget about the spoilers when you get around to doing an actual playthrough.&lt;br /&gt;
&lt;br /&gt;
But if you do mind spoilers, better stick to the main story.&lt;br /&gt;
&lt;br /&gt;
Since we're on the topic, here's a quick rundown of what spoils what in the franchise.&lt;br /&gt;
&lt;br /&gt;
If you're planning to play Lobotomy Corporation and don't want spoilers, tough luck, both games spoil the first game from the get go.&lt;br /&gt;
&lt;br /&gt;
On the other hand, thanks to it being a spinoff, Limbus Company doesn't spoil Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Until you go too far into the main story.&lt;br /&gt;
&lt;br /&gt;
And don't ignore the banners and events.&lt;br /&gt;
&lt;br /&gt;
But other than that you'll be fine…&lt;br /&gt;
&lt;br /&gt;
Back to the combat, note that Limbus Company doesn't quite use the same system as Ruina.&lt;br /&gt;
&lt;br /&gt;
Most of what I talked about are still present, however the changes are big enough that I feel that I should at least give you a quick rundown so that the awkward tutorial doesn't confuse you as much.&lt;br /&gt;
&lt;br /&gt;
If you're one of those “just give me an overview and I'll figure the rest on my own” types, this is a good time to pause the video, download Limbus Company and spend the rest of the day or two playing up to Canto 3.&lt;br /&gt;
&lt;br /&gt;
Or you can skip to the final chapter and finish the video first.&lt;br /&gt;
&lt;br /&gt;
Anyway on to the changes…&lt;br /&gt;
|&lt;br /&gt;
| [https://steamdb.info/app/1256670/ SteamDB Library of Ruina]&lt;br /&gt;
 &lt;br /&gt;
[https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Differences between LoR and LCB Combat&lt;br /&gt;
|-&lt;br /&gt;
| If most of Library of Ruina's quirks can be traced back to its Auto-Battler roots, most of the changes done to Limbus Company's combat can be similarly traced back to a single reason:&lt;br /&gt;
&lt;br /&gt;
it's now a mobile game.&lt;br /&gt;
&lt;br /&gt;
Smaller screens mean deckbuilding would be too awkward so it's out.&lt;br /&gt;
&lt;br /&gt;
Instead, you select Identities for your units, with each Identity having their own stats, abilities, and a fixed set of Skills - basically their decks.&lt;br /&gt;
&lt;br /&gt;
You can also give your units extra E.G.O, special attacks that you can activate as you have the resources for them.&lt;br /&gt;
&lt;br /&gt;
Of course, nowadays when we talk about mobile games, we don't just mean portable or having smaller screens.&lt;br /&gt;
&lt;br /&gt;
We generally refer to microtransaction heavy games like Free-to-Play Gacha.&lt;br /&gt;
&lt;br /&gt;
Oh those Identities and E.G.O I just mentioned?&lt;br /&gt;
&lt;br /&gt;
Pullable from Gacha.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=HTRQgFYCXHY &amp;amp;#91; Limbus Company &amp;amp;#93; Official Promotion Video]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SY3XGzDousM Version 1.0 Gameplay Trailer &amp;amp;#x7C; Genshin Impact]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's get this out of the way:&lt;br /&gt;
&lt;br /&gt;
I hate Live Services, Battle Passes, and I absolutely HATE Gacha.&lt;br /&gt;
&lt;br /&gt;
But I, and presumably many other Project Moon fans in a similar boat, are fine with paying for the game&lt;br /&gt;
simply because the devs straight up said in an interview that this was a fund raiser for other projects.&lt;br /&gt;
&lt;br /&gt;
A Faustian Bargain, if you will.&lt;br /&gt;
&lt;br /&gt;
It helps that it doesn't feel like a gacha game sometimes, with cheap and bankable stamina, and most stuff grindable through gameplay, that includes current banners.&lt;br /&gt;
&lt;br /&gt;
And that's all I'll say about the monetization and gacha for now. I'll leave the rest to another video.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=XKijpGJCxB0 2021 ProjectMoon Q&amp;amp;A]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=sM00MX-MCS0 림버스 컴퍼니 적안 료슈 &amp;amp;#x7C; Limbus Company Red Eyes Ryoshu]&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, the screen size limitation means that the combat has to be simpler.&lt;br /&gt;
&lt;br /&gt;
With Dailies and replayable Rogue-like dungeons, it also has to be faster.&lt;br /&gt;
&lt;br /&gt;
The tactical combat wasn't taken out, however, but is now called Focused Encounters and is limited to special situations like boss battles.&lt;br /&gt;
&lt;br /&gt;
The default replacing it, Regular Encounters, sacrifices tactical options for the aforementioned simpler and faster combat.&lt;br /&gt;
&lt;br /&gt;
If we have a sliding scale between Auto-Battlers and Turn-based Tactics: Library of Ruina's all the way here&lt;br /&gt;
&lt;br /&gt;
Limbus Company's Focused Encounters are slightly less tactical, &lt;br /&gt;
&lt;br /&gt;
and Regular Encounters sit about here, firmly in the Auto-Battler side.&lt;br /&gt;
&lt;br /&gt;
A quick rundown of what makes it faster:&lt;br /&gt;
&lt;br /&gt;
There's a fixed attacking pattern, pause if you want to read about it.&lt;br /&gt;
&lt;br /&gt;
Basically, the game already chooses the targets for you, and you just need to choose the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
Kinda like the Alpha.&lt;br /&gt;
&lt;br /&gt;
Not being able to choose the targets can lead to poor matchups, but that's what the E.G.Os are for.&lt;br /&gt;
&lt;br /&gt;
Next on the speed-up: unlike before where attacks are resolved one by one, the game can now display multiple clashes and attacks simultaneously.&lt;br /&gt;
&lt;br /&gt;
If you look closely, you might be able to figure out what sort of trickery the game does to pull this off.&lt;br /&gt;
&lt;br /&gt;
And finally, if a unit's original target dies before they get to attack, they proceed to the next valid target so the attack isn't wasted.&lt;br /&gt;
&lt;br /&gt;
Moving on to other changes, you might have already noticed the next major one from the footage I've been showing:&lt;br /&gt;
&lt;br /&gt;
the Dice have been replaced by Coins.&lt;br /&gt;
&lt;br /&gt;
On the surface, this might seem like a huge downgrade, but this Coin battling mechanic can be trickier than it looks.&lt;br /&gt;
&lt;br /&gt;
I'm not going to post another wall of text explaining it, but feel free to head to my other video to learn how it works.&lt;br /&gt;
&lt;br /&gt;
A good example why Coins aren't that simple is how they don't always flip 50/50 Heads or Tails.&lt;br /&gt;
&lt;br /&gt;
Instead, they're affected by a unit's Sanity.&lt;br /&gt;
&lt;br /&gt;
A call back to Lobotomy Corporation, Sanity starts from 0, and can go up to 45, or down to -45.&lt;br /&gt;
&lt;br /&gt;
45 seems to be an odd choice, until you do the math.&lt;br /&gt;
&lt;br /&gt;
50% Heads on a coin flip plus 45 gives you 95%.&lt;br /&gt;
&lt;br /&gt;
In other words, a Tails at max Sanity is a Critical Miss on a D20 die.&lt;br /&gt;
&lt;br /&gt;
So yeah, Coins are basically Dice.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to gain Sanity, but the most reliable way is to win a Clash, with longer Clashes also giving more Sanity.&lt;br /&gt;
&lt;br /&gt;
As some of you may have realized, this essentially makes it the counterpart to Ruina's Emotion system, encouraging Clashes over one-sided attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Opening_chess_position_from_black_side.jpg &amp;quot;Opening chess position from black side&amp;quot; by MichaelMaggs (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://tenor.com/view/critical-failure-baldur's-gate-3-dice-dice-roll-critical-gif-16389621355368608807 Critical Failure Baldur'S Gate 3 GIF]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I think that's enough for an overview for the changes between Library of Ruina and Limbus Company's combat.&lt;br /&gt;
&lt;br /&gt;
I could go on with more changes, but let's not forget why I'm even talking about them in a video that's supposed to be about the former.&lt;br /&gt;
&lt;br /&gt;
In short, if you're gonna follow my suggestion to play Limbus Company for free first to see if you like the combat enough to buy Library of Ruina, just remember that they're not quite the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Traveling this Path (wrap up, game design thoughts)&lt;br /&gt;
|-&lt;br /&gt;
| While we've covered all of what I've listed at the start, I still need to clarify a few more things...&lt;br /&gt;
&lt;br /&gt;
However, this last part's for the game devs; the rest of you can just skip to the end screen.&lt;br /&gt;
&lt;br /&gt;
Saves you a couple of minutes to do other stuff like watch videos or grind mirror dungeons or something.&lt;br /&gt;
&lt;br /&gt;
I'm not gonna stop you from sticking around, though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, say you're an aspiring game designer or developer.&lt;br /&gt;
&lt;br /&gt;
You stumble upon this video without knowing about the game, then you see the pros, the cons, and a glimpse of the end result.&lt;br /&gt;
&lt;br /&gt;
Calling to mind the title, or its more popular variation “The Road Less Traveled”, this finally convinces you to take a similar leap in your game.&lt;br /&gt;
&lt;br /&gt;
As a fan of games that push boundaries, I'd love to see more games do the same.&lt;br /&gt;
&lt;br /&gt;
But I also don't want to see indie games fail, and what I've shown you in the past 40 minutes doesn't provide enough context to make such a bold decision.&lt;br /&gt;
&lt;br /&gt;
This missing context leading to misinformed decisions is perfectly encapsulated by the title:&lt;br /&gt;
&lt;br /&gt;
It's not “The Road Less Traveled”, it's “The Road Not Taken”, and it's a direct reference to the Robert Frost poem.&lt;br /&gt;
&lt;br /&gt;
For the Project Moon fans still sticking around, pat yourself on the back if you saw this literary allusion from a mile away.&lt;br /&gt;
&lt;br /&gt;
Point is, the said poem has a reputation of being misunderstood.&lt;br /&gt;
&lt;br /&gt;
Of course, text can have multiple interpretations; even those explained by their authors can be interpreted differently.&lt;br /&gt;
&lt;br /&gt;
But for this one, the misreading comes from not paying enough attention to the text, or being only familiar with the derivative work.&lt;br /&gt;
&lt;br /&gt;
For example, a common interpretation is it's about indecisiveness, and the importance of making a choice.&lt;br /&gt;
&lt;br /&gt;
This reading's a bit infamous for possibly convincing the poem's intended reader to go fight in World War I.&lt;br /&gt;
&lt;br /&gt;
But apart from that, it's a good lesson to pick up.&lt;br /&gt;
&lt;br /&gt;
However, interpretations like it don't seem to match the poem's intent once you actually read the lines.&lt;br /&gt;
&lt;br /&gt;
Things pop out like how the two roads are not that different, or how that powerful last statement is undermined by what came before it.&lt;br /&gt;
&lt;br /&gt;
Analyzing the poem any further will put us a bit off track so let's just go back to our main topic.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Road_Not_Taken The Road Not Taken (Wikipedia)]&lt;br /&gt;
&lt;br /&gt;
[https://babel.hathitrust.org/cgi/pt?id=chi.19147394&amp;amp;view=1up&amp;amp;seq=235&amp;amp;skin=2021 The Road Not Taken (HathiTrust)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Death_of_the_Author The Death of the Author (Wikipedia)]&lt;br /&gt;
|-&lt;br /&gt;
| To recap, if game designers see all this, they might start doing crazy shit in their games.&lt;br /&gt;
&lt;br /&gt;
But they're missing some key context, so their game fails, and I get blamed in the end.&lt;br /&gt;
&lt;br /&gt;
I don't want that, so I'll be going through some alternative interpretations of the title and give you the missing context.&lt;br /&gt;
&lt;br /&gt;
First, the indecisiveness that we already covered.&lt;br /&gt;
&lt;br /&gt;
As I said, it may not be what the poem's about, but it's still a good lesson.&lt;br /&gt;
&lt;br /&gt;
Especially in game dev, sometimes you just have to do it, whatever it is.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind what happened to the first guy.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next, it's about nonconformity, taking the less traveled path leads to success.&lt;br /&gt;
&lt;br /&gt;
We're getting away from the original poem, but after seeing all this, I could understand why you'd think this way.&lt;br /&gt;
&lt;br /&gt;
But no.&lt;br /&gt;
&lt;br /&gt;
Gonna make a mildy hot take here, but had the devs chosen a more mundane combat system, the game probably would've ended up in the same boat.&lt;br /&gt;
&lt;br /&gt;
It's easier to see once you notice that I've only been focusing on the combat, and made sure not to talk about the rest of the game:&lt;br /&gt;
&lt;br /&gt;
the Themes, Story, the Characters, the World, the Art, the Music, and so on.&lt;br /&gt;
&lt;br /&gt;
Each of those are worth noting on their own, and combat is just one part, maybe even the weakest link.&lt;br /&gt;
&lt;br /&gt;
I'd go as far to say that the game would've gotten a wider audience if they chose something more mainstream.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next interpretation is often related to the previous, as nonconformity usually implies forging one's own path.&lt;br /&gt;
&lt;br /&gt;
You might think I'd also disagree with this, but this one, oddly fits.&lt;br /&gt;
&lt;br /&gt;
The missing context here is that I also made sure not to show or talk about the late, or even mid-game, combat.&lt;br /&gt;
&lt;br /&gt;
I'm gonna be vague here to lessen the spoilers, but the combat starts out as a clunky yet ambitious system, and the devs built it up with layer upon layer of new gameplay elements, while keeping it intertwined with the themes and the story.&lt;br /&gt;
&lt;br /&gt;
I don't want to overhype what they did with the combat, but if this “stageplay” setup remained a mere gimmick and didn't evolve to what we got later in the game, and what we have right now in the sequel…&lt;br /&gt;
&lt;br /&gt;
Mili's great, but there's no way every single boss battle in the franchise would have this much play time if the fights themselves didn't carry that much emotional weight.&lt;br /&gt;
&lt;br /&gt;
In other words, while the choice to go this route may not have made a difference, Project Moon worked hard to make sure it did.&lt;br /&gt;
|&lt;br /&gt;
| [https://open.spotify.com/artist/0K05TDnN7xPwIHDOwD2YYs Mili (Spotify)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@StudioEIM StudioEIM (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@DarkFantasyStudio Dark Fantasy Studio (YouTube)]&lt;br /&gt;
|-&lt;br /&gt;
| And the last, taking the previous two to a reckless extreme, do it because it's difficult and risky.&lt;br /&gt;
&lt;br /&gt;
I have no idea how you got to this, maybe you confused the line with some other motivational saying, but I can't deny that some people out there want a challenge.&lt;br /&gt;
&lt;br /&gt;
This one's a bit tricky, I sort of agree with the concept, but disagree with the interpretation, mostly on the “risk” part.&lt;br /&gt;
&lt;br /&gt;
This time, the context isn't totally missing, I mentioned it at the start:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina was a heavily anticipated sequel with a crowdfunding campaign that smashed its goals.&lt;br /&gt;
&lt;br /&gt;
With an existing fanbase, the devs were in a slightly less risky position as they can get away with things that the main audience would let slide or even downright expect.&lt;br /&gt;
&lt;br /&gt;
For instance, the early-game world-building might feel a bit too much if this was a typical game, but that's exactly what many of us were looking forward to: we were literally living under a rock in the previous game.&lt;br /&gt;
&lt;br /&gt;
But there's something else about the fanbase that makes this route a lot less risky:&lt;br /&gt;
&lt;br /&gt;
The people looking forward to the game the most are the ones who finished Lobotomy Corporation,&lt;br /&gt;
&lt;br /&gt;
a game so janky, tedious, and soul-crushing that even at 2024, a time when streamers eat Souls-likes for breakfast, it's still pretty rare to find content creators that go through the whole thing that aren't already Project Moon veterans.&lt;br /&gt;
&lt;br /&gt;
And LobCorp finishers can be very, very stubborn and determined players:&lt;br /&gt;
&lt;br /&gt;
a radically new combat system with a difficult to use UI isn't going to stop them from playing.&lt;br /&gt;
&lt;br /&gt;
Maybe too determined - I'm fairly sure that a decent amount of the player base were able to finish the game not through deckbuilding skill or tactical decision making, but through sheer determination, and repeating battles until they get really, really lucky.&lt;br /&gt;
&lt;br /&gt;
And, sorry to be blunt, you're probably not one of the few developers or studios out there that have&lt;br /&gt;
the same kind of fanbase.&lt;br /&gt;
&lt;br /&gt;
Alright, that's all the context I can give without spoiling too much about the game or the franchise as a whole.&lt;br /&gt;
&lt;br /&gt;
If after seeing this you're still going to take the off beaten path, like waaay off…&lt;br /&gt;
&lt;br /&gt;
Good Luck!&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Everest,_Himalayas.jpg &amp;quot;Everest, Himalayas&amp;quot; by Vyacheslav Argenberg (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=J9Bm5U-MJZw ELDEN RING Shadow of the Erdtree – Story Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=OleEkB-7by0 Fear &amp;amp; Hunger 2: Termina - Release Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=EV53lnCzP1w DEATH STRANDING DIRECTOR'S CUT - FINAL Trailer - &amp;amp;#91;ESRB&amp;amp;#93; 4K]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/ Touhou Kouryudou ~ Unconnected Marketeers (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| End Screen&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video; to the right are my intros to Library of Ruina and Limbus Company.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, the latter's no longer the quick and dirty one that I made a few days after launch.&lt;br /&gt;
&lt;br /&gt;
To the left are my tips for Lobotomy Corporation, for those who were intrigued by what I said about the game's fans.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/Road.v1.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=143</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=143"/>
		<updated>2024-08-24T23:57:31Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CURRENTLY WIP ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Links, References and Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
|&lt;br /&gt;
|  [https://www.youtube.com/watch?v=ofmYqXfjFs8 &amp;amp;#91; Library Of Ruina &amp;amp;#93; String Theocracy]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
| Link to full script including all references (eg. video sources) in the Description&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
| Generic instead of In-Game Terms:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deck&amp;quot; instead of &amp;quot;Bookshelf&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Card&amp;quot; instead of &amp;quot;Page&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
and so on...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/568220/Lobotomy_Corporation__Monster_Management_Simulation/ Lobotomy Corporation (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
&lt;br /&gt;
On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
&lt;br /&gt;
Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
&lt;br /&gt;
Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
&lt;br /&gt;
Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of dea.l&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
&lt;br /&gt;
Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
&lt;br /&gt;
This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-Beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| As if Clashing wasn't radical enough, the devs decided that single actions weren't fun enough, instead taking a cue from fighting and stylish action games and turned combos into a key part of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zc-yMi05vBA TEKKEN 8 – Steve Fox Reveal &amp;amp; Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MWxlbnI9mpU Devil May Cry 5 - Final Trailer (4K full ver.)]&lt;br /&gt;
|-&lt;br /&gt;
| Now you might say, this isn't breaking new ground; lots of cards in other games do multiple things.&lt;br /&gt;
&lt;br /&gt;
However, what's different here is that each Die is treated as a separate discrete entity within the queue.&lt;br /&gt;
&lt;br /&gt;
Or in bigger picture terms, you aren't playing cards against each other you're pitting the Dice queues.&lt;br /&gt;
&lt;br /&gt;
The best way to show this in action is to look the Evade Dice.&lt;br /&gt;
&lt;br /&gt;
Most of the other dice work on the concept of “who rolls highest wins, then we move to the next dice”, but Evade is special.&lt;br /&gt;
&lt;br /&gt;
If an Evade wins against attacks, not only does the evader not take any damage, the Die is reused, allowing the same Die to dodge multiple attacks.&lt;br /&gt;
&lt;br /&gt;
Evade is also a Defensive Die, which means in certain situations, it can be used to defend an incoming attack from a different enemy.&lt;br /&gt;
&lt;br /&gt;
These reinforce the fact that ultimately, it's the dice queues that matter, and that the cards are simply vessels for the dice.&lt;br /&gt;
&lt;br /&gt;
Anyway, it's time to move on again, so yeah - if you want to know more, details on the other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Letting the Player Control the Flow of Combat&lt;br /&gt;
|-&lt;br /&gt;
| For the next update, try to forget what you saw about the pre-Beta and let's return to Alpha yet again…&lt;br /&gt;
&lt;br /&gt;
At this point, the devs have added more gameplay since the early prototype.&lt;br /&gt;
&lt;br /&gt;
On top of our Clashes, we got our cards, our action queue… but we really haven't solved the main problem with the prototype:&lt;br /&gt;
&lt;br /&gt;
it still doesn't feel like the player has that much control over the combat.&lt;br /&gt;
&lt;br /&gt;
To be fair, there's already a bit of player choice here if you look closely: units will Clash with the one in front of them so it's all about choosing the right cards to counter the enemy.&lt;br /&gt;
&lt;br /&gt;
You could still up the player input though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, other Auto-Battlers let you position your units before the battle, with those close to the front tanking most of the damage.&lt;br /&gt;
&lt;br /&gt;
Maybe the devs tried that approach, but unfortunately we don't have any footage of that.&lt;br /&gt;
&lt;br /&gt;
Instead, we have hints that they tried the opposite: that is, you can't reposition your team.&lt;br /&gt;
&lt;br /&gt;
What could change are their Speed values.&lt;br /&gt;
&lt;br /&gt;
As you might guess higher Speed means faster, and faster units will reach the enemies first and start clashing with them.&lt;br /&gt;
&lt;br /&gt;
Then you could just have equipment to upgrade their Speed, or cards to change them on the fly.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game: Dystopian Battle Simulator]&lt;br /&gt;
|-&lt;br /&gt;
| At first glance, it looks like a step forward from the usual pre-wave positioning but compared to the previous version, it's almost a step back.&lt;br /&gt;
&lt;br /&gt;
At least in the Alpha you have an idea who's attacking who and you can play cards accordingly, with this setup you're guessing who's going to end up meeting in the middle first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I know you didn't forget what you just saw a few minutes ago so you already know how they addressed this problem: by adding a targeting system.&lt;br /&gt;
&lt;br /&gt;
Instead of just seeing the enemy's intent, you can also see their targets.&lt;br /&gt;
&lt;br /&gt;
They then dialed back on the weirdness with the whole playing cards on your units thing, and went to the more traditional approach of playing cards to target the enemies.&lt;br /&gt;
&lt;br /&gt;
Everything we talked about so far stays the same.&lt;br /&gt;
&lt;br /&gt;
Playing a card as a response to an incoming attack will end up becoming a Clash.&lt;br /&gt;
&lt;br /&gt;
Then there's the Dice queue which you already saw in action earlier.&lt;br /&gt;
&lt;br /&gt;
They did, however, give Speed an updated purpose.&lt;br /&gt;
&lt;br /&gt;
Faster units can now intercept an attack meant for other units.&lt;br /&gt;
&lt;br /&gt;
In other games, interception may just be a nice-to-have gimmick, but in a Clash-focused game, it's almost essential.&lt;br /&gt;
&lt;br /&gt;
Without it, the game would be back to the Alpha where you could only respond to incoming attacks and can't choose your units' targets.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=O10pqWZPhiU Atlus USA Announcement Trailer: Persona 4]&lt;br /&gt;
|-&lt;br /&gt;
| With enough fast units, it almost feels like a tactical game where you can position your units in front of enemies, limiting their attacking options, and overall effectively changing the flow of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea (Steam version)]&lt;br /&gt;
|-&lt;br /&gt;
| In practice, however, the tactical analogy fails quickly.&lt;br /&gt;
&lt;br /&gt;
For example, when there's a unit under attack by more than 2 enemies at once.&lt;br /&gt;
&lt;br /&gt;
This can happen when you don't have enough fast units to balance the clashes, or one team having more members than the other, both of which are fairly common.&lt;br /&gt;
&lt;br /&gt;
In this situation, it can be hard to predict which of the attacks will take place first.&lt;br /&gt;
&lt;br /&gt;
And as you can see there's yet another complicating factor: Knockbacks.&lt;br /&gt;
&lt;br /&gt;
Long story short, you can't be tactical if you can't reliably figure out the action order.&lt;br /&gt;
&lt;br /&gt;
Tactical problems aside, the addition of Speed and Interception is still a big deal as we've finally got away from the very passive gameplay of the earlier builds.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The Patch that Changed the Game&lt;br /&gt;
|-&lt;br /&gt;
| A few months into the Early Access, the devs dropped this simple change in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Characters with lower Speed values will always wait for the characters with higher Speed values to play out their actions before taking their turn even if they arrive at their targets first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I admit, I'm one of the many players who didn't really understand what this meant.&lt;br /&gt;
&lt;br /&gt;
Looking back, however, this may just be the most important change to the combat system during Early Access.&lt;br /&gt;
&lt;br /&gt;
On the surface, all this does is cause some weird UI thing where everything stops except for the fastest unit who then slides towards their target.&lt;br /&gt;
&lt;br /&gt;
But let's cut to the chase - remember what I said a minute ago that we can't make tactical decisions unless we can reliably predict the action order?&lt;br /&gt;
&lt;br /&gt;
Yeah, this patch basically gives the player that.&lt;br /&gt;
&lt;br /&gt;
If previously we can't tell if Roland will attack first, now we know because his Speed is lower.&lt;br /&gt;
&lt;br /&gt;
Even with the knockback, he'll have to wait for his turn because of the patch.&lt;br /&gt;
&lt;br /&gt;
Of course, this change is more complicated than it looks, but overall, it's just a matter of getting the hang of how things work, and once you do, you should have no problem tactically maneuvering your team through the battlefield.&lt;br /&gt;
&lt;br /&gt;
You'd be able to set pre-Clash flanking maneuvers from units that attack first.&lt;br /&gt;
&lt;br /&gt;
Conversely, you can also set post-Clash follow-ups or finishers.&lt;br /&gt;
&lt;br /&gt;
This is a complicated topic so again I'll leave the rest of the details to my other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The gameplay shift comes at a cost, however.&lt;br /&gt;
&lt;br /&gt;
By prioritizing the Speed mechanic over the unit positions on the battlefield, the devs have essentially abandoned most of what makes an Auto-Battler an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is the hands-off battle processing.&lt;br /&gt;
&lt;br /&gt;
Some parts like unit positions survive for other purpose but all that effort implementing the other Auto-Battler elements is now wasted.&lt;br /&gt;
&lt;br /&gt;
Then again, that's just part of the creative process, discarding stuff because you choose to go a certain route.&lt;br /&gt;
&lt;br /&gt;
And with this patch, Project Moon has decided to turn Library of Ruina into a Turn-Based Tactics game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| A (rather long) digression on Genres and Naming&lt;br /&gt;
|-&lt;br /&gt;
| Despite this, I don't call Library of Ruina a Turn-Based Tactics game anymore.&lt;br /&gt;
&lt;br /&gt;
To explain why, let's take a detour and talk about game systems, starting with Turn-Based.&lt;br /&gt;
&lt;br /&gt;
Basically players taking turns performing actions.&lt;br /&gt;
&lt;br /&gt;
This includes fancier variations like units taking actions in order of initiative.&lt;br /&gt;
&lt;br /&gt;
Let's put basic Turn-Based combat here on a graph.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Next is Final Fantasy's Active Time Battle where the player has to wait for gauges to fill up before getting to act.&lt;br /&gt;
&lt;br /&gt;
Depending on the game or user settings this can be closer or farther away from vanilla.&lt;br /&gt;
&lt;br /&gt;
Now we can define the axis of our graph, going from left to right increases the amount of &amp;quot;active input&amp;quot; in the game system.&lt;br /&gt;
&lt;br /&gt;
And by “active”, we mean things like the player needing to get the timing right, or being able to enter the right amount of inputs at a certain time frame.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another good example of a system that requires active input would be Turn-based with Quick Time Events.&lt;br /&gt;
&lt;br /&gt;
Think Mario RPGs where hitting buttons at the right timing will block or deal more damage.&lt;br /&gt;
&lt;br /&gt;
I'll put them here, requiring more or less active input than ATB depending on the the variation.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Ume5pSIcKE Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023]&lt;br /&gt;
|- &lt;br /&gt;
| And on the extreme end are non-Turn-Based games: your real time strategies, your action games, and even platformers.&lt;br /&gt;
|&lt;br /&gt;
|[https://store.steampowered.com/app/2012510/Stormgate/ Stormgate]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1627720/Lies_of_P/ Lies of P]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=XvQNlGKNC6o Super Mario Bros. Wonder – Launch Trailer – Nintendo Switch]&lt;br /&gt;
|-&lt;br /&gt;
| Then in this gap are the Real Time With Pause games - these are still not Turn-Based, but adding a pause gives you back one of the main advantages of Turn-Based systems:&lt;br /&gt;
&lt;br /&gt;
You have all the time to strategize your next moves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've completed this graph, let's digress a bit further and address what some of you may be thinking way back when I talked about Clashing and how most games just stayed with tanking damage rather than innovating, that is:&lt;br /&gt;
&lt;br /&gt;
“What about QTE”?&lt;br /&gt;
&lt;br /&gt;
Like we already have a sort of Clashing and even a Combo mechanic here, right?&lt;br /&gt;
&lt;br /&gt;
And to that I say&lt;br /&gt;
&lt;br /&gt;
Do we really need extra inputs from the player for them to happen in game?&lt;br /&gt;
&lt;br /&gt;
Surely we can implement them way back here rather than stray this far.&lt;br /&gt;
&lt;br /&gt;
To be clear, there is nothing wrong with getting away from the basic Turn-Based formula; it's ultimately a design choice that a developer makes when building their game.&lt;br /&gt;
&lt;br /&gt;
But whenever Turn-Based games add active elements to their core gameplay to spice things up, it just feels a bit off for me.&lt;br /&gt;
&lt;br /&gt;
Even worse is when some games overdo it to the point that they might as well ditch Turn-Based altogether.&lt;br /&gt;
&lt;br /&gt;
Long story short, I prefer games that try to improve Turn-Based Combat within the constraints of the system, or, as we shall see in a bit, at least try to go in a different direction than QTE.&lt;br /&gt;
|&lt;br /&gt;
|[https://www.youtube.com/watch?v=FX6DTLcWUdY Paper Mario: The Origami King - Announcement Trailer - Nintendo Switch]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VgE6bIwK-D4 Final Fantasy XIII-2: Enhanced Battle System Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bGpbTXCVkwQ Shin Megami Tensei V: Vengeance - Complete Guide &amp;amp;#x7C; NSW, PS5/4, Xbox Series X&amp;amp;#x7C;S, Xbox One, Steam, PC]&lt;br /&gt;
|-&lt;br /&gt;
| Getting back to the original digression, it's clear from this line that the opposite of Turn-Based is active gameplay.&lt;br /&gt;
&lt;br /&gt;
But where do Auto-Battlers and Library of Ruina fit in here?&lt;br /&gt;
&lt;br /&gt;
Right around Turn-Based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles]&lt;br /&gt;
|-&lt;br /&gt;
|Obviously, game systems involve more complicated factors than this single line, so let's expand it to one more axis how many units act simultaneously.&lt;br /&gt;
&lt;br /&gt;
Instead of being next to it, now these two systems are opposite of basic Turn-Based Combat.&lt;br /&gt;
&lt;br /&gt;
Real-Time combat is still farther away, but Turn-Based variations can be closer.&lt;br /&gt;
&lt;br /&gt;
And if I had better video editing skills, I'd add a third dimension and axis - “tactical control” - so I could add in Turn-Based Tactics and distinguish Ruina from Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But let's stick with these two axes and return to the original problem why calling Library of Ruina Turn-Based Tactics isn't enough: namely, they just aren't the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Well, it turns out that there's already a well-established distinction between these two:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is a WEGO tactics game.&lt;br /&gt;
&lt;br /&gt;
WEGO as in “We Go at the same time”.&lt;br /&gt;
&lt;br /&gt;
In contrast, almost every Tactics or vanilla Turn-Based game follow the opposite:&lt;br /&gt;
&lt;br /&gt;
IGOUGO&lt;br /&gt;
&lt;br /&gt;
that is, “I go first, then you go”.&lt;br /&gt;
&lt;br /&gt;
Calling Ruina a WEGO tactics game leads to a different problem, however, as its such a niche subgenre of a subgenre that very few people know about it, which defeats the purpose of assigning a genre to let people know what the game is about.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.giantbomb.com/wego/3015-5269/ WeGo (Concept) - Giant Bomb]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse]&lt;br /&gt;
|-&lt;br /&gt;
| So... we reach the main point of this chapter:&lt;br /&gt;
&lt;br /&gt;
What do we call Library of Ruina's combat system then?&lt;br /&gt;
&lt;br /&gt;
How about we just go with the marketing material and call it “Library Battle Simulation”?&lt;br /&gt;
&lt;br /&gt;
While it's marketable, lore-friendly and all, it shares the same problem as WEGO, anyone reading it will have absolutely no clue what it is all about, possibly negatively affecting their purchasing decision.&lt;br /&gt;
&lt;br /&gt;
So what do I call Library of Ruina's system if someone would ask me about it nowadays?&lt;br /&gt;
&lt;br /&gt;
It's a Turn-based&lt;br /&gt;
&lt;br /&gt;
Clash-focused&lt;br /&gt;
&lt;br /&gt;
Combo-driven&lt;br /&gt;
&lt;br /&gt;
Hybrid Tactical Auto-Battler&lt;br /&gt;
&lt;br /&gt;
Deckbuilding Card Game.&lt;br /&gt;
&lt;br /&gt;
Or Hybrid Tactical Auto-Battler Card Game for short.&lt;br /&gt;
&lt;br /&gt;
The Hybrid part is key, as it clearly tells the prospective player that it's a mix of genres&lt;br /&gt;
&lt;br /&gt;
Project Moon have even started using this description …sort of, but we're getting ahead of ourselves.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.arcsystemworks.jp/lor/en/ Library of Ruina (NSW/PS4 ports)]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, I think this description's good enough for most cases, though it's not quite on the level of other genres. &lt;br /&gt;
&lt;br /&gt;
It needs to be more catchy, or even provocative.&lt;br /&gt;
&lt;br /&gt;
Here's some that I pulled out of my ass:&lt;br /&gt;
&lt;br /&gt;
Alright, digression over.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Lore meets Gameplay&lt;br /&gt;
|-&lt;br /&gt;
| By now you might be thinking that Project Moon must have been going out of their way intentionally breaking every rule in the book.&lt;br /&gt;
&lt;br /&gt;
That might just be the case, but I think at least some of them were simply happy accidents.&lt;br /&gt;
&lt;br /&gt;
Case in point: the Emotion System.&lt;br /&gt;
&lt;br /&gt;
This concept has been around from the start, in the initial crowdfunding details, and even in the Alpha footage.&lt;br /&gt;
&lt;br /&gt;
Lore-wise, the Library rewards heightened emotions, regardless if it's positive or negative.&lt;br /&gt;
&lt;br /&gt;
In game terms, Positive Emotions can come from stuff like killing an enemy, and Negative can come from&lt;br /&gt;
the opposite, like bad rolls.&lt;br /&gt;
&lt;br /&gt;
Once a unit or a team gets enough Emotions, they're given rewards like full resource refreshes, and other stuff I won't spoil in this video.&lt;br /&gt;
&lt;br /&gt;
On the surface, this is a straightforward example of having an initial in-universe concept then adding it into your game.&lt;br /&gt;
|&lt;br /&gt;
| [https://tumblbug.com/lor/ Library of Ruina Dubbing and OST Production &amp;amp;#x7C; Tumblbug - Crowdfunding for Creators]&lt;br /&gt;
|-&lt;br /&gt;
| The accidental part arises when you consider the Focus-Fire trope, yet another widely accepted thing&lt;br /&gt;
in video games that most really don't stop to think about.&lt;br /&gt;
&lt;br /&gt;
Basically in RTSs and games in general where you control groups of units, it's usually mathematically optimal to focus fire and take out the enemy team one by one.&lt;br /&gt;
&lt;br /&gt;
But it's not the case in Library of Ruina; the Emotion System rewards Clashes much more than one-sided attacks.&lt;br /&gt;
&lt;br /&gt;
And since those rewards can easily turn the tide of battle, the game clearly doesn't want you to Focus-Fire.&lt;br /&gt;
&lt;br /&gt;
Again, I don't know if they intentionally went out of their way to discourage this decades-old trope, though I like to think it's just emergent behavior coming from combining crazy concepts together.&lt;br /&gt;
&lt;br /&gt;
I mean, the removal of dedicated healing abilities I mentioned way earlier also discourages Focus-Fire, and that has its own chicken-and-egg scenario.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And that's it for my not-so-quick overview of Library of Ruina's complex combat system.&lt;br /&gt;
&lt;br /&gt;
I could continue listing out other stuff they added to the combat but I think you got the point; Library of Ruina chose to take a radically different path compared to other games.&lt;br /&gt;
&lt;br /&gt;
Instead, let's talk about something more important:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| What are the problems with going down this route?&lt;br /&gt;
|-&lt;br /&gt;
| What are the problems with going down this route?&lt;br /&gt;
&lt;br /&gt;
Which is a silly question, especially if we rephrase it as&lt;br /&gt;
&lt;br /&gt;
What problems will a small indie developer face if they decide to practically invent a new combat system for their game?&lt;br /&gt;
&lt;br /&gt;
I could try to be funny and just answer &amp;quot;All the problems&amp;quot; and call it a day,&lt;br /&gt;
&lt;br /&gt;
but that wouldn't be that informative so I'll be going over some of the main problems&lt;br /&gt;
&lt;br /&gt;
then call it a day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, top of the list - UI.&lt;br /&gt;
&lt;br /&gt;
No surprise here, we live in a time when you've got bigger more established studios spewing out hideous UI in their games, &lt;br /&gt;
&lt;br /&gt;
And that's even when they already had previous UI to work off from.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Library of Ruina had to figure out how to combine UI from vastly different genres and make them work.&lt;br /&gt;
&lt;br /&gt;
Really how do you do it?&lt;br /&gt;
&lt;br /&gt;
Maybe look at some other hybrid games like Fights in Tight Spaces and Midnight Suns?&lt;br /&gt;
&lt;br /&gt;
But even then we have to squeeze in the missing parts like the auto-battler and the clashing into UIs already on the verge of being too busy.&lt;br /&gt;
&lt;br /&gt;
In short, a non-janky UI would've required a miracle.&lt;br /&gt;
&lt;br /&gt;
To be fair, what we ended up with isn't that terrible, especially when you get the hang of the hard parts like how Clashes are assigned, and mentally calculating the order of attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=sv0Wf9yc2J0 26 Minutes of Suicide Squad Kill the Justice League Gameplay (4K 60FPS)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=zYX5pwFy4vc Fights in Tight Spaces - Launch Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=_9raj2bcTq4 Marvel's Midnight Suns: The First 28 Minutes of Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately that's the next problem&lt;br /&gt;
&lt;br /&gt;
how to make new players get the hang of what's essentially a new type of game.&lt;br /&gt;
&lt;br /&gt;
If you've been playing the same games over and over again and have forgotten how long it takes to properly learn a new game system, try learning Chess, Go, or any variation of Poker or Mahjong through a video game, preferably one that isn't a cultural staple where you're from.&lt;br /&gt;
&lt;br /&gt;
Better yet, go watch someone doing it.&lt;br /&gt;
&lt;br /&gt;
Yeah, it's not as simple as it looks.&lt;br /&gt;
&lt;br /&gt;
While it may only take a few minutes to learn the absolute basics, it will take a lot longer for a new player to learn enough to play semi-competently.&lt;br /&gt;
&lt;br /&gt;
And I haven't even factored in trying to make a guide for a moving target, changing the tutorial every time you decide to make a major change to the core gameplay.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.chess.com/lessons Chess.com lessons]&lt;br /&gt;
&lt;br /&gt;
[https://mahjongsoul.yo-star.com/ Mahjong Soul]&lt;br /&gt;
|-&lt;br /&gt;
| All that said, being in a difficult position doesn't excuse the problems the game has with its onboarding process.&lt;br /&gt;
&lt;br /&gt;
The gameplay eventually became stable, and they had all the time to make things better.&lt;br /&gt;
&lt;br /&gt;
Beyond the bare minimum walls of text and manual, a game as complicated as this one should at least have an improved in-game manual with animations, extra examples, and possibly a search function.&lt;br /&gt;
&lt;br /&gt;
To the Project Moon's credit, they did try to go the extra mile with the tutorial.&lt;br /&gt;
&lt;br /&gt;
There's this idea in game design where instead of relying on annoying popups to teach certain parts of a game, one can place players into situations where they can pick the concepts up by themselves, whether consciously or subconsciously.&lt;br /&gt;
&lt;br /&gt;
And Library of Ruina does the same with certain stages.&lt;br /&gt;
&lt;br /&gt;
At first, it could seem like the game took a big leap in difficulty, but if the player pays attention, they could figure out a game mechanic or two that makes the stage much easier than it initially seemed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these battles turned out to be too difficult for some players and some of them were nerfed to the point that you can beat them without even learning what they're meant to teach.&lt;br /&gt;
&lt;br /&gt;
Oh well, at least they tried.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=8FpigqfcvlM Sequelitis - Mega Man Classic vs. Mega Man X]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| The third problem, you've already saw a chapter on it.&lt;br /&gt;
&lt;br /&gt;
And I could continue, but I've already made my point.&lt;br /&gt;
&lt;br /&gt;
If any one of these can result in lost sales or even refunds, just imagine having to deal all of them at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Trying for Free (Limbus Company)&lt;br /&gt;
|-&lt;br /&gt;
| So you found all of this interesting and decided to check it out on Steam…&lt;br /&gt;
&lt;br /&gt;
then you learn that it's a bit too expensive for a game that might turn out to be too janky for your taste.&lt;br /&gt;
&lt;br /&gt;
Normally, I'd suggest waiting for a sale.&lt;br /&gt;
&lt;br /&gt;
But if you're watching close to when I originally posted this, there might not be a price cut soon as they've recently released new ports and a discount would just cut into their sales.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there's a perfectly legal way to try out the combat system for free.&lt;br /&gt;
&lt;br /&gt;
Limbus Company is a spinoff sequel available on Steam, iOS, and Android.&lt;br /&gt;
&lt;br /&gt;
It's a gacha game, but you can get a feel of the combat without spending a single cent on it.&lt;br /&gt;
&lt;br /&gt;
And you do that by simply playing your way to the third Canto.&lt;br /&gt;
&lt;br /&gt;
The prologue and first Canto are tutorial chapters, and while the second Canto does start to get a bit more challenging at certain points, you can luck your way through some battles meant to nudge you to learn the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the third Canto's hard enough that learning the mechanics is almost essential.&lt;br /&gt;
&lt;br /&gt;
Also, unlike the previous Canto, you will have to grind for XP.&lt;br /&gt;
&lt;br /&gt;
If you don't want to grind, you can alternatively try out the Rogue-like dungeon that opens up at the same point in the game.&lt;br /&gt;
&lt;br /&gt;
As of this recording, all of the Mirror Dungeons so far have an easy mode that automatically levels up all your units to max level, removing the need for grinding.&lt;br /&gt;
&lt;br /&gt;
While this is a quicker way to get a good feel of the combat, there is one big downside:&lt;br /&gt;
&lt;br /&gt;
currently there are out-of-context spoilers in the later floors.&lt;br /&gt;
&lt;br /&gt;
Might not be an issue if you're just here for the combat and will likely forget about the spoilers when you get around to doing an actual playthrough.&lt;br /&gt;
&lt;br /&gt;
But if you do mind spoilers, better stick to the main story.&lt;br /&gt;
&lt;br /&gt;
Since we're on the topic, here's a quick rundown of what spoils what in the franchise.&lt;br /&gt;
&lt;br /&gt;
If you're planning to play Lobotomy Corporation and don't want spoilers, tough luck, both games spoil the first game from the get go.&lt;br /&gt;
&lt;br /&gt;
On the other hand, thanks to it being a spinoff, Limbus Company doesn't spoil Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Until you go too far into the main story.&lt;br /&gt;
&lt;br /&gt;
And don't ignore the banners and events.&lt;br /&gt;
&lt;br /&gt;
But other than that you'll be fine…&lt;br /&gt;
&lt;br /&gt;
Back to the combat, note that Limbus Company doesn't quite use the same system as Ruina.&lt;br /&gt;
&lt;br /&gt;
Most of what I talked about are still present, however the changes are big enough that I feel that I should at least give you a quick rundown so that the awkward tutorial doesn't confuse you as much.&lt;br /&gt;
&lt;br /&gt;
If you're one of those “just give me an overview and I'll figure the rest on my own” types, this is a good time to pause the video, download Limbus Company and spend the rest of the day or two playing up to Canto 3.&lt;br /&gt;
&lt;br /&gt;
Or you can skip to the final chapter and finish the video first.&lt;br /&gt;
&lt;br /&gt;
Anyway on to the changes…&lt;br /&gt;
|&lt;br /&gt;
| [https://steamdb.info/app/1256670/ SteamDB Library of Ruina]&lt;br /&gt;
 &lt;br /&gt;
[https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Differences between LoR and LCB Combat&lt;br /&gt;
|-&lt;br /&gt;
| If most of Library of Ruina's quirks can be traced back to its Auto-Battler roots, most of the changes done to Limbus Company's combat can be similarly traced back to a single reason:&lt;br /&gt;
&lt;br /&gt;
it's now a mobile game.&lt;br /&gt;
&lt;br /&gt;
Smaller screens mean deckbuilding would be too awkward so it's out.&lt;br /&gt;
&lt;br /&gt;
Instead, you select Identities for your units, with each Identity having their own stats, abilities, and a fixed set of Skills - basically their decks.&lt;br /&gt;
&lt;br /&gt;
You can also give your units extra E.G.O, special attacks that you can activate as you have the resources for them.&lt;br /&gt;
&lt;br /&gt;
Of course, nowadays when we talk about mobile games, we don't just mean portable or having smaller screens.&lt;br /&gt;
&lt;br /&gt;
We generally refer to microtransaction heavy games like Free-to-Play Gacha.&lt;br /&gt;
&lt;br /&gt;
Oh those Identities and E.G.O I just mentioned?&lt;br /&gt;
&lt;br /&gt;
Pullable from Gacha.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=HTRQgFYCXHY &amp;amp;#91; Limbus Company &amp;amp;#93; Official Promotion Video]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SY3XGzDousM Version 1.0 Gameplay Trailer &amp;amp;#x7C; Genshin Impact]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's get this out of the way:&lt;br /&gt;
&lt;br /&gt;
I hate Live Services, Battle Passes, and I absolutely HATE Gacha.&lt;br /&gt;
&lt;br /&gt;
But I, and presumably many other Project Moon fans in a similar boat, are fine with paying for the game&lt;br /&gt;
simply because the devs straight up said in an interview that this was a fund raiser for other projects.&lt;br /&gt;
&lt;br /&gt;
A Faustian Bargain, if you will.&lt;br /&gt;
&lt;br /&gt;
It helps that it doesn't feel like a gacha game sometimes, with cheap and bankable stamina, and most stuff grindable through gameplay, that includes current banners.&lt;br /&gt;
&lt;br /&gt;
And that's all I'll say about the monetization and gacha for now. I'll leave the rest to another video.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=XKijpGJCxB0 2021 ProjectMoon Q&amp;amp;A]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=sM00MX-MCS0 림버스 컴퍼니 적안 료슈 &amp;amp;#x7C; Limbus Company Red Eyes Ryoshu]&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, the screen size limitation means that the combat has to be simpler.&lt;br /&gt;
&lt;br /&gt;
With Dailies and replayable Rogue-like dungeons, it also has to be faster.&lt;br /&gt;
&lt;br /&gt;
The tactical combat wasn't taken out, however, but is now called Focused Encounters and is limited to special situations like boss battles.&lt;br /&gt;
&lt;br /&gt;
The default replacing it, Regular Encounters, sacrifices tactical options for the aforementioned simpler and faster combat.&lt;br /&gt;
&lt;br /&gt;
If we have a sliding scale between Auto-Battlers and Turn-based Tactics: Library of Ruina's all the way here&lt;br /&gt;
&lt;br /&gt;
Limbus Company's Focused Encounters are slightly less tactical, &lt;br /&gt;
&lt;br /&gt;
and Regular Encounters sit about here, firmly in the Auto-Battler side.&lt;br /&gt;
&lt;br /&gt;
A quick rundown of what makes it faster:&lt;br /&gt;
&lt;br /&gt;
There's a fixed attacking pattern, pause if you want to read about it.&lt;br /&gt;
&lt;br /&gt;
Basically, the game already chooses the targets for you, and you just need to choose the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
Kinda like the Alpha.&lt;br /&gt;
&lt;br /&gt;
Not being able to choose the targets can lead to poor matchups, but that's what the E.G.Os are for.&lt;br /&gt;
&lt;br /&gt;
Next on the speed-up: unlike before where attacks are resolved one by one, the game can now display multiple clashes and attacks simultaneously.&lt;br /&gt;
&lt;br /&gt;
If you look closely, you might be able to figure out what sort of trickery the game does to pull this off.&lt;br /&gt;
&lt;br /&gt;
And finally, if a unit's original target dies before they get to attack, they proceed to the next valid target so the attack isn't wasted.&lt;br /&gt;
&lt;br /&gt;
Moving on to other changes, you might have already noticed the next major one from the footage I've been showing:&lt;br /&gt;
&lt;br /&gt;
the Dice have been replaced by Coins.&lt;br /&gt;
&lt;br /&gt;
On the surface, this might seem like a huge downgrade, but this Coin battling mechanic can be trickier than it looks.&lt;br /&gt;
&lt;br /&gt;
I'm not going to post another wall of text explaining it, but feel free to head to my other video to learn how it works.&lt;br /&gt;
&lt;br /&gt;
A good example why Coins aren't that simple is how they don't always flip 50/50 Heads or Tails.&lt;br /&gt;
&lt;br /&gt;
Instead, they're affected by a unit's Sanity.&lt;br /&gt;
&lt;br /&gt;
A call back to Lobotomy Corporation, Sanity starts from 0, and can go up to 45, or down to -45.&lt;br /&gt;
&lt;br /&gt;
45 seems to be an odd choice, until you do the math.&lt;br /&gt;
&lt;br /&gt;
50% Heads on a coin flip plus 45 gives you 95%.&lt;br /&gt;
&lt;br /&gt;
In other words, a Tails at max Sanity is a Critical Miss on a D20 die.&lt;br /&gt;
&lt;br /&gt;
So yeah, Coins are basically Dice.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to gain Sanity, but the most reliable way is to win a Clash, with longer Clashes also giving more Sanity.&lt;br /&gt;
&lt;br /&gt;
As some of you may have realized, this essentially makes it the counterpart to Ruina's Emotion system, encouraging Clashes over one-sided attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Opening_chess_position_from_black_side.jpg &amp;quot;Opening chess position from black side&amp;quot; by MichaelMaggs (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://tenor.com/view/critical-failure-baldur's-gate-3-dice-dice-roll-critical-gif-16389621355368608807 Critical Failure Baldur'S Gate 3 GIF]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I think that's enough for an overview for the changes between Library of Ruina and Limbus Company's combat.&lt;br /&gt;
&lt;br /&gt;
I could go on with more changes, but let's not forget why I'm even talking about them in a video that's supposed to be about the former.&lt;br /&gt;
&lt;br /&gt;
In short, if you're gonna follow my suggestion to play Limbus Company for free first to see if you like the combat enough to buy Library of Ruina, just remember that they're not quite the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Traveling this Path (wrap up, game design thoughts)&lt;br /&gt;
|-&lt;br /&gt;
| While we've covered all of what I've listed at the start, I still need to clarify a few more things...&lt;br /&gt;
&lt;br /&gt;
However, this last part's for the game devs; the rest of you can just skip to the end screen.&lt;br /&gt;
&lt;br /&gt;
Saves you a couple of minutes to do other stuff like watch videos or grind mirror dungeons or something.&lt;br /&gt;
&lt;br /&gt;
I'm not gonna stop you from sticking around, though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, say you're an aspiring game designer or developer.&lt;br /&gt;
&lt;br /&gt;
You stumble upon this video without knowing about the game, then you see the pros, the cons, and a glimpse of the end result.&lt;br /&gt;
&lt;br /&gt;
Calling to mind the title, or its more popular variation “The Road Less Traveled”, this finally convinces you to take a similar leap in your game.&lt;br /&gt;
&lt;br /&gt;
As a fan of games that push boundaries, I'd love to see more games do the same.&lt;br /&gt;
&lt;br /&gt;
But I also don't want to see indie games fail, and what I've shown you in the past 40 minutes doesn't provide enough context to make such a bold decision.&lt;br /&gt;
&lt;br /&gt;
This missing context leading to misinformed decisions is perfectly encapsulated by the title:&lt;br /&gt;
&lt;br /&gt;
It's not “The Road Less Traveled”, it's “The Road Not Taken”, and it's a direct reference to the Robert Frost poem.&lt;br /&gt;
&lt;br /&gt;
For the Project Moon fans still sticking around, pat yourself on the back if you saw this literary allusion from a mile away.&lt;br /&gt;
&lt;br /&gt;
Point is, the said poem has a reputation of being misunderstood.&lt;br /&gt;
&lt;br /&gt;
Of course, text can have multiple interpretations; even those explained by their authors can be interpreted differently.&lt;br /&gt;
&lt;br /&gt;
But for this one, the misreading comes from not paying enough attention to the text, or being only familiar with the derivative work.&lt;br /&gt;
&lt;br /&gt;
For example, a common interpretation is it's about indecisiveness, and the importance of making a choice.&lt;br /&gt;
&lt;br /&gt;
This reading's a bit infamous for possibly convincing the poem's intended reader to go fight in World War I.&lt;br /&gt;
&lt;br /&gt;
But apart from that, it's a good lesson to pick up.&lt;br /&gt;
&lt;br /&gt;
However, interpretations like it don't seem to match the poem's intent once you actually read the lines.&lt;br /&gt;
&lt;br /&gt;
Things pop out like how the two roads are not that different, or how that powerful last statement is undermined by what came before it.&lt;br /&gt;
&lt;br /&gt;
Analyzing the poem any further will put us a bit off track so let's just go back to our main topic.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Road_Not_Taken The Road Not Taken (Wikipedia)]&lt;br /&gt;
&lt;br /&gt;
[https://babel.hathitrust.org/cgi/pt?id=chi.19147394&amp;amp;view=1up&amp;amp;seq=235&amp;amp;skin=2021 The Road Not Taken (HathiTrust)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Death_of_the_Author The Death of the Author (Wikipedia)]&lt;br /&gt;
|-&lt;br /&gt;
| To recap, if game designers see all this, they might start doing crazy shit in their games.&lt;br /&gt;
&lt;br /&gt;
But they're missing some key context, so their game fails, and I get blamed in the end.&lt;br /&gt;
&lt;br /&gt;
I don't want that, so I'll be going through some alternative interpretations of the title and give you the missing context.&lt;br /&gt;
&lt;br /&gt;
First, the indecisiveness that we already covered.&lt;br /&gt;
&lt;br /&gt;
As I said, it may not be what the poem's about, but it's still a good lesson.&lt;br /&gt;
&lt;br /&gt;
Especially in game dev, sometimes you just have to do it, whatever it is.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind what happened to the first guy.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next, it's about nonconformity, taking the less traveled path leads to success.&lt;br /&gt;
&lt;br /&gt;
We're getting away from the original poem, but after seeing all this, I could understand why you'd think this way.&lt;br /&gt;
&lt;br /&gt;
But no.&lt;br /&gt;
&lt;br /&gt;
Gonna make a mildy hot take here, but had the devs chosen a more mundane combat system, the game probably would've ended up in the same boat.&lt;br /&gt;
&lt;br /&gt;
It's easier to see once you notice that I've only been focusing on the combat, and made sure not to talk about the rest of the game:&lt;br /&gt;
&lt;br /&gt;
the Themes, Story, the Characters, the World, the Art, the Music, and so on.&lt;br /&gt;
&lt;br /&gt;
Each of those are worth noting on their own, and combat is just one part, maybe even the weakest link.&lt;br /&gt;
&lt;br /&gt;
I'd go as far to say that the game would've gotten a wider audience if they chose something more mainstream.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Next interpretation is often related to the previous, as nonconformity usually implies forging one's own path.&lt;br /&gt;
&lt;br /&gt;
You might think I'd also disagree with this, but this one, oddly fits.&lt;br /&gt;
&lt;br /&gt;
The missing context here is that I also made sure not to show or talk about the late, or even mid-game, combat.&lt;br /&gt;
&lt;br /&gt;
I'm gonna be vague here to lessen the spoilers, but the combat starts out as a clunky yet ambitious system, and the devs built it up with layer upon layer of new gameplay elements, while keeping it intertwined with the themes and the story.&lt;br /&gt;
&lt;br /&gt;
I don't want to overhype what they did with the combat, but if this “stageplay” setup remained a mere gimmick and didn't evolve to what we got later in the game, and what we have right now in the sequel…&lt;br /&gt;
&lt;br /&gt;
Mili's great, but there's no way every single boss battle in the franchise would have this much play time if the fights themselves didn't carry that much emotional weight.&lt;br /&gt;
&lt;br /&gt;
In other words, while the choice to go this route may not have made a difference, Project Moon worked hard to make sure it did.&lt;br /&gt;
|&lt;br /&gt;
| [https://open.spotify.com/artist/0K05TDnN7xPwIHDOwD2YYs Mili (Spotify)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@StudioEIM StudioEIM (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@DarkFantasyStudio Dark Fantasy Studio (YouTube)]&lt;br /&gt;
|-&lt;br /&gt;
| And the last, taking the previous two to a reckless extreme, do it because it's difficult and risky.&lt;br /&gt;
&lt;br /&gt;
I have no idea how you got to this, maybe you confused the line with some other motivational saying, but I can't deny that some people out there want a challenge.&lt;br /&gt;
&lt;br /&gt;
This one's a bit tricky, I sort of agree with the concept, but disagree with the interpretation, mostly on the “risk” part.&lt;br /&gt;
&lt;br /&gt;
This time, the context isn't totally missing, I mentioned it at the start:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina was a heavily anticipated sequel with a crowdfunding campaign that smashed its goals.&lt;br /&gt;
&lt;br /&gt;
With an existing fanbase, the devs were in a slightly less risky position as they can get away with things that the main audience would let slide or even downright expect.&lt;br /&gt;
&lt;br /&gt;
For instance, the early-game world-building might feel a bit too much if this was a typical game, but that's exactly what many of us were looking forward to: we were literally living under a rock in the previous game.&lt;br /&gt;
&lt;br /&gt;
But there's something else about the fanbase that makes this route a lot less risky:&lt;br /&gt;
&lt;br /&gt;
The people looking forward to the game the most are the ones who finished Lobotomy Corporation,&lt;br /&gt;
&lt;br /&gt;
a game so janky, tedious, and soul-crushing that even at 2024, a time when streamers eat Souls-likes for breakfast, it's still pretty rare to find content creators that go through the whole thing that aren't already Project Moon veterans.&lt;br /&gt;
&lt;br /&gt;
And LobCorp finishers can be very, very stubborn and determined players:&lt;br /&gt;
&lt;br /&gt;
a radically new combat system with a difficult to use UI isn't going to stop them from playing.&lt;br /&gt;
&lt;br /&gt;
Maybe too determined - I'm fairly sure that a decent amount of the player base were able to finish the game not through deckbuilding skill or tactical decision making, but through sheer determination, and repeating battles until they get really, really lucky.&lt;br /&gt;
&lt;br /&gt;
And, sorry to be blunt, you're probably not one of the few developers or studios out there that have&lt;br /&gt;
the same kind of fanbase.&lt;br /&gt;
&lt;br /&gt;
Alright, that's all the context I can give without spoiling too much about the game or the franchise as a whole.&lt;br /&gt;
&lt;br /&gt;
If after seeing this you're still going to take the off beaten path, like waaay off…&lt;br /&gt;
&lt;br /&gt;
Good Luck!&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Everest,_Himalayas.jpg &amp;quot;Everest, Himalayas&amp;quot; by Vyacheslav Argenberg (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=J9Bm5U-MJZw ELDEN RING Shadow of the Erdtree – Story Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=OleEkB-7by0 Fear &amp;amp; Hunger 2: Termina - Release Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=EV53lnCzP1w DEATH STRANDING DIRECTOR'S CUT - FINAL Trailer - &amp;amp;#91;ESRB&amp;amp;#93; 4K]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/ Touhou Kouryudou ~ Unconnected Marketeers (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| End Screen&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video; to the right are my intros to Library of Ruina and Limbus Company.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, the latter's no longer the quick and dirty one that I made a few days after launch.&lt;br /&gt;
&lt;br /&gt;
To the left are my tips for Lobotomy Corporation, for those who were intrigued by what I said about the game's fans.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/Road.v1.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=142</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=142"/>
		<updated>2024-08-24T21:57:02Z</updated>

		<summary type="html">&lt;p&gt;Zero: /* CURRENTLY WIP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CURRENTLY WIP ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Links, References and Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
&lt;br /&gt;
Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
&lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=ofmYqXfjFs8 &amp;amp;#91; Library Of Ruina &amp;amp;#93; String Theocracy]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/568220/Lobotomy_Corporation__Monster_Management_Simulation/ Lobotomy Corporation (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
&lt;br /&gt;
On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
&lt;br /&gt;
Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
&lt;br /&gt;
Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
&lt;br /&gt;
Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of dea.l&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
&lt;br /&gt;
Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
&lt;br /&gt;
This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-Beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| As if Clashing wasn't radical enough, the devs decided that single actions weren't fun enough, instead taking a cue from fighting and stylish action games and turned combos into a key part of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zc-yMi05vBA TEKKEN 8 – Steve Fox Reveal &amp;amp; Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MWxlbnI9mpU Devil May Cry 5 - Final Trailer (4K full ver.)]&lt;br /&gt;
|-&lt;br /&gt;
| Now you might say, this isn't breaking new ground; lots of cards in other games do multiple things.&lt;br /&gt;
&lt;br /&gt;
However, what's different here is that each Die is treated as a separate discrete entity within the queue.&lt;br /&gt;
&lt;br /&gt;
Or in bigger picture terms, you aren't playing cards against each other you're pitting the Dice queues.&lt;br /&gt;
&lt;br /&gt;
The best way to show this in action is to look the Evade Dice.&lt;br /&gt;
&lt;br /&gt;
Most of the other dice work on the concept of “who rolls highest wins, then we move to the next dice”, but Evade is special.&lt;br /&gt;
&lt;br /&gt;
If an Evade wins against attacks, not only does the evader not take any damage, the Die is reused, allowing the same Die to dodge multiple attacks.&lt;br /&gt;
&lt;br /&gt;
Evade is also a Defensive Die, which means in certain situations, it can be used to defend an incoming attack from a different enemy.&lt;br /&gt;
&lt;br /&gt;
These reinforce the fact that ultimately, it's the dice queues that matter, and that the cards are simply vessels for the dice.&lt;br /&gt;
&lt;br /&gt;
Anyway, it's time to move on again, so yeah - if you want to know more, details on the other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Letting the Player Control the Flow of Combat&lt;br /&gt;
|-&lt;br /&gt;
| For the next update, try to forget what you saw about the pre-Beta and let's return to Alpha yet again…&lt;br /&gt;
&lt;br /&gt;
At this point, the devs have added more gameplay since the early prototype.&lt;br /&gt;
&lt;br /&gt;
On top of our Clashes, we got our cards, our action queue… but we really haven't solved the main problem with the prototype:&lt;br /&gt;
&lt;br /&gt;
it still doesn't feel like the player has that much control over the combat.&lt;br /&gt;
&lt;br /&gt;
To be fair, there's already a bit of player choice here if you look closely: units will Clash with the one in front of them so it's all about choosing the right cards to counter the enemy.&lt;br /&gt;
&lt;br /&gt;
You could still up the player input though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, other Auto-Battlers let you position your units before the battle, with those close to the front tanking most of the damage.&lt;br /&gt;
&lt;br /&gt;
Maybe the devs tried that approach, but unfortunately we don't have any footage of that.&lt;br /&gt;
&lt;br /&gt;
Instead, we have hints that they tried the opposite: that is, you can't reposition your team.&lt;br /&gt;
&lt;br /&gt;
What could change are their Speed values.&lt;br /&gt;
&lt;br /&gt;
As you might guess higher Speed means faster, and faster units will reach the enemies first and start clashing with them.&lt;br /&gt;
&lt;br /&gt;
Then you could just have equipment to upgrade their Speed, or cards to change them on the fly.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game: Dystopian Battle Simulator]&lt;br /&gt;
|-&lt;br /&gt;
| At first glance, it looks like a step forward from the usual pre-wave positioning but compared to the previous version, it's almost a step back.&lt;br /&gt;
&lt;br /&gt;
At least in the Alpha you have an idea who's attacking who and you can play cards accordingly, with this setup you're guessing who's going to end up meeting in the middle first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I know you didn't forget what you just saw a few minutes ago so you already know how they addressed this problem: by adding a targeting system.&lt;br /&gt;
&lt;br /&gt;
Instead of just seeing the enemy's intent, you can also see their targets.&lt;br /&gt;
&lt;br /&gt;
They then dialed back on the weirdness with the whole playing cards on your units thing, and went to the more traditional approach of playing cards to target the enemies.&lt;br /&gt;
&lt;br /&gt;
Everything we talked about so far stays the same.&lt;br /&gt;
&lt;br /&gt;
Playing a card as a response to an incoming attack will end up becoming a Clash.&lt;br /&gt;
&lt;br /&gt;
Then there's the Dice queue which you already saw in action earlier.&lt;br /&gt;
&lt;br /&gt;
They did, however, give Speed an updated purpose.&lt;br /&gt;
&lt;br /&gt;
Faster units can now intercept an attack meant for other units.&lt;br /&gt;
&lt;br /&gt;
In other games, interception may just be a nice-to-have gimmick, but in a Clash-focused game, it's almost essential.&lt;br /&gt;
&lt;br /&gt;
Without it, the game would be back to the Alpha where you could only respond to incoming attacks and can't choose your units' targets.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=O10pqWZPhiU Atlus USA Announcement Trailer: Persona 4]&lt;br /&gt;
|-&lt;br /&gt;
| With enough fast units, it almost feels like a tactical game where you can position your units in front of enemies, limiting their attacking options, and overall effectively changing the flow of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea (Steam version)]&lt;br /&gt;
|-&lt;br /&gt;
| In practice, however, the tactical analogy fails quickly.&lt;br /&gt;
&lt;br /&gt;
For example, when there's a unit under attack by more than 2 enemies at once.&lt;br /&gt;
&lt;br /&gt;
This can happen when you don't have enough fast units to balance the clashes, or one team having more members than the other, both of which are fairly common.&lt;br /&gt;
&lt;br /&gt;
In this situation, it can be hard to predict which of the attacks will take place first.&lt;br /&gt;
&lt;br /&gt;
And as you can see there's yet another complicating factor: Knockbacks.&lt;br /&gt;
&lt;br /&gt;
Long story short, you can't be tactical if you can't reliably figure out the action order.&lt;br /&gt;
&lt;br /&gt;
Tactical problems aside, the addition of Speed and Interception is still a big deal as we've finally got away from the very passive gameplay of the earlier builds.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The Patch that Changed the Game&lt;br /&gt;
|-&lt;br /&gt;
| A few months into the Early Access, the devs dropped this simple change in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Characters with lower Speed values will always wait for the characters with higher Speed values to play out their actions before taking their turn even if they arrive at their targets first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I admit, I'm one of the many players who didn't really understand what this meant.&lt;br /&gt;
&lt;br /&gt;
Looking back, however, this may just be the most important change to the combat system during Early Access.&lt;br /&gt;
&lt;br /&gt;
On the surface, all this does is cause some weird UI thing where everything stops except for the fastest unit who then slides towards their target.&lt;br /&gt;
&lt;br /&gt;
But let's cut to the chase - remember what I said a minute ago that we can't make tactical decisions unless we can reliably predict the action order?&lt;br /&gt;
&lt;br /&gt;
Yeah, this patch basically gives the player that.&lt;br /&gt;
&lt;br /&gt;
If previously we can't tell if Roland will attack first, now we know because his Speed is lower.&lt;br /&gt;
&lt;br /&gt;
Even with the knockback, he'll have to wait for his turn because of the patch.&lt;br /&gt;
&lt;br /&gt;
Of course, this change is more complicated than it looks, but overall, it's just a matter of getting the hang of how things work, and once you do, you should have no problem tactically maneuvering your team through the battlefield.&lt;br /&gt;
&lt;br /&gt;
You'd be able to set pre-Clash flanking maneuvers from units that attack first.&lt;br /&gt;
&lt;br /&gt;
Conversely, you can also set post-Clash follow-ups or finishers.&lt;br /&gt;
&lt;br /&gt;
This is a complicated topic so again I'll leave the rest of the details to my other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The gameplay shift comes at a cost, however.&lt;br /&gt;
&lt;br /&gt;
By prioritizing the Speed mechanic over the unit positions on the battlefield, the devs have essentially abandoned most of what makes an Auto-Battler an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is the hands-off battle processing.&lt;br /&gt;
&lt;br /&gt;
Some parts like unit positions survive for other purpose but all that effort implementing the other Auto-Battler elements is now wasted.&lt;br /&gt;
&lt;br /&gt;
Then again, that's just part of the creative process, discarding stuff because you choose to go a certain route.&lt;br /&gt;
&lt;br /&gt;
And with this patch, Project Moon has decided to turn Library of Ruina into a Turn-Based Tactics game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| A (rather long) digression on Genres and Naming&lt;br /&gt;
|-&lt;br /&gt;
| Despite this, I don't call Library of Ruina a Turn-Based Tactics game anymore.&lt;br /&gt;
&lt;br /&gt;
To explain why, let's take a detour and talk about game systems, starting with Turn-Based.&lt;br /&gt;
&lt;br /&gt;
Basically players taking turns performing actions.&lt;br /&gt;
&lt;br /&gt;
This includes fancier variations like units taking actions in order of initiative.&lt;br /&gt;
&lt;br /&gt;
Let's put basic Turn-Based combat here on a graph.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Next is Final Fantasy's Active Time Battle where the player has to wait for gauges to fill up before getting to act.&lt;br /&gt;
&lt;br /&gt;
Depending on the game or user settings this can be closer or farther away from vanilla.&lt;br /&gt;
&lt;br /&gt;
Now we can define the axis of our graph, going from left to right increases the amount of &amp;quot;active input&amp;quot; in the game system.&lt;br /&gt;
&lt;br /&gt;
And by “active”, we mean things like the player needing to get the timing right, or being able to enter the right amount of inputs at a certain time frame.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another good example of a system that requires active input would be Turn-based with Quick Time Events.&lt;br /&gt;
&lt;br /&gt;
Think Mario RPGs where hitting buttons at the right timing will block or deal more damage.&lt;br /&gt;
&lt;br /&gt;
I'll put them here, requiring more or less active input than ATB depending on the the variation.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Ume5pSIcKE Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023]&lt;br /&gt;
|- &lt;br /&gt;
| And on the extreme end are non-Turn-Based games: your real time strategies, your action games, and even platformers.&lt;br /&gt;
|&lt;br /&gt;
|[https://store.steampowered.com/app/2012510/Stormgate/ Stormgate]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1627720/Lies_of_P/ Lies of P]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=XvQNlGKNC6o Super Mario Bros. Wonder – Launch Trailer – Nintendo Switch]&lt;br /&gt;
|-&lt;br /&gt;
| Then in this gap are the Real Time With Pause games - these are still not Turn-Based, but adding a pause gives you back one of the main advantages of Turn-Based systems:&lt;br /&gt;
&lt;br /&gt;
You have all the time to strategize your next moves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've completed this graph, let's digress a bit further and address what some of you may be thinking way back when I talked about Clashing and how most games just stayed with tanking damage rather than innovating, that is:&lt;br /&gt;
&lt;br /&gt;
“What about QTE”?&lt;br /&gt;
&lt;br /&gt;
Like we already have a sort of Clashing and even a Combo mechanic here, right?&lt;br /&gt;
&lt;br /&gt;
And to that I say&lt;br /&gt;
&lt;br /&gt;
Do we really need extra inputs from the player for them to happen in game?&lt;br /&gt;
&lt;br /&gt;
Surely we can implement them way back here rather than stray this far.&lt;br /&gt;
&lt;br /&gt;
To be clear, there is nothing wrong with getting away from the basic Turn-Based formula; it's ultimately a design choice that a developer makes when building their game.&lt;br /&gt;
&lt;br /&gt;
But whenever Turn-Based games add active elements to their core gameplay to spice things up, it just feels a bit off for me.&lt;br /&gt;
&lt;br /&gt;
Even worse is when some games overdo it to the point that they might as well ditch Turn-Based altogether.&lt;br /&gt;
&lt;br /&gt;
Long story short, I prefer games that try to improve Turn-Based Combat within the constraints of the system, or, as we shall see in a bit, at least try to go in a different direction than QTE.&lt;br /&gt;
|&lt;br /&gt;
|[https://www.youtube.com/watch?v=FX6DTLcWUdY Paper Mario: The Origami King - Announcement Trailer - Nintendo Switch]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VgE6bIwK-D4 Final Fantasy XIII-2: Enhanced Battle System Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bGpbTXCVkwQ Shin Megami Tensei V: Vengeance - Complete Guide &amp;amp;#x7C; NSW, PS5/4, Xbox Series X&amp;amp;#x7C;S, Xbox One, Steam, PC]&lt;br /&gt;
|-&lt;br /&gt;
| Getting back to the original digression, it's clear from this line that the opposite of Turn-Based is active gameplay.&lt;br /&gt;
&lt;br /&gt;
But where do Auto-Battlers and Library of Ruina fit in here?&lt;br /&gt;
&lt;br /&gt;
Right around Turn-Based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles]&lt;br /&gt;
|-&lt;br /&gt;
|Obviously, game systems involve more complicated factors than this single line, so let's expand it to one more axis how many units act simultaneously.&lt;br /&gt;
&lt;br /&gt;
Instead of being next to it, now these two systems are opposite of basic Turn-Based Combat.&lt;br /&gt;
&lt;br /&gt;
Real-Time combat is still farther away, but Turn-Based variations can be closer.&lt;br /&gt;
&lt;br /&gt;
And if I had better video editing skills, I'd add a third dimension and axis - “tactical control” - so I could add in Turn-Based Tactics and distinguish Ruina from Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But let's stick with these two axes and return to the original problem why calling Library of Ruina Turn-Based Tactics isn't enough: namely, they just aren't the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Well, it turns out that there's already a well-established distinction between these two:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is a WEGO tactics game.&lt;br /&gt;
&lt;br /&gt;
WEGO as in “We Go at the same time”.&lt;br /&gt;
&lt;br /&gt;
In contrast, almost every Tactics or vanilla Turn-Based game follow the opposite:&lt;br /&gt;
&lt;br /&gt;
IGOUGO&lt;br /&gt;
&lt;br /&gt;
that is, “I go first, then you go”.&lt;br /&gt;
&lt;br /&gt;
Calling Ruina a WEGO tactics game leads to a different problem, however, as its such a niche subgenre of a subgenre that very few people know about it, which defeats the purpose of assigning a genre to let people know what the game is about.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.giantbomb.com/wego/3015-5269/ WeGo (Concept) - Giant Bomb]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse]&lt;br /&gt;
|-&lt;br /&gt;
| So... we reach the main point of this chapter:&lt;br /&gt;
&lt;br /&gt;
What do we call Library of Ruina's combat system then?&lt;br /&gt;
&lt;br /&gt;
How about we just go with the marketing material and call it “Library Battle Simulation”?&lt;br /&gt;
&lt;br /&gt;
While it's marketable, lore-friendly and all, it shares the same problem as WEGO, anyone reading it will have absolutely no clue what it is all about, possibly negatively affecting their purchasing decision.&lt;br /&gt;
&lt;br /&gt;
So what do I call Library of Ruina's system if someone would ask me about it nowadays?&lt;br /&gt;
&lt;br /&gt;
It's a Turn-based&lt;br /&gt;
&lt;br /&gt;
Clash-focused&lt;br /&gt;
&lt;br /&gt;
Combo-driven&lt;br /&gt;
&lt;br /&gt;
Hybrid Tactical Auto-Battler&lt;br /&gt;
&lt;br /&gt;
Deckbuilding Card Game.&lt;br /&gt;
&lt;br /&gt;
Or Hybrid Tactical Auto-Battler Card Game for short.&lt;br /&gt;
&lt;br /&gt;
The Hybrid part is key, as it clearly tells the prospective player that it's a mix of genres&lt;br /&gt;
&lt;br /&gt;
Project Moon have even started using this description …sort of, but we're getting ahead of ourselves.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.arcsystemworks.jp/lor/en/ Library of Ruina (NSW/PS4 ports)]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, I think this description's good enough for most cases, though it's not quite on the level of other genres. &lt;br /&gt;
&lt;br /&gt;
It needs to be more catchy, or even provocative.&lt;br /&gt;
&lt;br /&gt;
Here's some that I pulled out of my ass:&lt;br /&gt;
&lt;br /&gt;
Alright, digression over.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Lore meets Gameplay&lt;br /&gt;
|-&lt;br /&gt;
| By now you might be thinking that Project Moon must have been going out of their way intentionally breaking every rule in the book.&lt;br /&gt;
&lt;br /&gt;
That might just be the case, but I think at least some of them were simply happy accidents.&lt;br /&gt;
&lt;br /&gt;
Case in point: the Emotion System.&lt;br /&gt;
&lt;br /&gt;
This concept has been around from the start, in the initial crowdfunding details, and even in the Alpha footage.&lt;br /&gt;
&lt;br /&gt;
Lore-wise, the Library rewards heightened emotions, regardless if it's positive or negative.&lt;br /&gt;
&lt;br /&gt;
In game terms, Positive Emotions can come from stuff like killing an enemy, and Negative can come from&lt;br /&gt;
the opposite, like bad rolls.&lt;br /&gt;
&lt;br /&gt;
Once a unit or a team gets enough Emotions, they're given rewards like full resource refreshes, and other stuff I won't spoil in this video.&lt;br /&gt;
&lt;br /&gt;
On the surface, this is a straightforward example of having an initial in-universe concept then adding it into your game.&lt;br /&gt;
|&lt;br /&gt;
| [https://tumblbug.com/lor/ Library of Ruina Dubbing and OST Production &amp;amp;#x7C; Tumblbug - Crowdfunding for Creators]&lt;br /&gt;
|-&lt;br /&gt;
| The accidental part arises when you consider the Focus-Fire trope, yet another widely accepted thing&lt;br /&gt;
in video games that most really don't stop to think about.&lt;br /&gt;
&lt;br /&gt;
Basically in RTSs and games in general where you control groups of units, it's usually mathematically optimal to focus fire and take out the enemy team one by one.&lt;br /&gt;
&lt;br /&gt;
But it's not the case in Library of Ruina; the Emotion System rewards Clashes much more than one-sided attacks.&lt;br /&gt;
&lt;br /&gt;
And since those rewards can easily turn the tide of battle, the game clearly doesn't want you to Focus-Fire.&lt;br /&gt;
&lt;br /&gt;
Again, I don't know if they intentionally went out of their way to discourage this decades-old trope, though I like to think it's just emergent behavior coming from combining crazy concepts together.&lt;br /&gt;
&lt;br /&gt;
I mean, the removal of dedicated healing abilities I mentioned way earlier also discourages Focus-Fire, and that has its own chicken-and-egg scenario.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And that's it for my not-so-quick overview of Library of Ruina's complex combat system.&lt;br /&gt;
&lt;br /&gt;
I could continue listing out other stuff they added to the combat but I think you got the point; Library of Ruina chose to take a radically different path compared to other games.&lt;br /&gt;
&lt;br /&gt;
Instead, let's talk about something more important:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| What are the problems with going down this route?&lt;br /&gt;
|-&lt;br /&gt;
| What are the problems with going down this route?&lt;br /&gt;
&lt;br /&gt;
Which is a silly question, especially if we rephrase it as&lt;br /&gt;
&lt;br /&gt;
What problems will a small indie developer face if they decide to practically invent a new combat system for their game?&lt;br /&gt;
&lt;br /&gt;
I could try to be funny and just answer &amp;quot;All the problems&amp;quot; and call it a day,&lt;br /&gt;
&lt;br /&gt;
but that wouldn't be that informative so I'll be going over some of the main problems&lt;br /&gt;
&lt;br /&gt;
then call it a day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, top of the list - UI.&lt;br /&gt;
&lt;br /&gt;
No surprise here, we live in a time when you've got bigger more established studios spewing out hideous UI in their games, &lt;br /&gt;
&lt;br /&gt;
And that's even when they already had previous UI to work off from.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Library of Ruina had to figure out how to combine UI from vastly different genres and make them work.&lt;br /&gt;
&lt;br /&gt;
Really how do you do it?&lt;br /&gt;
&lt;br /&gt;
Maybe look at some other hybrid games like Fights in Tight Spaces and Midnight Suns?&lt;br /&gt;
&lt;br /&gt;
But even then we have to squeeze in the missing parts like the auto-battler and the clashing into UIs already on the verge of being too busy.&lt;br /&gt;
&lt;br /&gt;
In short, a non-janky UI would've required a miracle.&lt;br /&gt;
&lt;br /&gt;
To be fair, what we ended up with isn't that terrible, especially when you get the hang of the hard parts like how Clashes are assigned, and mentally calculating the order of attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=sv0Wf9yc2J0 26 Minutes of Suicide Squad Kill the Justice League Gameplay (4K 60FPS)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=zYX5pwFy4vc Fights in Tight Spaces - Launch Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=_9raj2bcTq4 Marvel's Midnight Suns: The First 28 Minutes of Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately that's the next problem&lt;br /&gt;
&lt;br /&gt;
how to make new players get the hang of what's essentially a new type of game.&lt;br /&gt;
&lt;br /&gt;
If you've been playing the same games over and over again and have forgotten how long it takes to properly learn a new game system, try learning Chess, Go, or any variation of Poker or Mahjong through a video game, preferably one that isn't a cultural staple where you're from.&lt;br /&gt;
&lt;br /&gt;
Better yet, go watch someone doing it.&lt;br /&gt;
&lt;br /&gt;
Yeah, it's not as simple as it looks.&lt;br /&gt;
&lt;br /&gt;
While it may only take a few minutes to learn the absolute basics, it will take a lot longer for a new player to learn enough to play semi-competently.&lt;br /&gt;
&lt;br /&gt;
And I haven't even factored in trying to make a guide for a moving target, changing the tutorial every time you decide to make a major change to the core gameplay.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.chess.com/lessons Chess.com lessons]&lt;br /&gt;
&lt;br /&gt;
[https://mahjongsoul.yo-star.com/ Mahjong Soul]&lt;br /&gt;
|-&lt;br /&gt;
| All that said, being in a difficult position doesn't excuse the problems the game has with its onboarding process.&lt;br /&gt;
&lt;br /&gt;
The gameplay eventually became stable, and they had all the time to make things better.&lt;br /&gt;
&lt;br /&gt;
Beyond the bare minimum walls of text and manual, a game as complicated as this one should at least have an improved in-game manual with animations, extra examples, and possibly a search function.&lt;br /&gt;
&lt;br /&gt;
To the Project Moon's credit, they did try to go the extra mile with the tutorial.&lt;br /&gt;
&lt;br /&gt;
There's this idea in game design where instead of relying on annoying popups to teach certain parts of a game, one can place players into situations where they can pick the concepts up by themselves, whether consciously or subconsciously.&lt;br /&gt;
&lt;br /&gt;
And Library of Ruina does the same with certain stages.&lt;br /&gt;
&lt;br /&gt;
At first, it could seem like the game took a big leap in difficulty, but if the player pays attention, they could figure out a game mechanic or two that makes the stage much easier than it initially seemed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these battles turned out to be too difficult for some players and some of them were nerfed to the point that you can beat them without even learning what they're meant to teach.&lt;br /&gt;
&lt;br /&gt;
Oh well, at least they tried.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=8FpigqfcvlM Sequelitis - Mega Man Classic vs. Mega Man X]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| The third problem, you've already saw a chapter on it.&lt;br /&gt;
&lt;br /&gt;
And I could continue, but I've already made my point.&lt;br /&gt;
&lt;br /&gt;
If any one of these can result in lost sales or even refunds, just imagine having to deal all of them at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Trying for Free (Limbus Company)&lt;br /&gt;
|-&lt;br /&gt;
| So you found all of this interesting and decided to check it out on Steam…&lt;br /&gt;
&lt;br /&gt;
then you learn that it's a bit too expensive for a game that might turn out to be too janky for your taste.&lt;br /&gt;
&lt;br /&gt;
Normally, I'd suggest waiting for a sale.&lt;br /&gt;
&lt;br /&gt;
But if you're watching close to when I originally posted this, there might not be a price cut soon as they've recently released new ports and a discount would just cut into their sales.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there's a perfectly legal way to try out the combat system for free.&lt;br /&gt;
&lt;br /&gt;
Limbus Company is a spinoff sequel available on Steam, iOS, and Android.&lt;br /&gt;
&lt;br /&gt;
It's a gacha game, but you can get a feel of the combat without spending a single cent on it.&lt;br /&gt;
&lt;br /&gt;
And you do that by simply playing your way to the third Canto.&lt;br /&gt;
&lt;br /&gt;
The prologue and first Canto are tutorial chapters, and while the second Canto does start to get a bit more challenging at certain points, you can luck your way through some battles meant to nudge you to learn the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the third Canto's hard enough that learning the mechanics is almost essential.&lt;br /&gt;
&lt;br /&gt;
Also, unlike the previous Canto, you will have to grind for XP.&lt;br /&gt;
&lt;br /&gt;
If you don't want to grind, you can alternatively try out the Rogue-like dungeon that opens up at the same point in the game.&lt;br /&gt;
&lt;br /&gt;
As of this recording, all of the Mirror Dungeons so far have an easy mode that automatically levels up all your units to max level, removing the need for grinding.&lt;br /&gt;
&lt;br /&gt;
While this is a quicker way to get a good feel of the combat, there is one big downside:&lt;br /&gt;
&lt;br /&gt;
currently there are out-of-context spoilers in the later floors.&lt;br /&gt;
&lt;br /&gt;
Might not be an issue if you're just here for the combat and will likely forget about the spoilers when you get around to doing an actual playthrough.&lt;br /&gt;
&lt;br /&gt;
But if you do mind spoilers, better stick to the main story.&lt;br /&gt;
&lt;br /&gt;
Since we're on the topic, here's a quick rundown of what spoils what in the franchise.&lt;br /&gt;
&lt;br /&gt;
If you're planning to play Lobotomy Corporation and don't want spoilers, tough luck, both games spoil the first game from the get go.&lt;br /&gt;
&lt;br /&gt;
On the other hand, thanks to it being a spinoff, Limbus Company doesn't spoil Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Until you go too far into the main story.&lt;br /&gt;
&lt;br /&gt;
And don't ignore the banners and events.&lt;br /&gt;
&lt;br /&gt;
But other than that you'll be fine…&lt;br /&gt;
&lt;br /&gt;
Back to the combat, note that Limbus Company doesn't quite use the same system as Ruina.&lt;br /&gt;
&lt;br /&gt;
Most of what I talked about are still present, however the changes are big enough that I feel that I should at least give you a quick rundown so that the awkward tutorial doesn't confuse you as much.&lt;br /&gt;
&lt;br /&gt;
If you're one of those “just give me an overview and I'll figure the rest on my own” types, this is a good time to pause the video, download Limbus Company and spend the rest of the day or two playing up to Canto 3.&lt;br /&gt;
&lt;br /&gt;
Or you can skip to the final chapter and finish the video first.&lt;br /&gt;
&lt;br /&gt;
Anyway on to the changes…&lt;br /&gt;
|&lt;br /&gt;
| [https://steamdb.info/app/1256670/ SteamDB Library of Ruina]&lt;br /&gt;
 &lt;br /&gt;
[https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Differences between LoR and LCB Combat&lt;br /&gt;
|-&lt;br /&gt;
| If most of Library of Ruina's quirks can be traced back to its Auto-Battler roots, most of the changes done to Limbus Company's combat can be similarly traced back to a single reason:&lt;br /&gt;
&lt;br /&gt;
it's now a mobile game.&lt;br /&gt;
&lt;br /&gt;
Smaller screens mean deckbuilding would be too awkward so it's out.&lt;br /&gt;
&lt;br /&gt;
Instead, you select Identities for your units, with each Identity having their own stats, abilities, and a fixed set of Skills - basically their decks.&lt;br /&gt;
&lt;br /&gt;
You can also give your units extra E.G.O, special attacks that you can activate as you have the resources for them.&lt;br /&gt;
&lt;br /&gt;
Of course, nowadays when we talk about mobile games, we don't just mean portable or having smaller screens.&lt;br /&gt;
&lt;br /&gt;
We generally refer to microtransaction heavy games like Free-to-Play Gacha.&lt;br /&gt;
&lt;br /&gt;
Oh those Identities and E.G.O I just mentioned?&lt;br /&gt;
&lt;br /&gt;
Pullable from Gacha.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=HTRQgFYCXHY &amp;amp;#91; Limbus Company &amp;amp;#93; Official Promotion Video]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SY3XGzDousM Version 1.0 Gameplay Trailer &amp;amp;#x7C; Genshin Impact]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's get this out of the way:&lt;br /&gt;
&lt;br /&gt;
I hate Live Services, Battle Passes, and I absolutely HATE Gacha.&lt;br /&gt;
&lt;br /&gt;
But I, and presumably many other Project Moon fans in a similar boat, are fine with paying for the game&lt;br /&gt;
simply because the devs straight up said in an interview that this was a fund raiser for other projects.&lt;br /&gt;
&lt;br /&gt;
A Faustian Bargain, if you will.&lt;br /&gt;
&lt;br /&gt;
It helps that it doesn't feel like a gacha game sometimes, with cheap and bankable stamina, and most stuff grindable through gameplay, that includes current banners.&lt;br /&gt;
&lt;br /&gt;
And that's all I'll say about the monetization and gacha for now. I'll leave the rest to another video.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=XKijpGJCxB0 2021 ProjectMoon Q&amp;amp;A]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=sM00MX-MCS0 림버스 컴퍼니 적안 료슈 &amp;amp;#x7C; Limbus Company Red Eyes Ryoshu]&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, the screen size limitation means that the combat has to be simpler.&lt;br /&gt;
&lt;br /&gt;
With Dailies and replayable Rogue-like dungeons, it also has to be faster.&lt;br /&gt;
&lt;br /&gt;
The tactical combat wasn't taken out, however, but is now called Focused Encounters and is limited to special situations like boss battles.&lt;br /&gt;
&lt;br /&gt;
The default replacing it, Regular Encounters, sacrifices tactical options for the aforementioned simpler and faster combat.&lt;br /&gt;
&lt;br /&gt;
If we have a sliding scale between Auto-Battlers and Turn-based Tactics: Library of Ruina's all the way here&lt;br /&gt;
&lt;br /&gt;
Limbus Company's Focused Encounters are slightly less tactical, &lt;br /&gt;
&lt;br /&gt;
and Regular Encounters sit about here, firmly in the Auto-Battler side.&lt;br /&gt;
&lt;br /&gt;
A quick rundown of what makes it faster:&lt;br /&gt;
&lt;br /&gt;
There's a fixed attacking pattern, pause if you want to read about it.&lt;br /&gt;
&lt;br /&gt;
Basically, the game already chooses the targets for you, and you just need to choose the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
Kinda like the Alpha.&lt;br /&gt;
&lt;br /&gt;
Not being able to choose the targets can lead to poor matchups, but that's what the E.G.Os are for.&lt;br /&gt;
&lt;br /&gt;
Next on the speed-up: unlike before where attacks are resolved one by one, the game can now display multiple clashes and attacks simultaneously.&lt;br /&gt;
&lt;br /&gt;
If you look closely, you might be able to figure out what sort of trickery the game does to pull this off.&lt;br /&gt;
&lt;br /&gt;
And finally, if a unit's original target dies before they get to attack, they proceed to the next valid target so the attack isn't wasted.&lt;br /&gt;
&lt;br /&gt;
Moving on to other changes, you might have already noticed the next major one from the footage I've been showing:&lt;br /&gt;
&lt;br /&gt;
the Dice have been replaced by Coins.&lt;br /&gt;
&lt;br /&gt;
On the surface, this might seem like a huge downgrade, but this Coin battling mechanic can be trickier than it looks.&lt;br /&gt;
&lt;br /&gt;
I'm not going to post another wall of text explaining it, but feel free to head to my other video to learn how it works.&lt;br /&gt;
&lt;br /&gt;
A good example why Coins aren't that simple is how they don't always flip 50/50 Heads or Tails.&lt;br /&gt;
&lt;br /&gt;
Instead, they're affected by a unit's Sanity.&lt;br /&gt;
&lt;br /&gt;
A call back to Lobotomy Corporation, Sanity starts from 0, and can go up to 45, or down to -45.&lt;br /&gt;
&lt;br /&gt;
45 seems to be an odd choice, until you do the math.&lt;br /&gt;
&lt;br /&gt;
50% Heads on a coin flip plus 45 gives you 95%.&lt;br /&gt;
&lt;br /&gt;
In other words, a Tails at max Sanity is a Critical Miss on a D20 die.&lt;br /&gt;
&lt;br /&gt;
So yeah, Coins are basically Dice.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to gain Sanity, but the most reliable way is to win a Clash, with longer Clashes also giving more Sanity.&lt;br /&gt;
&lt;br /&gt;
As some of you may have realized, this essentially makes it the counterpart to Ruina's Emotion system, encouraging Clashes over one-sided attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Opening_chess_position_from_black_side.jpg &amp;quot;Opening chess position from black side&amp;quot; by MichaelMaggs (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://tenor.com/view/critical-failure-baldur's-gate-3-dice-dice-roll-critical-gif-16389621355368608807 Critical Failure Baldur'S Gate 3 GIF]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I think that's enough for an overview for the changes between Library of Ruina and Limbus Company's combat.&lt;br /&gt;
&lt;br /&gt;
I could go on with more changes, but let's not forget why I'm even talking about them in a video that's supposed to be about the former.&lt;br /&gt;
&lt;br /&gt;
In short, if you're gonna follow my suggestion to play Limbus Company for free first to see if you like the combat enough to buy Library of Ruina, just remember that they're not quite the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Traveling this Path (wrap up, game design thoughts)&lt;br /&gt;
|-&lt;br /&gt;
| While we've covered all of what I've listed at the start, I still need to clarify a few more things...&lt;br /&gt;
&lt;br /&gt;
However, this last part's for the game devs; the rest of you can just skip to the end screen.&lt;br /&gt;
&lt;br /&gt;
Saves you a couple of minutes to do other stuff like watch videos or grind mirror dungeons or something.&lt;br /&gt;
&lt;br /&gt;
I'm not gonna stop you from sticking around, though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, say you're an aspiring game designer or developer.&lt;br /&gt;
&lt;br /&gt;
You stumble upon this video without knowing about the game, then you see the pros, the cons, and a glimpse of the end result.&lt;br /&gt;
&lt;br /&gt;
Calling to mind the title, or its more popular variation “The Road Less Traveled”, this finally convinces you to take a similar leap in your game.&lt;br /&gt;
&lt;br /&gt;
As a fan of games that push boundaries, I'd love to see more games do the same.&lt;br /&gt;
&lt;br /&gt;
But I also don't want to see indie games fail, and what I've shown you in the past 40 minutes doesn't provide enough context to make such a bold decision.&lt;br /&gt;
&lt;br /&gt;
This missing context leading to misinformed decisions is perfectly encapsulated by the title:&lt;br /&gt;
&lt;br /&gt;
It's not “The Road Less Traveled”, it's “The Road Not Taken”, and it's a direct reference to the Robert Frost poem.&lt;br /&gt;
&lt;br /&gt;
For the Project Moon fans still sticking around, pat yourself on the back if you saw this literary allusion from a mile away.&lt;br /&gt;
&lt;br /&gt;
Point is, the said poem has a reputation of being misunderstood.&lt;br /&gt;
&lt;br /&gt;
Of course, text can have multiple interpretations; even those explained by their authors can be interpreted differently.&lt;br /&gt;
&lt;br /&gt;
But for this one, the misreading comes from not paying enough attention to the text, or being only familiar with the derivative work.&lt;br /&gt;
&lt;br /&gt;
For example, a common interpretation is it's about indecisiveness, and the importance of making a choice.&lt;br /&gt;
&lt;br /&gt;
This reading's a bit infamous for possibly convincing the poem's intended reader to go fight in World War I.&lt;br /&gt;
&lt;br /&gt;
But apart from that, it's a good lesson to pick up.&lt;br /&gt;
&lt;br /&gt;
However, interpretations like it don't seem to match the poem's intent once you actually read the lines.&lt;br /&gt;
&lt;br /&gt;
Things pop out like how the two roads are not that different, or how that powerful last statement is undermined by what came before it.&lt;br /&gt;
&lt;br /&gt;
Analyzing the poem any further will put us a bit off track so let's just go back to our main topic.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Road_Not_Taken The Road Not Taken (Wikipedia)]&lt;br /&gt;
&lt;br /&gt;
[https://babel.hathitrust.org/cgi/pt?id=chi.19147394&amp;amp;view=1up&amp;amp;seq=235&amp;amp;skin=2021 The Road Not Taken (HathiTrust)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Death_of_the_Author The Death of the Author (Wikipedia)]&lt;br /&gt;
|-&lt;br /&gt;
| To recap, if game designers see all this, they might start doing crazy shit in their games.&lt;br /&gt;
&lt;br /&gt;
But they're missing some key context, so their game fails, and I get blamed in the end.&lt;br /&gt;
&lt;br /&gt;
I don't want that, so I'll be going through some alternative interpretations of the title and give you the missing context.&lt;br /&gt;
&lt;br /&gt;
First, the indecisiveness that we already covered.&lt;br /&gt;
&lt;br /&gt;
As I said, it may not be what the poem's about, but it's still a good lesson.&lt;br /&gt;
&lt;br /&gt;
Especially in game dev, sometimes you just have to do it, whatever it is.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind what happened to the first guy.&lt;br /&gt;
&lt;br /&gt;
Next, it's about nonconformity, taking the less traveled path leads to success.&lt;br /&gt;
&lt;br /&gt;
We're getting away from the original poem, but after seeing all this, I could understand why you'd think this way.&lt;br /&gt;
&lt;br /&gt;
But no.&lt;br /&gt;
&lt;br /&gt;
Gonna make a mildy hot take here, but had the devs chosen a more mundane combat system, the game probably would've ended up in the same boat.&lt;br /&gt;
&lt;br /&gt;
It's easier to see once you notice that I've only been focusing on the combat, and made sure not to talk about the rest of the game:&lt;br /&gt;
&lt;br /&gt;
the Themes, Story, the Characters, the World, the Art, the Music, and so on.&lt;br /&gt;
&lt;br /&gt;
Each of those are worth noting on their own, and combat is just one part, maybe even the weakest link.&lt;br /&gt;
&lt;br /&gt;
I'd go as far to say that the game would've gotten a wider audience if they chose something more mainstream.&lt;br /&gt;
&lt;br /&gt;
Next interpretation is often related to the previous, as nonconformity usually implies forging one's own path.&lt;br /&gt;
&lt;br /&gt;
You might think I'd also disagree with this, but this one, oddly fits.&lt;br /&gt;
&lt;br /&gt;
The missing context here is that I also made sure not to show or talk about the late, or even mid-game, combat.&lt;br /&gt;
&lt;br /&gt;
I'm gonna be vague here to lessen the spoilers, but the combat starts out as a clunky yet ambitious system, and the devs built it up with layer upon layer of new gameplay elements, while keeping it intertwined with the themes and the story.&lt;br /&gt;
&lt;br /&gt;
I don't want to overhype what they did with the combat, but if this “stageplay” setup remained a mere gimmick and didn't evolve to what we got later in the game, and what we have right now in the sequel…&lt;br /&gt;
&lt;br /&gt;
Mili's great, but there's no way every single boss battle in the franchise would have this much play time if the fights themselves didn't carry that much emotional weight.&lt;br /&gt;
&lt;br /&gt;
In other words, while the choice to go this route may not have made a difference, Project Moon worked hard to make sure it did.&lt;br /&gt;
&lt;br /&gt;
And the last, taking the previous two to a reckless extreme, do it because it's difficult and risky.&lt;br /&gt;
&lt;br /&gt;
I have no idea how you got to this, maybe you confused the line with some other motivational saying, but I can't deny that some people out there want a challenge.&lt;br /&gt;
&lt;br /&gt;
This one's a bit tricky, I sort of agree with the concept, but disagree with the interpretation, mostly on the “risk” part.&lt;br /&gt;
&lt;br /&gt;
This time, the context isn't totally missing, I mentioned it at the start:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina was a heavily anticipated sequel with a crowdfunding campaign that smashed its goals.&lt;br /&gt;
&lt;br /&gt;
With an existing fanbase, the devs were in a slightly less risky position as they can get away with things that the main audience would let slide or even downright expect.&lt;br /&gt;
&lt;br /&gt;
For instance, the early-game world-building might feel a bit too much if this was a typical game, but that's exactly what many of us were looking forward to: we were literally living under a rock in the previous game.&lt;br /&gt;
&lt;br /&gt;
But there's something else about the fanbase that makes this route a lot less risky:&lt;br /&gt;
&lt;br /&gt;
The people looking forward to the game the most are the ones who finished Lobotomy Corporation,&lt;br /&gt;
&lt;br /&gt;
a game so janky, tedious, and soul-crushing that even at 2024, a time when streamers eat Souls-likes for breakfast, it's still pretty rare to find content creators that go through the whole thing that aren't already Project Moon veterans.&lt;br /&gt;
&lt;br /&gt;
And LobCorp finishers can be very, very stubborn and determined players:&lt;br /&gt;
&lt;br /&gt;
a radically new combat system with a difficult to use UI isn't going to stop them from playing.&lt;br /&gt;
&lt;br /&gt;
Maybe too determined - I'm fairly sure that a decent amount of the player base were able to finish the game not through deckbuilding skill or tactical decision making, but through sheer determination, and repeating battles until they get really, really lucky.&lt;br /&gt;
&lt;br /&gt;
And, sorry to be blunt, you're probably not one of the few developers or studios out there that have&lt;br /&gt;
the same kind of fanbase.&lt;br /&gt;
&lt;br /&gt;
Alright, that's all the context I can give without spoiling too much about the game or the franchise as a whole.&lt;br /&gt;
&lt;br /&gt;
If after seeing this you're still going to take the off beaten path, like waaay off…&lt;br /&gt;
&lt;br /&gt;
Good Luck!&lt;br /&gt;
|&lt;br /&gt;
| [https://open.spotify.com/artist/0K05TDnN7xPwIHDOwD2YYs Mili (Spotify)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@StudioEIM StudioEIM (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@DarkFantasyStudio Dark Fantasy Studio (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://commons.wikimedia.org/wiki/File:Everest,_Himalayas.jpg &amp;quot;Everest, Himalayas&amp;quot; by Vyacheslav Argenberg (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=J9Bm5U-MJZw ELDEN RING Shadow of the Erdtree – Story Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=OleEkB-7by0 Fear &amp;amp; Hunger 2: Termina - Release Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=EV53lnCzP1w DEATH STRANDING DIRECTOR'S CUT - FINAL Trailer - &amp;amp;#91;ESRB&amp;amp;#93; 4K]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/ Touhou Kouryudou ~ Unconnected Marketeers (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| End Screen&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video; to the right are my intros to Library of Ruina and Limbus Company.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, the latter's no longer the quick and dirty one that I made a few days after launch.&lt;br /&gt;
&lt;br /&gt;
To the left are my tips for Lobotomy Corporation, for those who were intrigued by what I said about the game's fans.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/Road.v1.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=141</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=141"/>
		<updated>2024-08-24T21:10:19Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CURRENTLY WIP ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Links, References and Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
&lt;br /&gt;
Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
&lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=ofmYqXfjFs8 &amp;amp;#91; Library Of Ruina &amp;amp;#93; String Theocracy]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/568220/Lobotomy_Corporation__Monster_Management_Simulation/ Lobotomy Corporation (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
&lt;br /&gt;
On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
&lt;br /&gt;
Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
&lt;br /&gt;
Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
&lt;br /&gt;
Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of dea.l&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
&lt;br /&gt;
Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
&lt;br /&gt;
This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-Beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| As if Clashing wasn't radical enough, the devs decided that single actions weren't fun enough, instead taking a cue from fighting and stylish action games and turned combos into a key part of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zc-yMi05vBA TEKKEN 8 – Steve Fox Reveal &amp;amp; Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MWxlbnI9mpU Devil May Cry 5 - Final Trailer (4K full ver.)]&lt;br /&gt;
|-&lt;br /&gt;
| Now you might say, this isn't breaking new ground; lots of cards in other games do multiple things.&lt;br /&gt;
&lt;br /&gt;
However, what's different here is that each Die is treated as a separate discrete entity within the queue.&lt;br /&gt;
&lt;br /&gt;
Or in bigger picture terms, you aren't playing cards against each other you're pitting the Dice queues.&lt;br /&gt;
&lt;br /&gt;
The best way to show this in action is to look the Evade Dice.&lt;br /&gt;
&lt;br /&gt;
Most of the other dice work on the concept of “who rolls highest wins, then we move to the next dice”, but Evade is special.&lt;br /&gt;
&lt;br /&gt;
If an Evade wins against attacks, not only does the evader not take any damage, the Die is reused, allowing the same Die to dodge multiple attacks.&lt;br /&gt;
&lt;br /&gt;
Evade is also a Defensive Die, which means in certain situations, it can be used to defend an incoming attack from a different enemy.&lt;br /&gt;
&lt;br /&gt;
These reinforce the fact that ultimately, it's the dice queues that matter, and that the cards are simply vessels for the dice.&lt;br /&gt;
&lt;br /&gt;
Anyway, it's time to move on again, so yeah - if you want to know more, details on the other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Letting the Player Control the Flow of Combat&lt;br /&gt;
|-&lt;br /&gt;
| For the next update, try to forget what you saw about the pre-Beta and let's return to Alpha yet again…&lt;br /&gt;
&lt;br /&gt;
At this point, the devs have added more gameplay since the early prototype.&lt;br /&gt;
&lt;br /&gt;
On top of our Clashes, we got our cards, our action queue… but we really haven't solved the main problem with the prototype:&lt;br /&gt;
&lt;br /&gt;
it still doesn't feel like the player has that much control over the combat.&lt;br /&gt;
&lt;br /&gt;
To be fair, there's already a bit of player choice here if you look closely: units will Clash with the one in front of them so it's all about choosing the right cards to counter the enemy.&lt;br /&gt;
&lt;br /&gt;
You could still up the player input though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, other Auto-Battlers let you position your units before the battle, with those close to the front tanking most of the damage.&lt;br /&gt;
&lt;br /&gt;
Maybe the devs tried that approach, but unfortunately we don't have any footage of that.&lt;br /&gt;
&lt;br /&gt;
Instead, we have hints that they tried the opposite: that is, you can't reposition your team.&lt;br /&gt;
&lt;br /&gt;
What could change are their Speed values.&lt;br /&gt;
&lt;br /&gt;
As you might guess higher Speed means faster, and faster units will reach the enemies first and start clashing with them.&lt;br /&gt;
&lt;br /&gt;
Then you could just have equipment to upgrade their Speed, or cards to change them on the fly.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game: Dystopian Battle Simulator]&lt;br /&gt;
|-&lt;br /&gt;
| At first glance, it looks like a step forward from the usual pre-wave positioning but compared to the previous version, it's almost a step back.&lt;br /&gt;
&lt;br /&gt;
At least in the Alpha you have an idea who's attacking who and you can play cards accordingly, with this setup you're guessing who's going to end up meeting in the middle first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I know you didn't forget what you just saw a few minutes ago so you already know how they addressed this problem: by adding a targeting system.&lt;br /&gt;
&lt;br /&gt;
Instead of just seeing the enemy's intent, you can also see their targets.&lt;br /&gt;
&lt;br /&gt;
They then dialed back on the weirdness with the whole playing cards on your units thing, and went to the more traditional approach of playing cards to target the enemies.&lt;br /&gt;
&lt;br /&gt;
Everything we talked about so far stays the same.&lt;br /&gt;
&lt;br /&gt;
Playing a card as a response to an incoming attack will end up becoming a Clash.&lt;br /&gt;
&lt;br /&gt;
Then there's the Dice queue which you already saw in action earlier.&lt;br /&gt;
&lt;br /&gt;
They did, however, give Speed an updated purpose.&lt;br /&gt;
&lt;br /&gt;
Faster units can now intercept an attack meant for other units.&lt;br /&gt;
&lt;br /&gt;
In other games, interception may just be a nice-to-have gimmick, but in a Clash-focused game, it's almost essential.&lt;br /&gt;
&lt;br /&gt;
Without it, the game would be back to the Alpha where you could only respond to incoming attacks and can't choose your units' targets.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=O10pqWZPhiU Atlus USA Announcement Trailer: Persona 4]&lt;br /&gt;
|-&lt;br /&gt;
| With enough fast units, it almost feels like a tactical game where you can position your units in front of enemies, limiting their attacking options, and overall effectively changing the flow of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea (Steam version)]&lt;br /&gt;
|-&lt;br /&gt;
| In practice, however, the tactical analogy fails quickly.&lt;br /&gt;
&lt;br /&gt;
For example, when there's a unit under attack by more than 2 enemies at once.&lt;br /&gt;
&lt;br /&gt;
This can happen when you don't have enough fast units to balance the clashes, or one team having more members than the other, both of which are fairly common.&lt;br /&gt;
&lt;br /&gt;
In this situation, it can be hard to predict which of the attacks will take place first.&lt;br /&gt;
&lt;br /&gt;
And as you can see there's yet another complicating factor: Knockbacks.&lt;br /&gt;
&lt;br /&gt;
Long story short, you can't be tactical if you can't reliably figure out the action order.&lt;br /&gt;
&lt;br /&gt;
Tactical problems aside, the addition of Speed and Interception is still a big deal as we've finally got away from the very passive gameplay of the earlier builds.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The Patch that Changed the Game&lt;br /&gt;
|-&lt;br /&gt;
| A few months into the Early Access, the devs dropped this simple change in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Characters with lower Speed values will always wait for the characters with higher Speed values to play out their actions before taking their turn even if they arrive at their targets first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I admit, I'm one of the many players who didn't really understand what this meant.&lt;br /&gt;
&lt;br /&gt;
Looking back, however, this may just be the most important change to the combat system during Early Access.&lt;br /&gt;
&lt;br /&gt;
On the surface, all this does is cause some weird UI thing where everything stops except for the fastest unit who then slides towards their target.&lt;br /&gt;
&lt;br /&gt;
But let's cut to the chase - remember what I said a minute ago that we can't make tactical decisions unless we can reliably predict the action order?&lt;br /&gt;
&lt;br /&gt;
Yeah, this patch basically gives the player that.&lt;br /&gt;
&lt;br /&gt;
If previously we can't tell if Roland will attack first, now we know because his Speed is lower.&lt;br /&gt;
&lt;br /&gt;
Even with the knockback, he'll have to wait for his turn because of the patch.&lt;br /&gt;
&lt;br /&gt;
Of course, this change is more complicated than it looks, but overall, it's just a matter of getting the hang of how things work, and once you do, you should have no problem tactically maneuvering your team through the battlefield.&lt;br /&gt;
&lt;br /&gt;
You'd be able to set pre-Clash flanking maneuvers from units that attack first.&lt;br /&gt;
&lt;br /&gt;
Conversely, you can also set post-Clash follow-ups or finishers.&lt;br /&gt;
&lt;br /&gt;
This is a complicated topic so again I'll leave the rest of the details to my other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The gameplay shift comes at a cost, however.&lt;br /&gt;
&lt;br /&gt;
By prioritizing the Speed mechanic over the unit positions on the battlefield, the devs have essentially abandoned most of what makes an Auto-Battler an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is the hands-off battle processing.&lt;br /&gt;
&lt;br /&gt;
Some parts like unit positions survive for other purpose but all that effort implementing the other Auto-Battler elements is now wasted.&lt;br /&gt;
&lt;br /&gt;
Then again, that's just part of the creative process, discarding stuff because you choose to go a certain route.&lt;br /&gt;
&lt;br /&gt;
And with this patch, Project Moon has decided to turn Library of Ruina into a Turn-Based Tactics game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| A (rather long) digression on Genres and Naming&lt;br /&gt;
|-&lt;br /&gt;
| Despite this, I don't call Library of Ruina a Turn-Based Tactics game anymore.&lt;br /&gt;
&lt;br /&gt;
To explain why, let's take a detour and talk about game systems, starting with Turn-Based.&lt;br /&gt;
&lt;br /&gt;
Basically players taking turns performing actions.&lt;br /&gt;
&lt;br /&gt;
This includes fancier variations like units taking actions in order of initiative.&lt;br /&gt;
&lt;br /&gt;
Let's put basic Turn-Based combat here on a graph.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Next is Final Fantasy's Active Time Battle where the player has to wait for gauges to fill up before getting to act.&lt;br /&gt;
&lt;br /&gt;
Depending on the game or user settings this can be closer or farther away from vanilla.&lt;br /&gt;
&lt;br /&gt;
Now we can define the axis of our graph, going from left to right increases the amount of &amp;quot;active input&amp;quot; in the game system.&lt;br /&gt;
&lt;br /&gt;
And by “active”, we mean things like the player needing to get the timing right, or being able to enter the right amount of inputs at a certain time frame.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another good example of a system that requires active input would be Turn-based with Quick Time Events.&lt;br /&gt;
&lt;br /&gt;
Think Mario RPGs where hitting buttons at the right timing will block or deal more damage.&lt;br /&gt;
&lt;br /&gt;
I'll put them here, requiring more or less active input than ATB depending on the the variation.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Ume5pSIcKE Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023]&lt;br /&gt;
|- &lt;br /&gt;
| And on the extreme end are non-Turn-Based games: your real time strategies, your action games, and even platformers.&lt;br /&gt;
|&lt;br /&gt;
|[https://store.steampowered.com/app/2012510/Stormgate/ Stormgate]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1627720/Lies_of_P/ Lies of P]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=XvQNlGKNC6o Super Mario Bros. Wonder – Launch Trailer – Nintendo Switch]&lt;br /&gt;
|-&lt;br /&gt;
| Then in this gap are the Real Time With Pause games - these are still not Turn-Based, but adding a pause gives you back one of the main advantages of Turn-Based systems:&lt;br /&gt;
&lt;br /&gt;
You have all the time to strategize your next moves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've completed this graph, let's digress a bit further and address what some of you may be thinking way back when I talked about Clashing and how most games just stayed with tanking damage rather than innovating, that is:&lt;br /&gt;
&lt;br /&gt;
“What about QTE”?&lt;br /&gt;
&lt;br /&gt;
Like we already have a sort of Clashing and even a Combo mechanic here, right?&lt;br /&gt;
&lt;br /&gt;
And to that I say&lt;br /&gt;
&lt;br /&gt;
Do we really need extra inputs from the player for them to happen in game?&lt;br /&gt;
&lt;br /&gt;
Surely we can implement them way back here rather than stray this far.&lt;br /&gt;
&lt;br /&gt;
To be clear, there is nothing wrong with getting away from the basic Turn-Based formula; it's ultimately a design choice that a developer makes when building their game.&lt;br /&gt;
&lt;br /&gt;
But whenever Turn-Based games add active elements to their core gameplay to spice things up, it just feels a bit off for me.&lt;br /&gt;
&lt;br /&gt;
Even worse is when some games overdo it to the point that they might as well ditch Turn-Based altogether.&lt;br /&gt;
&lt;br /&gt;
Long story short, I prefer games that try to improve Turn-Based Combat within the constraints of the system, or, as we shall see in a bit, at least try to go in a different direction than QTE.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=VgE6bIwK-D4 Final Fantasy XIII-2: Enhanced Battle System Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bGpbTXCVkwQ Shin Megami Tensei V: Vengeance - Complete Guide &amp;amp;#x7C; NSW, PS5/4, Xbox Series X&amp;amp;#x7C;S, Xbox One, Steam, PC]&lt;br /&gt;
|-&lt;br /&gt;
| Getting back to the original digression, it's clear from this line that the opposite of Turn-Based is active gameplay.&lt;br /&gt;
&lt;br /&gt;
But where do Auto-Battlers and Library of Ruina fit in here?&lt;br /&gt;
&lt;br /&gt;
Right around Turn-Based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles]&lt;br /&gt;
|-&lt;br /&gt;
|Obviously, game systems involve more complicated factors than this single line, so let's expand it to one more axis how many units act simultaneously.&lt;br /&gt;
&lt;br /&gt;
Instead of being next to it, now these two systems are opposite of basic Turn-Based Combat.&lt;br /&gt;
&lt;br /&gt;
Real-Time combat is still farther away, but Turn-Based variations can be closer.&lt;br /&gt;
&lt;br /&gt;
And if I had better video editing skills, I'd add a third dimension and axis - “tactical control” - so I could add in Turn-Based Tactics and distinguish Ruina from Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But let's stick with these two axes and return to the original problem why calling Library of Ruina Turn-Based Tactics isn't enough: namely, they just aren't the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Well, it turns out that there's already a well-established distinction between these two:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is a WEGO tactics game.&lt;br /&gt;
&lt;br /&gt;
WEGO as in “We Go at the same time”.&lt;br /&gt;
&lt;br /&gt;
In contrast, almost every Tactics or vanilla Turn-Based game follow the opposite:&lt;br /&gt;
&lt;br /&gt;
IGOUGO&lt;br /&gt;
&lt;br /&gt;
that is, “I go first, then you go”.&lt;br /&gt;
&lt;br /&gt;
Calling Ruina a WEGO tactics game leads to a different problem, however, as its such a niche subgenre of a subgenre that very few people know about it, which defeats the purpose of assigning a genre to let people know what the game is about.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.giantbomb.com/wego/3015-5269/ WeGo (Concept) - Giant Bomb]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse]&lt;br /&gt;
|-&lt;br /&gt;
| So... we reach the main point of this chapter:&lt;br /&gt;
&lt;br /&gt;
What do we call Library of Ruina's combat system then?&lt;br /&gt;
&lt;br /&gt;
How about we just go with the marketing material and call it “Library Battle Simulation”?&lt;br /&gt;
&lt;br /&gt;
While it's marketable, lore-friendly and all, it shares the same problem as WEGO, anyone reading it will have absolutely no clue what it is all about, possibly negatively affecting their purchasing decision.&lt;br /&gt;
&lt;br /&gt;
So what do I call Library of Ruina's system if someone would ask me about it nowadays?&lt;br /&gt;
&lt;br /&gt;
It's a Turn-based&lt;br /&gt;
&lt;br /&gt;
Clash-focused&lt;br /&gt;
&lt;br /&gt;
Combo-driven&lt;br /&gt;
&lt;br /&gt;
Hybrid Tactical Auto-Battler&lt;br /&gt;
&lt;br /&gt;
Deckbuilding Card Game.&lt;br /&gt;
&lt;br /&gt;
Or Hybrid Tactical Auto-Battler Card Game for short.&lt;br /&gt;
&lt;br /&gt;
The Hybrid part is key, as it clearly tells the prospective player that it's a mix of genres&lt;br /&gt;
&lt;br /&gt;
Project Moon have even started using this description …sort of, but we're getting ahead of ourselves.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.arcsystemworks.jp/lor/en/ Library of Ruina (NSW/PS4 ports)]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, I think this description's good enough for most cases, though it's not quite on the level of other genres. &lt;br /&gt;
&lt;br /&gt;
It needs to be more catchy, or even provocative.&lt;br /&gt;
&lt;br /&gt;
Here's some that I pulled out of my ass:&lt;br /&gt;
&lt;br /&gt;
Alright, digression over.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Lore meets Gameplay&lt;br /&gt;
|-&lt;br /&gt;
| By now you might be thinking that Project Moon must have been going out of their way intentionally breaking every rule in the book.&lt;br /&gt;
&lt;br /&gt;
That might just be the case, but I think at least some of them were simply happy accidents.&lt;br /&gt;
&lt;br /&gt;
Case in point: the Emotion System.&lt;br /&gt;
&lt;br /&gt;
This concept has been around from the start, in the initial crowdfunding details, and even in the Alpha footage.&lt;br /&gt;
&lt;br /&gt;
Lore-wise, the Library rewards heightened emotions, regardless if it's positive or negative.&lt;br /&gt;
&lt;br /&gt;
In game terms, Positive Emotions can come from stuff like killing an enemy, and Negative can come from&lt;br /&gt;
the opposite, like bad rolls.&lt;br /&gt;
&lt;br /&gt;
Once a unit or a team gets enough Emotions, they're given rewards like full resource refreshes, and other stuff I won't spoil in this video.&lt;br /&gt;
&lt;br /&gt;
On the surface, this is a straightforward example of having an initial in-universe concept then adding it into your game.&lt;br /&gt;
|&lt;br /&gt;
| [https://tumblbug.com/lor/ Library of Ruina Dubbing and OST Production &amp;amp;#x7C; Tumblbug - Crowdfunding for Creators]&lt;br /&gt;
|-&lt;br /&gt;
| The accidental part arises when you consider the Focus-Fire trope, yet another widely accepted thing&lt;br /&gt;
in video games that most really don't stop to think about.&lt;br /&gt;
&lt;br /&gt;
Basically in RTSs and games in general where you control groups of units, it's usually mathematically optimal to focus fire and take out the enemy team one by one.&lt;br /&gt;
&lt;br /&gt;
But it's not the case in Library of Ruina; the Emotion System rewards Clashes much more than one-sided attacks.&lt;br /&gt;
&lt;br /&gt;
And since those rewards can easily turn the tide of battle, the game clearly doesn't want you to Focus-Fire.&lt;br /&gt;
&lt;br /&gt;
Again, I don't know if they intentionally went out of their way to discourage this decades-old trope, though I like to think it's just emergent behavior coming from combining crazy concepts together.&lt;br /&gt;
&lt;br /&gt;
I mean, the removal of dedicated healing abilities I mentioned way earlier also discourages Focus-Fire, and that has its own chicken-and-egg scenario.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And that's it for my not-so-quick overview of Library of Ruina's complex combat system.&lt;br /&gt;
&lt;br /&gt;
I could continue listing out other stuff they added to the combat but I think you got the point; Library of Ruina chose to take a radically different path compared to other games.&lt;br /&gt;
&lt;br /&gt;
Instead, let's talk about something more important:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| What are the problems with going down this route?&lt;br /&gt;
|-&lt;br /&gt;
| What are the problems with going down this route?&lt;br /&gt;
&lt;br /&gt;
Which is a silly question, especially if we rephrase it as&lt;br /&gt;
&lt;br /&gt;
What problems will a small indie developer face if they decide to practically invent a new combat system for their game?&lt;br /&gt;
&lt;br /&gt;
I could try to be funny and just answer &amp;quot;All the problems&amp;quot; and call it a day,&lt;br /&gt;
&lt;br /&gt;
but that wouldn't be that informative so I'll be going over some of the main problems&lt;br /&gt;
&lt;br /&gt;
then call it a day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, top of the list - UI.&lt;br /&gt;
&lt;br /&gt;
No surprise here, we live in a time when you've got bigger more established studios spewing out hideous UI in their games, &lt;br /&gt;
&lt;br /&gt;
And that's even when they already had previous UI to work off from.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Library of Ruina had to figure out how to combine UI from vastly different genres and make them work.&lt;br /&gt;
&lt;br /&gt;
Really how do you do it?&lt;br /&gt;
&lt;br /&gt;
Maybe look at some other hybrid games like Fights in Tight Spaces and Midnight Suns?&lt;br /&gt;
&lt;br /&gt;
But even then we have to squeeze in the missing parts like the auto-battler and the clashing into UIs already on the verge of being too busy.&lt;br /&gt;
&lt;br /&gt;
In short, a non-janky UI would've required a miracle.&lt;br /&gt;
&lt;br /&gt;
To be fair, what we ended up with isn't that terrible, especially when you get the hang of the hard parts like how Clashes are assigned, and mentally calculating the order of attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=sv0Wf9yc2J0 26 Minutes of Suicide Squad Kill the Justice League Gameplay (4K 60FPS)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=zYX5pwFy4vc Fights in Tight Spaces - Launch Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=_9raj2bcTq4 Marvel's Midnight Suns: The First 28 Minutes of Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately that's the next problem&lt;br /&gt;
&lt;br /&gt;
how to make new players get the hang of what's essentially a new type of game.&lt;br /&gt;
&lt;br /&gt;
If you've been playing the same games over and over again and have forgotten how long it takes to properly learn a new game system, try learning Chess, Go, or any variation of Poker or Mahjong through a video game, preferably one that isn't a cultural staple where you're from.&lt;br /&gt;
&lt;br /&gt;
Better yet, go watch someone doing it.&lt;br /&gt;
&lt;br /&gt;
Yeah, it's not as simple as it looks.&lt;br /&gt;
&lt;br /&gt;
While it may only take a few minutes to learn the absolute basics, it will take a lot longer for a new player to learn enough to play semi-competently.&lt;br /&gt;
&lt;br /&gt;
And I haven't even factored in trying to make a guide for a moving target, changing the tutorial every time you decide to make a major change to the core gameplay.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.chess.com/lessons Chess.com lessons]&lt;br /&gt;
&lt;br /&gt;
[https://mahjongsoul.yo-star.com/ Mahjong Soul]&lt;br /&gt;
|-&lt;br /&gt;
| All that said, being in a difficult position doesn't excuse the problems the game has with its onboarding process.&lt;br /&gt;
&lt;br /&gt;
The gameplay eventually became stable, and they had all the time to make things better.&lt;br /&gt;
&lt;br /&gt;
Beyond the bare minimum walls of text and manual, a game as complicated as this one should at least have an improved in-game manual with animations, extra examples, and possibly a search function.&lt;br /&gt;
&lt;br /&gt;
To the Project Moon's credit, they did try to go the extra mile with the tutorial.&lt;br /&gt;
&lt;br /&gt;
There's this idea in game design where instead of relying on annoying popups to teach certain parts of a game, one can place players into situations where they can pick the concepts up by themselves, whether consciously or subconsciously.&lt;br /&gt;
&lt;br /&gt;
And Library of Ruina does the same with certain stages.&lt;br /&gt;
&lt;br /&gt;
At first, it could seem like the game took a big leap in difficulty, but if the player pays attention, they could figure out a game mechanic or two that makes the stage much easier than it initially seemed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these battles turned out to be too difficult for some players and some of them were nerfed to the point that you can beat them without even learning what they're meant to teach.&lt;br /&gt;
&lt;br /&gt;
Oh well, at least they tried.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=8FpigqfcvlM Sequelitis - Mega Man Classic vs. Mega Man X]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| The third problem, you've already saw a chapter on it.&lt;br /&gt;
&lt;br /&gt;
And I could continue, but I've already made my point.&lt;br /&gt;
&lt;br /&gt;
If any one of these can result in lost sales or even refunds, just imagine having to deal all of them at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Trying for Free (Limbus Company)&lt;br /&gt;
|-&lt;br /&gt;
| So you found all of this interesting and decided to check it out on Steam…&lt;br /&gt;
&lt;br /&gt;
then you learn that it's a bit too expensive for a game that might turn out to be too janky for your taste.&lt;br /&gt;
&lt;br /&gt;
Normally, I'd suggest waiting for a sale.&lt;br /&gt;
&lt;br /&gt;
But if you're watching close to when I originally posted this, there might not be a price cut soon as they've recently released new ports and a discount would just cut into their sales.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there's a perfectly legal way to try out the combat system for free.&lt;br /&gt;
&lt;br /&gt;
Limbus Company is a spinoff sequel available on Steam, iOS, and Android.&lt;br /&gt;
&lt;br /&gt;
It's a gacha game, but you can get a feel of the combat without spending a single cent on it.&lt;br /&gt;
&lt;br /&gt;
And you do that by simply playing your way to the third Canto.&lt;br /&gt;
&lt;br /&gt;
The prologue and first Canto are tutorial chapters, and while the second Canto does start to get a bit more challenging at certain points, you can luck your way through some battles meant to nudge you to learn the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the third Canto's hard enough that learning the mechanics is almost essential.&lt;br /&gt;
&lt;br /&gt;
Also, unlike the previous Canto, you will have to grind for XP.&lt;br /&gt;
&lt;br /&gt;
If you don't want to grind, you can alternatively try out the Rogue-like dungeon that opens up at the same point in the game.&lt;br /&gt;
&lt;br /&gt;
As of this recording, all of the Mirror Dungeons so far have an easy mode that automatically levels up all your units to max level, removing the need for grinding.&lt;br /&gt;
&lt;br /&gt;
While this is a quicker way to get a good feel of the combat, there is one big downside:&lt;br /&gt;
&lt;br /&gt;
currently there are out-of-context spoilers in the later floors.&lt;br /&gt;
&lt;br /&gt;
Might not be an issue if you're just here for the combat and will likely forget about the spoilers when you get around to doing an actual playthrough.&lt;br /&gt;
&lt;br /&gt;
But if you do mind spoilers, better stick to the main story.&lt;br /&gt;
&lt;br /&gt;
Since we're on the topic, here's a quick rundown of what spoils what in the franchise.&lt;br /&gt;
&lt;br /&gt;
If you're planning to play Lobotomy Corporation and don't want spoilers, tough luck, both games spoil the first game from the get go.&lt;br /&gt;
&lt;br /&gt;
On the other hand, thanks to it being a spinoff, Limbus Company doesn't spoil Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Until you go too far into the main story.&lt;br /&gt;
&lt;br /&gt;
And don't ignore the banners and events.&lt;br /&gt;
&lt;br /&gt;
But other than that you'll be fine…&lt;br /&gt;
&lt;br /&gt;
Back to the combat, note that Limbus Company doesn't quite use the same system as Ruina.&lt;br /&gt;
&lt;br /&gt;
Most of what I talked about are still present, however the changes are big enough that I feel that I should at least give you a quick rundown so that the awkward tutorial doesn't confuse you as much.&lt;br /&gt;
&lt;br /&gt;
If you're one of those “just give me an overview and I'll figure the rest on my own” types, this is a good time to pause the video, download Limbus Company and spend the rest of the day or two playing up to Canto 3.&lt;br /&gt;
&lt;br /&gt;
Or you can skip to the final chapter and finish the video first.&lt;br /&gt;
&lt;br /&gt;
Anyway on to the changes…&lt;br /&gt;
|&lt;br /&gt;
| [https://steamdb.info/app/1256670/ SteamDB Library of Ruina]&lt;br /&gt;
 &lt;br /&gt;
[https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Differences between LoR and LCB Combat&lt;br /&gt;
|-&lt;br /&gt;
| If most of Library of Ruina's quirks can be traced back to its Auto-Battler roots, most of the changes done to Limbus Company's combat can be similarly traced back to a single reason:&lt;br /&gt;
&lt;br /&gt;
it's now a mobile game.&lt;br /&gt;
&lt;br /&gt;
Smaller screens mean deckbuilding would be too awkward so it's out.&lt;br /&gt;
&lt;br /&gt;
Instead, you select Identities for your units, with each Identity having their own stats, abilities, and a fixed set of Skills - basically their decks.&lt;br /&gt;
&lt;br /&gt;
You can also give your units extra E.G.O, special attacks that you can activate as you have the resources for them.&lt;br /&gt;
&lt;br /&gt;
Of course, nowadays when we talk about mobile games, we don't just mean portable or having smaller screens.&lt;br /&gt;
&lt;br /&gt;
We generally refer to microtransaction heavy games like Free-to-Play Gacha.&lt;br /&gt;
&lt;br /&gt;
Oh those Identities and E.G.O I just mentioned?&lt;br /&gt;
&lt;br /&gt;
Pullable from Gacha.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=HTRQgFYCXHY &amp;amp;#91; Limbus Company &amp;amp;#93; Official Promotion Video]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SY3XGzDousM Version 1.0 Gameplay Trailer &amp;amp;#x7C; Genshin Impact]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's get this out of the way:&lt;br /&gt;
&lt;br /&gt;
I hate Live Services, Battle Passes, and I absolutely HATE Gacha.&lt;br /&gt;
&lt;br /&gt;
But I, and presumably many other Project Moon fans in a similar boat, are fine with paying for the game&lt;br /&gt;
simply because the devs straight up said in an interview that this was a fund raiser for other projects.&lt;br /&gt;
&lt;br /&gt;
A Faustian Bargain, if you will.&lt;br /&gt;
&lt;br /&gt;
It helps that it doesn't feel like a gacha game sometimes, with cheap and bankable stamina, and most stuff grindable through gameplay, that includes current banners.&lt;br /&gt;
&lt;br /&gt;
And that's all I'll say about the monetization and gacha for now. I'll leave the rest to another video.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=XKijpGJCxB0 2021 ProjectMoon Q&amp;amp;A]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=sM00MX-MCS0 림버스 컴퍼니 적안 료슈 &amp;amp;#x7C; Limbus Company Red Eyes Ryoshu]&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, the screen size limitation means that the combat has to be simpler.&lt;br /&gt;
&lt;br /&gt;
With Dailies and replayable Rogue-like dungeons, it also has to be faster.&lt;br /&gt;
&lt;br /&gt;
The tactical combat wasn't taken out, however, but is now called Focused Encounters and is limited to special situations like boss battles.&lt;br /&gt;
&lt;br /&gt;
The default replacing it, Regular Encounters, sacrifices tactical options for the aforementioned simpler and faster combat.&lt;br /&gt;
&lt;br /&gt;
If we have a sliding scale between Auto-Battlers and Turn-based Tactics: Library of Ruina's all the way here&lt;br /&gt;
&lt;br /&gt;
Limbus Company's Focused Encounters are slightly less tactical, &lt;br /&gt;
&lt;br /&gt;
and Regular Encounters sit about here, firmly in the Auto-Battler side.&lt;br /&gt;
&lt;br /&gt;
A quick rundown of what makes it faster:&lt;br /&gt;
&lt;br /&gt;
There's a fixed attacking pattern, pause if you want to read about it.&lt;br /&gt;
&lt;br /&gt;
Basically, the game already chooses the targets for you, and you just need to choose the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
Kinda like the Alpha.&lt;br /&gt;
&lt;br /&gt;
Not being able to choose the targets can lead to poor matchups, but that's what the E.G.Os are for.&lt;br /&gt;
&lt;br /&gt;
Next on the speed-up: unlike before where attacks are resolved one by one, the game can now display multiple clashes and attacks simultaneously.&lt;br /&gt;
&lt;br /&gt;
If you look closely, you might be able to figure out what sort of trickery the game does to pull this off.&lt;br /&gt;
&lt;br /&gt;
And finally, if a unit's original target dies before they get to attack, they proceed to the next valid target so the attack isn't wasted.&lt;br /&gt;
&lt;br /&gt;
Moving on to other changes, you might have already noticed the next major one from the footage I've been showing:&lt;br /&gt;
&lt;br /&gt;
the Dice have been replaced by Coins.&lt;br /&gt;
&lt;br /&gt;
On the surface, this might seem like a huge downgrade, but this Coin battling mechanic can be trickier than it looks.&lt;br /&gt;
&lt;br /&gt;
I'm not going to post another wall of text explaining it, but feel free to head to my other video to learn how it works.&lt;br /&gt;
&lt;br /&gt;
A good example why Coins aren't that simple is how they don't always flip 50/50 Heads or Tails.&lt;br /&gt;
&lt;br /&gt;
Instead, they're affected by a unit's Sanity.&lt;br /&gt;
&lt;br /&gt;
A call back to Lobotomy Corporation, Sanity starts from 0, and can go up to 45, or down to -45.&lt;br /&gt;
&lt;br /&gt;
45 seems to be an odd choice, until you do the math.&lt;br /&gt;
&lt;br /&gt;
50% Heads on a coin flip plus 45 gives you 95%.&lt;br /&gt;
&lt;br /&gt;
In other words, a Tails at max Sanity is a Critical Miss on a D20 die.&lt;br /&gt;
&lt;br /&gt;
So yeah, Coins are basically Dice.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to gain Sanity, but the most reliable way is to win a Clash, with longer Clashes also giving more Sanity.&lt;br /&gt;
&lt;br /&gt;
As some of you may have realized, this essentially makes it the counterpart to Ruina's Emotion system, encouraging Clashes over one-sided attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Opening_chess_position_from_black_side.jpg &amp;quot;Opening chess position from black side&amp;quot; by MichaelMaggs (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://tenor.com/view/critical-failure-baldur's-gate-3-dice-dice-roll-critical-gif-16389621355368608807 Critical Failure Baldur'S Gate 3 GIF]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I think that's enough for an overview for the changes between Library of Ruina and Limbus Company's combat.&lt;br /&gt;
&lt;br /&gt;
I could go on with more changes, but let's not forget why I'm even talking about them in a video that's supposed to be about the former.&lt;br /&gt;
&lt;br /&gt;
In short, if you're gonna follow my suggestion to play Limbus Company for free first to see if you like the combat enough to buy Library of Ruina, just remember that they're not quite the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Traveling this Path (wrap up, game design thoughts)&lt;br /&gt;
|-&lt;br /&gt;
| While we've covered all of what I've listed at the start, I still need to clarify a few more things...&lt;br /&gt;
&lt;br /&gt;
However, this last part's for the game devs; the rest of you can just skip to the end screen.&lt;br /&gt;
&lt;br /&gt;
Saves you a couple of minutes to do other stuff like watch videos or grind mirror dungeons or something.&lt;br /&gt;
&lt;br /&gt;
I'm not gonna stop you from sticking around, though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, say you're an aspiring game designer or developer.&lt;br /&gt;
&lt;br /&gt;
You stumble upon this video without knowing about the game, then you see the pros, the cons, and a glimpse of the end result.&lt;br /&gt;
&lt;br /&gt;
Calling to mind the title, or its more popular variation “The Road Less Traveled”, this finally convinces you to take a similar leap in your game.&lt;br /&gt;
&lt;br /&gt;
As a fan of games that push boundaries, I'd love to see more games do the same.&lt;br /&gt;
&lt;br /&gt;
But I also don't want to see indie games fail, and what I've shown you in the past 40 minutes doesn't provide enough context to make such a bold decision.&lt;br /&gt;
&lt;br /&gt;
This missing context leading to misinformed decisions is perfectly encapsulated by the title:&lt;br /&gt;
&lt;br /&gt;
It's not “The Road Less Traveled”, it's “The Road Not Taken”, and it's a direct reference to the Robert Frost poem.&lt;br /&gt;
&lt;br /&gt;
For the Project Moon fans still sticking around, pat yourself on the back if you saw this literary allusion from a mile away.&lt;br /&gt;
&lt;br /&gt;
Point is, the said poem has a reputation of being misunderstood.&lt;br /&gt;
&lt;br /&gt;
Of course, text can have multiple interpretations; even those explained by their authors can be interpreted differently.&lt;br /&gt;
&lt;br /&gt;
But for this one, the misreading comes from not paying enough attention to the text, or being only familiar with the derivative work.&lt;br /&gt;
&lt;br /&gt;
For example, a common interpretation is it's about indecisiveness, and the importance of making a choice.&lt;br /&gt;
&lt;br /&gt;
This reading's a bit infamous for possibly convincing the poem's intended reader to go fight in World War I.&lt;br /&gt;
&lt;br /&gt;
But apart from that, it's a good lesson to pick up.&lt;br /&gt;
&lt;br /&gt;
However, interpretations like it don't seem to match the poem's intent once you actually read the lines.&lt;br /&gt;
&lt;br /&gt;
Things pop out like how the two roads are not that different, or how that powerful last statement is undermined by what came before it.&lt;br /&gt;
&lt;br /&gt;
Analyzing the poem any further will put us a bit off track so let's just go back to our main topic.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Road_Not_Taken The Road Not Taken (Wikipedia)]&lt;br /&gt;
&lt;br /&gt;
[https://babel.hathitrust.org/cgi/pt?id=chi.19147394&amp;amp;view=1up&amp;amp;seq=235&amp;amp;skin=2021 The Road Not Taken (HathiTrust)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Death_of_the_Author The Death of the Author (Wikipedia)]&lt;br /&gt;
|-&lt;br /&gt;
| To recap, if game designers see all this, they might start doing crazy shit in their games.&lt;br /&gt;
&lt;br /&gt;
But they're missing some key context, so their game fails, and I get blamed in the end.&lt;br /&gt;
&lt;br /&gt;
I don't want that, so I'll be going through some alternative interpretations of the title and give you the missing context.&lt;br /&gt;
&lt;br /&gt;
First, the indecisiveness that we already covered.&lt;br /&gt;
&lt;br /&gt;
As I said, it may not be what the poem's about, but it's still a good lesson.&lt;br /&gt;
&lt;br /&gt;
Especially in game dev, sometimes you just have to do it, whatever it is.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind what happened to the first guy.&lt;br /&gt;
&lt;br /&gt;
Next, it's about nonconformity, taking the less traveled path leads to success.&lt;br /&gt;
&lt;br /&gt;
We're getting away from the original poem, but after seeing all this, I could understand why you'd think this way.&lt;br /&gt;
&lt;br /&gt;
But no.&lt;br /&gt;
&lt;br /&gt;
Gonna make a mildy hot take here, but had the devs chosen a more mundane combat system, the game probably would've ended up in the same boat.&lt;br /&gt;
&lt;br /&gt;
It's easier to see once you notice that I've only been focusing on the combat, and made sure not to talk about the rest of the game:&lt;br /&gt;
&lt;br /&gt;
the Themes, Story, the Characters, the World, the Art, the Music, and so on.&lt;br /&gt;
&lt;br /&gt;
Each of those are worth noting on their own, and combat is just one part, maybe even the weakest link.&lt;br /&gt;
&lt;br /&gt;
I'd go as far to say that the game would've gotten a wider audience if they chose something more mainstream.&lt;br /&gt;
&lt;br /&gt;
Next interpretation is often related to the previous, as nonconformity usually implies forging one's own path.&lt;br /&gt;
&lt;br /&gt;
You might think I'd also disagree with this, but this one, oddly fits.&lt;br /&gt;
&lt;br /&gt;
The missing context here is that I also made sure not to show or talk about the late, or even mid-game, combat.&lt;br /&gt;
&lt;br /&gt;
I'm gonna be vague here to lessen the spoilers, but the combat starts out as a clunky yet ambitious system, and the devs built it up with layer upon layer of new gameplay elements, while keeping it intertwined with the themes and the story.&lt;br /&gt;
&lt;br /&gt;
I don't want to overhype what they did with the combat, but if this “stageplay” setup remained a mere gimmick and didn't evolve to what we got later in the game, and what we have right now in the sequel…&lt;br /&gt;
&lt;br /&gt;
Mili's great, but there's no way every single boss battle in the franchise would have this much play time if the fights themselves didn't carry that much emotional weight.&lt;br /&gt;
&lt;br /&gt;
In other words, while the choice to go this route may not have made a difference, Project Moon worked hard to make sure it did.&lt;br /&gt;
&lt;br /&gt;
And the last, taking the previous two to a reckless extreme, do it because it's difficult and risky.&lt;br /&gt;
&lt;br /&gt;
I have no idea how you got to this, maybe you confused the line with some other motivational saying, but I can't deny that some people out there want a challenge.&lt;br /&gt;
&lt;br /&gt;
This one's a bit tricky, I sort of agree with the concept, but disagree with the interpretation, mostly on the “risk” part.&lt;br /&gt;
&lt;br /&gt;
This time, the context isn't totally missing, I mentioned it at the start:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina was a heavily anticipated sequel with a crowdfunding campaign that smashed its goals.&lt;br /&gt;
&lt;br /&gt;
With an existing fanbase, the devs were in a slightly less risky position as they can get away with things that the main audience would let slide or even downright expect.&lt;br /&gt;
&lt;br /&gt;
For instance, the early-game world-building might feel a bit too much if this was a typical game, but that's exactly what many of us were looking forward to: we were literally living under a rock in the previous game.&lt;br /&gt;
&lt;br /&gt;
But there's something else about the fanbase that makes this route a lot less risky:&lt;br /&gt;
&lt;br /&gt;
The people looking forward to the game the most are the ones who finished Lobotomy Corporation,&lt;br /&gt;
&lt;br /&gt;
a game so janky, tedious, and soul-crushing that even at 2024, a time when streamers eat Souls-likes for breakfast, it's still pretty rare to find content creators that go through the whole thing that aren't already Project Moon veterans.&lt;br /&gt;
&lt;br /&gt;
And LobCorp finishers can be very, very stubborn and determined players:&lt;br /&gt;
&lt;br /&gt;
a radically new combat system with a difficult to use UI isn't going to stop them from playing.&lt;br /&gt;
&lt;br /&gt;
Maybe too determined - I'm fairly sure that a decent amount of the player base were able to finish the game not through deckbuilding skill or tactical decision making, but through sheer determination, and repeating battles until they get really, really lucky.&lt;br /&gt;
&lt;br /&gt;
And, sorry to be blunt, you're probably not one of the few developers or studios out there that have&lt;br /&gt;
the same kind of fanbase.&lt;br /&gt;
&lt;br /&gt;
Alright, that's all the context I can give without spoiling too much about the game or the franchise as a whole.&lt;br /&gt;
&lt;br /&gt;
If after seeing this you're still going to take the off beaten path, like waaay off…&lt;br /&gt;
&lt;br /&gt;
Good Luck!&lt;br /&gt;
|&lt;br /&gt;
| [https://open.spotify.com/artist/0K05TDnN7xPwIHDOwD2YYs Mili (Spotify)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@StudioEIM StudioEIM (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@DarkFantasyStudio Dark Fantasy Studio (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://commons.wikimedia.org/wiki/File:Everest,_Himalayas.jpg &amp;quot;Everest, Himalayas&amp;quot; by Vyacheslav Argenberg (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=J9Bm5U-MJZw ELDEN RING Shadow of the Erdtree – Story Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=OleEkB-7by0 Fear &amp;amp; Hunger 2: Termina - Release Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=EV53lnCzP1w DEATH STRANDING DIRECTOR'S CUT - FINAL Trailer - &amp;amp;#91;ESRB&amp;amp;#93; 4K]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/ Touhou Kouryudou ~ Unconnected Marketeers (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| End Screen&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video; to the right are my intros to Library of Ruina and Limbus Company.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, the latter's no longer the quick and dirty one that I made a few days after launch.&lt;br /&gt;
&lt;br /&gt;
To the left are my tips for Lobotomy Corporation, for those who were intrigued by what I said about the game's fans.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/Road.v1.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=140</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=140"/>
		<updated>2024-08-24T20:28:53Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CURRENTLY WIP ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
&lt;br /&gt;
Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
&lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/568220/Lobotomy_Corporation__Monster_Management_Simulation/ Lobotomy Corporation (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
&lt;br /&gt;
On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
&lt;br /&gt;
Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
&lt;br /&gt;
Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
&lt;br /&gt;
Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of dea.l&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
&lt;br /&gt;
Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
&lt;br /&gt;
This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-Beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| As if Clashing wasn't radical enough, the devs decided that single actions weren't fun enough, instead taking a cue from fighting and stylish action games and turned combos into a key part of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zc-yMi05vBA TEKKEN 8 – Steve Fox Reveal &amp;amp; Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MWxlbnI9mpU Devil May Cry 5 - Final Trailer (4K full ver.)]&lt;br /&gt;
|-&lt;br /&gt;
| Now you might say, this isn't breaking new ground; lots of cards in other games do multiple things.&lt;br /&gt;
&lt;br /&gt;
However, what's different here is that each Die is treated as a separate discrete entity within the queue.&lt;br /&gt;
&lt;br /&gt;
Or in bigger picture terms, you aren't playing cards against each other you're pitting the Dice queues.&lt;br /&gt;
&lt;br /&gt;
The best way to show this in action is to look the Evade Dice.&lt;br /&gt;
&lt;br /&gt;
Most of the other dice work on the concept of “who rolls highest wins, then we move to the next dice”, but Evade is special.&lt;br /&gt;
&lt;br /&gt;
If an Evade wins against attacks, not only does the evader not take any damage, the Die is reused, allowing the same Die to dodge multiple attacks.&lt;br /&gt;
&lt;br /&gt;
Evade is also a Defensive Die, which means in certain situations, it can be used to defend an incoming attack from a different enemy.&lt;br /&gt;
&lt;br /&gt;
These reinforce the fact that ultimately, it's the dice queues that matter, and that the cards are simply vessels for the dice.&lt;br /&gt;
&lt;br /&gt;
Anyway, it's time to move on again, so yeah - if you want to know more, details on the other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Letting the Player Control the Flow of Combat&lt;br /&gt;
|-&lt;br /&gt;
| For the next update, try to forget what you saw about the pre-Beta and let's return to Alpha yet again…&lt;br /&gt;
&lt;br /&gt;
At this point, the devs have added more gameplay since the early prototype.&lt;br /&gt;
&lt;br /&gt;
On top of our Clashes, we got our cards, our action queue… but we really haven't solved the main problem with the prototype:&lt;br /&gt;
&lt;br /&gt;
it still doesn't feel like the player has that much control over the combat.&lt;br /&gt;
&lt;br /&gt;
To be fair, there's already a bit of player choice here if you look closely: units will Clash with the one in front of them so it's all about choosing the right cards to counter the enemy.&lt;br /&gt;
&lt;br /&gt;
You could still up the player input though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, other Auto-Battlers let you position your units before the battle, with those close to the front tanking most of the damage.&lt;br /&gt;
&lt;br /&gt;
Maybe the devs tried that approach, but unfortunately we don't have any footage of that.&lt;br /&gt;
&lt;br /&gt;
Instead, we have hints that they tried the opposite: that is, you can't reposition your team.&lt;br /&gt;
&lt;br /&gt;
What could change are their Speed values.&lt;br /&gt;
&lt;br /&gt;
As you might guess higher Speed means faster, and faster units will reach the enemies first and start clashing with them.&lt;br /&gt;
&lt;br /&gt;
Then you could just have equipment to upgrade their Speed, or cards to change them on the fly.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game: Dystopian Battle Simulator]&lt;br /&gt;
|-&lt;br /&gt;
| At first glance, it looks like a step forward from the usual pre-wave positioning but compared to the previous version, it's almost a step back.&lt;br /&gt;
&lt;br /&gt;
At least in the Alpha you have an idea who's attacking who and you can play cards accordingly, with this setup you're guessing who's going to end up meeting in the middle first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I know you didn't forget what you just saw a few minutes ago so you already know how they addressed this problem: by adding a targeting system.&lt;br /&gt;
&lt;br /&gt;
Instead of just seeing the enemy's intent, you can also see their targets.&lt;br /&gt;
&lt;br /&gt;
They then dialed back on the weirdness with the whole playing cards on your units thing, and went to the more traditional approach of playing cards to target the enemies.&lt;br /&gt;
&lt;br /&gt;
Everything we talked about so far stays the same.&lt;br /&gt;
&lt;br /&gt;
Playing a card as a response to an incoming attack will end up becoming a Clash.&lt;br /&gt;
&lt;br /&gt;
Then there's the Dice queue which you already saw in action earlier.&lt;br /&gt;
&lt;br /&gt;
They did, however, give Speed an updated purpose.&lt;br /&gt;
&lt;br /&gt;
Faster units can now intercept an attack meant for other units.&lt;br /&gt;
&lt;br /&gt;
In other games, interception may just be a nice-to-have gimmick, but in a Clash-focused game, it's almost essential.&lt;br /&gt;
&lt;br /&gt;
Without it, the game would be back to the Alpha where you could only respond to incoming attacks and can't choose your units' targets.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=O10pqWZPhiU Atlus USA Announcement Trailer: Persona 4]&lt;br /&gt;
|-&lt;br /&gt;
| With enough fast units, it almost feels like a tactical game where you can position your units in front of enemies, limiting their attacking options, and overall effectively changing the flow of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea (Steam version)]&lt;br /&gt;
|-&lt;br /&gt;
| In practice, however, the tactical analogy fails quickly.&lt;br /&gt;
&lt;br /&gt;
For example, when there's a unit under attack by more than 2 enemies at once.&lt;br /&gt;
&lt;br /&gt;
This can happen when you don't have enough fast units to balance the clashes, or one team having more members than the other, both of which are fairly common.&lt;br /&gt;
&lt;br /&gt;
In this situation, it can be hard to predict which of the attacks will take place first.&lt;br /&gt;
&lt;br /&gt;
And as you can see there's yet another complicating factor: Knockbacks.&lt;br /&gt;
&lt;br /&gt;
Long story short, you can't be tactical if you can't reliably figure out the action order.&lt;br /&gt;
&lt;br /&gt;
Tactical problems aside, the addition of Speed and Interception is still a big deal as we've finally got away from the very passive gameplay of the earlier builds.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The Patch that Changed the Game&lt;br /&gt;
|-&lt;br /&gt;
| A few months into the Early Access, the devs dropped this simple change in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Characters with lower Speed values will always wait for the characters with higher Speed values to play out their actions before taking their turn even if they arrive at their targets first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I admit, I'm one of the many players who didn't really understand what this meant.&lt;br /&gt;
&lt;br /&gt;
Looking back, however, this may just be the most important change to the combat system during Early Access.&lt;br /&gt;
&lt;br /&gt;
On the surface, all this does is cause some weird UI thing where everything stops except for the fastest unit who then slides towards their target.&lt;br /&gt;
&lt;br /&gt;
But let's cut to the chase - remember what I said a minute ago that we can't make tactical decisions unless we can reliably predict the action order?&lt;br /&gt;
&lt;br /&gt;
Yeah, this patch basically gives the player that.&lt;br /&gt;
&lt;br /&gt;
If previously we can't tell if Roland will attack first, now we know because his Speed is lower.&lt;br /&gt;
&lt;br /&gt;
Even with the knockback, he'll have to wait for his turn because of the patch.&lt;br /&gt;
&lt;br /&gt;
Of course, this change is more complicated than it looks, but overall, it's just a matter of getting the hang of how things work, and once you do, you should have no problem tactically maneuvering your team through the battlefield.&lt;br /&gt;
&lt;br /&gt;
You'd be able to set pre-Clash flanking maneuvers from units that attack first.&lt;br /&gt;
&lt;br /&gt;
Conversely, you can also set post-Clash follow-ups or finishers.&lt;br /&gt;
&lt;br /&gt;
This is a complicated topic so again I'll leave the rest of the details to my other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The gameplay shift comes at a cost, however.&lt;br /&gt;
&lt;br /&gt;
By prioritizing the Speed mechanic over the unit positions on the battlefield, the devs have essentially abandoned most of what makes an Auto-Battler an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is the hands-off battle processing.&lt;br /&gt;
&lt;br /&gt;
Some parts like unit positions survive for other purpose but all that effort implementing the other Auto-Battler elements is now wasted.&lt;br /&gt;
&lt;br /&gt;
Then again, that's just part of the creative process, discarding stuff because you choose to go a certain route.&lt;br /&gt;
&lt;br /&gt;
And with this patch, Project Moon has decided to turn Library of Ruina into a Turn-Based Tactics game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| A (rather long) digression on Genres and Naming&lt;br /&gt;
|-&lt;br /&gt;
| Despite this, I don't call Library of Ruina a Turn-Based Tactics game anymore.&lt;br /&gt;
&lt;br /&gt;
To explain why, let's take a detour and talk about game systems, starting with Turn-Based.&lt;br /&gt;
&lt;br /&gt;
Basically players taking turns performing actions.&lt;br /&gt;
&lt;br /&gt;
This includes fancier variations like units taking actions in order of initiative.&lt;br /&gt;
&lt;br /&gt;
Let's put basic Turn-Based combat here on a graph.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Next is Final Fantasy's Active Time Battle where the player has to wait for gauges to fill up before getting to act.&lt;br /&gt;
&lt;br /&gt;
Depending on the game or user settings this can be closer or farther away from vanilla.&lt;br /&gt;
&lt;br /&gt;
Now we can define the axis of our graph, going from left to right increases the amount of &amp;quot;active input&amp;quot; in the game system.&lt;br /&gt;
&lt;br /&gt;
And by “active”, we mean things like the player needing to get the timing right, or being able to enter the right amount of inputs at a certain time frame.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another good example of a system that requires active input would be Turn-based with Quick Time Events.&lt;br /&gt;
&lt;br /&gt;
Think Mario RPGs where hitting buttons at the right timing will block or deal more damage.&lt;br /&gt;
&lt;br /&gt;
I'll put them here, requiring more or less active input than ATB depending on the the variation.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Ume5pSIcKE Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023]&lt;br /&gt;
|- &lt;br /&gt;
| And on the extreme end are non-Turn-Based games: your real time strategies, your action games, and even platformers.&lt;br /&gt;
|&lt;br /&gt;
|[https://store.steampowered.com/app/2012510/Stormgate/ Stormgate]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1627720/Lies_of_P/ Lies of P]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=XvQNlGKNC6o Super Mario Bros. Wonder – Launch Trailer – Nintendo Switch]&lt;br /&gt;
|-&lt;br /&gt;
| Then in this gap are the Real Time With Pause games - these are still not Turn-Based, but adding a pause gives you back one of the main advantages of Turn-Based systems:&lt;br /&gt;
&lt;br /&gt;
You have all the time to strategize your next moves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've completed this graph, let's digress a bit further and address what some of you may be thinking way back when I talked about Clashing and how most games just stayed with tanking damage rather than innovating, that is:&lt;br /&gt;
&lt;br /&gt;
“What about QTE”?&lt;br /&gt;
&lt;br /&gt;
Like we already have a sort of Clashing and even a Combo mechanic here, right?&lt;br /&gt;
&lt;br /&gt;
And to that I say&lt;br /&gt;
&lt;br /&gt;
Do we really need extra inputs from the player for them to happen in game?&lt;br /&gt;
&lt;br /&gt;
Surely we can implement them way back here rather than stray this far.&lt;br /&gt;
&lt;br /&gt;
To be clear, there is nothing wrong with getting away from the basic Turn-Based formula; it's ultimately a design choice that a developer makes when building their game.&lt;br /&gt;
&lt;br /&gt;
But whenever Turn-Based games add active elements to their core gameplay to spice things up, it just feels a bit off for me.&lt;br /&gt;
&lt;br /&gt;
Even worse is when some games overdo it to the point that they might as well ditch Turn-Based altogether.&lt;br /&gt;
&lt;br /&gt;
Long story short, I prefer games that try to improve Turn-Based Combat within the constraints of the system, or, as we shall see in a bit, at least try to go in a different direction than QTE.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=VgE6bIwK-D4 Final Fantasy XIII-2: Enhanced Battle System Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bGpbTXCVkwQ Shin Megami Tensei V: Vengeance - Complete Guide &amp;amp;#x7C; NSW, PS5/4, Xbox Series X&amp;amp;#x7C;S, Xbox One, Steam, PC]&lt;br /&gt;
|-&lt;br /&gt;
| Getting back to the original digression, it's clear from this line that the opposite of Turn-Based is active gameplay.&lt;br /&gt;
&lt;br /&gt;
But where do Auto-Battlers and Library of Ruina fit in here?&lt;br /&gt;
&lt;br /&gt;
Right around Turn-Based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles]&lt;br /&gt;
|-&lt;br /&gt;
|Obviously, game systems involve more complicated factors than this single line, so let's expand it to one more axis how many units act simultaneously.&lt;br /&gt;
&lt;br /&gt;
Instead of being next to it, now these two systems are opposite of basic Turn-Based Combat.&lt;br /&gt;
&lt;br /&gt;
Real-Time combat is still farther away, but Turn-Based variations can be closer.&lt;br /&gt;
&lt;br /&gt;
And if I had better video editing skills, I'd add a third dimension and axis - “tactical control” - so I could add in Turn-Based Tactics and distinguish Ruina from Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But let's stick with these two axes and return to the original problem why calling Library of Ruina Turn-Based Tactics isn't enough: namely, they just aren't the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Well, it turns out that there's already a well-established distinction between these two:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is a WEGO tactics game.&lt;br /&gt;
&lt;br /&gt;
WEGO as in “We Go at the same time”.&lt;br /&gt;
&lt;br /&gt;
In contrast, almost every Tactics or vanilla Turn-Based game follow the opposite:&lt;br /&gt;
&lt;br /&gt;
IGOUGO&lt;br /&gt;
&lt;br /&gt;
that is, “I go first, then you go”.&lt;br /&gt;
&lt;br /&gt;
Calling Ruina a WEGO tactics game leads to a different problem, however, as its such a niche subgenre of a subgenre that very few people know about it, which defeats the purpose of assigning a genre to let people know what the game is about.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.giantbomb.com/wego/3015-5269/ WeGo (Concept) - Giant Bomb]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse]&lt;br /&gt;
|-&lt;br /&gt;
| So... we reach the main point of this chapter:&lt;br /&gt;
&lt;br /&gt;
What do we call Library of Ruina's combat system then?&lt;br /&gt;
&lt;br /&gt;
How about we just go with the marketing material and call it “Library Battle Simulation”?&lt;br /&gt;
&lt;br /&gt;
While it's marketable, lore-friendly and all, it shares the same problem as WEGO, anyone reading it will have absolutely no clue what it is all about, possibly negatively affecting their purchasing decision.&lt;br /&gt;
&lt;br /&gt;
So what do I call Library of Ruina's system if someone would ask me about it nowadays?&lt;br /&gt;
&lt;br /&gt;
It's a Turn-based&lt;br /&gt;
&lt;br /&gt;
Clash-focused&lt;br /&gt;
&lt;br /&gt;
Combo-driven&lt;br /&gt;
&lt;br /&gt;
Hybrid Tactical Auto-Battler&lt;br /&gt;
&lt;br /&gt;
Deckbuilding Card Game.&lt;br /&gt;
&lt;br /&gt;
Or Hybrid Tactical Auto-Battler Card Game for short.&lt;br /&gt;
&lt;br /&gt;
The Hybrid part is key, as it clearly tells the prospective player that it's a mix of genres&lt;br /&gt;
&lt;br /&gt;
Project Moon have even started using this description …sort of, but we're getting ahead of ourselves.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.arcsystemworks.jp/lor/en/ Library of Ruina (NSW/PS4 ports)]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, I think this description's good enough for most cases, though it's not quite on the level of other genres. &lt;br /&gt;
&lt;br /&gt;
It needs to be more catchy, or even provocative.&lt;br /&gt;
&lt;br /&gt;
Here's some that I pulled out of my ass:&lt;br /&gt;
&lt;br /&gt;
Alright, digression over.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Lore meets Gameplay&lt;br /&gt;
|-&lt;br /&gt;
| By now you might be thinking that Project Moon must have been going out of their way intentionally breaking every rule in the book.&lt;br /&gt;
&lt;br /&gt;
That might just be the case, but I think at least some of them were simply happy accidents.&lt;br /&gt;
&lt;br /&gt;
Case in point: the Emotion System.&lt;br /&gt;
&lt;br /&gt;
This concept has been around from the start, in the initial crowdfunding details, and even in the Alpha footage.&lt;br /&gt;
&lt;br /&gt;
Lore-wise, the Library rewards heightened emotions, regardless if it's positive or negative.&lt;br /&gt;
&lt;br /&gt;
In game terms, Positive Emotions can come from stuff like killing an enemy, and Negative can come from&lt;br /&gt;
the opposite, like bad rolls.&lt;br /&gt;
&lt;br /&gt;
Once a unit or a team gets enough Emotions, they're given rewards like full resource refreshes, and other stuff I won't spoil in this video.&lt;br /&gt;
&lt;br /&gt;
On the surface, this is a straightforward example of having an initial in-universe concept then adding it into your game.&lt;br /&gt;
|&lt;br /&gt;
| [https://tumblbug.com/lor/ Library of Ruina Dubbing and OST Production &amp;amp;#x7C; Tumblbug - Crowdfunding for Creators]&lt;br /&gt;
|-&lt;br /&gt;
| The accidental part arises when you consider the Focus-Fire trope, yet another widely accepted thing&lt;br /&gt;
in video games that most really don't stop to think about.&lt;br /&gt;
&lt;br /&gt;
Basically in RTSs and games in general where you control groups of units, it's usually mathematically optimal to focus fire and take out the enemy team one by one.&lt;br /&gt;
&lt;br /&gt;
But it's not the case in Library of Ruina; the Emotion System rewards Clashes much more than one-sided attacks.&lt;br /&gt;
&lt;br /&gt;
And since those rewards can easily turn the tide of battle, the game clearly doesn't want you to Focus-Fire.&lt;br /&gt;
&lt;br /&gt;
Again, I don't know if they intentionally went out of their way to discourage this decades-old trope, though I like to think it's just emergent behavior coming from combining crazy concepts together.&lt;br /&gt;
&lt;br /&gt;
I mean, the removal of dedicated healing abilities I mentioned way earlier also discourages Focus-Fire, and that has its own chicken-and-egg scenario.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And that's it for my not-so-quick overview of Library of Ruina's complex combat system.&lt;br /&gt;
&lt;br /&gt;
I could continue listing out other stuff they added to the combat but I think you got the point; Library of Ruina chose to take a radically different path compared to other games.&lt;br /&gt;
&lt;br /&gt;
Instead, let's talk about something more important:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| What are the problems with going down this route?&lt;br /&gt;
|-&lt;br /&gt;
| What are the problems with going down this route?&lt;br /&gt;
&lt;br /&gt;
Which is a silly question, especially if we rephrase it as&lt;br /&gt;
&lt;br /&gt;
What problems will a small indie developer face if they decide to practically invent a new combat system for their game?&lt;br /&gt;
&lt;br /&gt;
I could try to be funny and just answer &amp;quot;All the problems&amp;quot; and call it a day,&lt;br /&gt;
&lt;br /&gt;
but that wouldn't be that informative so I'll be going over some of the main problems&lt;br /&gt;
&lt;br /&gt;
then call it a day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, top of the list - UI.&lt;br /&gt;
&lt;br /&gt;
No surprise here, we live in a time when you've got bigger more established studios spewing out hideous UI in their games, &lt;br /&gt;
&lt;br /&gt;
And that's even when they already had previous UI to work off from.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Library of Ruina had to figure out how to combine UI from vastly different genres and make them work.&lt;br /&gt;
&lt;br /&gt;
Really how do you do it?&lt;br /&gt;
&lt;br /&gt;
Maybe look at some other hybrid games like Fights in Tight Spaces and Midnight Suns?&lt;br /&gt;
&lt;br /&gt;
But even then we have to squeeze in the missing parts like the auto-battler and the clashing into UIs already on the verge of being too busy.&lt;br /&gt;
&lt;br /&gt;
In short, a non-janky UI would've required a miracle.&lt;br /&gt;
&lt;br /&gt;
To be fair, what we ended up with isn't that terrible, especially when you get the hang of the hard parts like how Clashes are assigned, and mentally calculating the order of attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=sv0Wf9yc2J0 26 Minutes of Suicide Squad Kill the Justice League Gameplay (4K 60FPS)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=zYX5pwFy4vc Fights in Tight Spaces - Launch Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=_9raj2bcTq4 Marvel's Midnight Suns: The First 28 Minutes of Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately that's the next problem&lt;br /&gt;
&lt;br /&gt;
how to make new players get the hang of what's essentially a new type of game.&lt;br /&gt;
&lt;br /&gt;
If you've been playing the same games over and over again and have forgotten how long it takes to properly learn a new game system, try learning Chess, Go, or any variation of Poker or Mahjong through a video game, preferably one that isn't a cultural staple where you're from.&lt;br /&gt;
&lt;br /&gt;
Better yet, go watch someone doing it.&lt;br /&gt;
&lt;br /&gt;
Yeah, it's not as simple as it looks.&lt;br /&gt;
&lt;br /&gt;
While it may only take a few minutes to learn the absolute basics, it will take a lot longer for a new player to learn enough to play semi-competently.&lt;br /&gt;
&lt;br /&gt;
And I haven't even factored in trying to make a guide for a moving target, changing the tutorial every time you decide to make a major change to the core gameplay.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.chess.com/lessons Chess.com lessons]&lt;br /&gt;
&lt;br /&gt;
[https://mahjongsoul.yo-star.com/ Mahjong Soul]&lt;br /&gt;
|-&lt;br /&gt;
| All that said, being in a difficult position doesn't excuse the problems the game has with its onboarding process.&lt;br /&gt;
&lt;br /&gt;
The gameplay eventually became stable, and they had all the time to make things better.&lt;br /&gt;
&lt;br /&gt;
Beyond the bare minimum walls of text and manual, a game as complicated as this one should at least have an improved in-game manual with animations, extra examples, and possibly a search function.&lt;br /&gt;
&lt;br /&gt;
To the Project Moon's credit, they did try to go the extra mile with the tutorial.&lt;br /&gt;
&lt;br /&gt;
There's this idea in game design where instead of relying on annoying popups to teach certain parts of a game, one can place players into situations where they can pick the concepts up by themselves, whether consciously or subconsciously.&lt;br /&gt;
&lt;br /&gt;
And Library of Ruina does the same with certain stages.&lt;br /&gt;
&lt;br /&gt;
At first, it could seem like the game took a big leap in difficulty, but if the player pays attention, they could figure out a game mechanic or two that makes the stage much easier than it initially seemed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these battles turned out to be too difficult for some players and some of them were nerfed to the point that you can beat them without even learning what they're meant to teach.&lt;br /&gt;
&lt;br /&gt;
Oh well, at least they tried.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=8FpigqfcvlM Sequelitis - Mega Man Classic vs. Mega Man X]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| The third problem, you've already saw a chapter on it.&lt;br /&gt;
&lt;br /&gt;
And I could continue, but I've already made my point.&lt;br /&gt;
&lt;br /&gt;
If any one of these can result in lost sales or even refunds, just imagine having to deal all of them at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Trying for Free (Limbus Company)&lt;br /&gt;
|-&lt;br /&gt;
| So you found all of this interesting and decided to check it out on Steam…&lt;br /&gt;
&lt;br /&gt;
then you learn that it's a bit too expensive for a game that might turn out to be too janky for your taste.&lt;br /&gt;
&lt;br /&gt;
Normally, I'd suggest waiting for a sale.&lt;br /&gt;
&lt;br /&gt;
But if you're watching close to when I originally posted this, there might not be a price cut soon as they've recently released new ports and a discount would just cut into their sales.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there's a perfectly legal way to try out the combat system for free.&lt;br /&gt;
&lt;br /&gt;
Limbus Company is a spinoff sequel available on Steam, iOS, and Android.&lt;br /&gt;
&lt;br /&gt;
It's a gacha game, but you can get a feel of the combat without spending a single cent on it.&lt;br /&gt;
&lt;br /&gt;
And you do that by simply playing your way to the third Canto.&lt;br /&gt;
&lt;br /&gt;
The prologue and first Canto are tutorial chapters, and while the second Canto does start to get a bit more challenging at certain points, you can luck your way through some battles meant to nudge you to learn the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the third Canto's hard enough that learning the mechanics is almost essential.&lt;br /&gt;
&lt;br /&gt;
Also, unlike the previous Canto, you will have to grind for XP.&lt;br /&gt;
&lt;br /&gt;
If you don't want to grind, you can alternatively try out the Rogue-like dungeon that opens up at the same point in the game.&lt;br /&gt;
&lt;br /&gt;
As of this recording, all of the Mirror Dungeons so far have an easy mode that automatically levels up all your units to max level, removing the need for grinding.&lt;br /&gt;
&lt;br /&gt;
While this is a quicker way to get a good feel of the combat, there is one big downside:&lt;br /&gt;
&lt;br /&gt;
currently there are out-of-context spoilers in the later floors.&lt;br /&gt;
&lt;br /&gt;
Might not be an issue if you're just here for the combat and will likely forget about the spoilers when you get around to doing an actual playthrough.&lt;br /&gt;
&lt;br /&gt;
But if you do mind spoilers, better stick to the main story.&lt;br /&gt;
&lt;br /&gt;
Since we're on the topic, here's a quick rundown of what spoils what in the franchise.&lt;br /&gt;
&lt;br /&gt;
If you're planning to play Lobotomy Corporation and don't want spoilers, tough luck, both games spoil the first game from the get go.&lt;br /&gt;
&lt;br /&gt;
On the other hand, thanks to it being a spinoff, Limbus Company doesn't spoil Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Until you go too far into the main story.&lt;br /&gt;
&lt;br /&gt;
And don't ignore the banners and events.&lt;br /&gt;
&lt;br /&gt;
But other than that you'll be fine…&lt;br /&gt;
&lt;br /&gt;
Back to the combat, note that Limbus Company doesn't quite use the same system as Ruina.&lt;br /&gt;
&lt;br /&gt;
Most of what I talked about are still present, however the changes are big enough that I feel that I should at least give you a quick rundown so that the awkward tutorial doesn't confuse you as much.&lt;br /&gt;
&lt;br /&gt;
If you're one of those “just give me an overview and I'll figure the rest on my own” types, this is a good time to pause the video, download Limbus Company and spend the rest of the day or two playing up to Canto 3.&lt;br /&gt;
&lt;br /&gt;
Or you can skip to the final chapter and finish the video first.&lt;br /&gt;
&lt;br /&gt;
Anyway on to the changes…&lt;br /&gt;
|&lt;br /&gt;
| [https://steamdb.info/app/1256670/ SteamDB Library of Ruina]&lt;br /&gt;
 &lt;br /&gt;
[https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Differences between LoR and LCB Combat&lt;br /&gt;
|-&lt;br /&gt;
| If most of Library of Ruina's quirks can be traced back to its Auto-Battler roots, most of the changes done to Limbus Company's combat can be similarly traced back to a single reason:&lt;br /&gt;
&lt;br /&gt;
it's now a mobile game.&lt;br /&gt;
&lt;br /&gt;
Smaller screens mean deckbuilding would be too awkward so it's out.&lt;br /&gt;
&lt;br /&gt;
Instead, you select Identities for your units, with each Identity having their own stats, abilities, and a fixed set of Skills - basically their decks.&lt;br /&gt;
&lt;br /&gt;
You can also give your units extra E.G.O, special attacks that you can activate as you have the resources for them.&lt;br /&gt;
&lt;br /&gt;
Of course, nowadays when we talk about mobile games, we don't just mean portable or having smaller screens.&lt;br /&gt;
&lt;br /&gt;
We generally refer to microtransaction heavy games like Free-to-Play Gacha.&lt;br /&gt;
&lt;br /&gt;
Oh those Identities and E.G.O I just mentioned?&lt;br /&gt;
&lt;br /&gt;
Pullable from Gacha.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=HTRQgFYCXHY &amp;amp;#91; Limbus Company &amp;amp;#93; Official Promotion Video]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SY3XGzDousM Version 1.0 Gameplay Trailer &amp;amp;#x7C; Genshin Impact]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's get this out of the way:&lt;br /&gt;
&lt;br /&gt;
I hate Live Services, Battle Passes, and I absolutely HATE Gacha.&lt;br /&gt;
&lt;br /&gt;
But I, and presumably many other Project Moon fans in a similar boat, are fine with paying for the game&lt;br /&gt;
simply because the devs straight up said in an interview that this was a fund raiser for other projects.&lt;br /&gt;
&lt;br /&gt;
A Faustian Bargain, if you will.&lt;br /&gt;
&lt;br /&gt;
It helps that it doesn't feel like a gacha game sometimes, with cheap and bankable stamina, and most stuff grindable through gameplay, that includes current banners.&lt;br /&gt;
&lt;br /&gt;
And that's all I'll say about the monetization and gacha for now. I'll leave the rest to another video.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=XKijpGJCxB0 2021 ProjectMoon Q&amp;amp;A]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=sM00MX-MCS0 림버스 컴퍼니 적안 료슈 &amp;amp;#x7C; Limbus Company Red Eyes Ryoshu]&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, the screen size limitation means that the combat has to be simpler.&lt;br /&gt;
&lt;br /&gt;
With Dailies and replayable Rogue-like dungeons, it also has to be faster.&lt;br /&gt;
&lt;br /&gt;
The tactical combat wasn't taken out, however, but is now called Focused Encounters and is limited to special situations like boss battles.&lt;br /&gt;
&lt;br /&gt;
The default replacing it, Regular Encounters, sacrifices tactical options for the aforementioned simpler and faster combat.&lt;br /&gt;
&lt;br /&gt;
If we have a sliding scale between Auto-Battlers and Turn-based Tactics: Library of Ruina's all the way here&lt;br /&gt;
&lt;br /&gt;
Limbus Company's Focused Encounters are slightly less tactical, &lt;br /&gt;
&lt;br /&gt;
and Regular Encounters sit about here, firmly in the Auto-Battler side.&lt;br /&gt;
&lt;br /&gt;
A quick rundown of what makes it faster:&lt;br /&gt;
&lt;br /&gt;
There's a fixed attacking pattern, pause if you want to read about it.&lt;br /&gt;
&lt;br /&gt;
Basically, the game already chooses the targets for you, and you just need to choose the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
Kinda like the Alpha.&lt;br /&gt;
&lt;br /&gt;
Not being able to choose the targets can lead to poor matchups, but that's what the E.G.Os are for.&lt;br /&gt;
&lt;br /&gt;
Next on the speed-up: unlike before where attacks are resolved one by one, the game can now display multiple clashes and attacks simultaneously.&lt;br /&gt;
&lt;br /&gt;
If you look closely, you might be able to figure out what sort of trickery the game does to pull this off.&lt;br /&gt;
&lt;br /&gt;
And finally, if a unit's original target dies before they get to attack, they proceed to the next valid target so the attack isn't wasted.&lt;br /&gt;
&lt;br /&gt;
Moving on to other changes, you might have already noticed the next major one from the footage I've been showing:&lt;br /&gt;
&lt;br /&gt;
the Dice have been replaced by Coins.&lt;br /&gt;
&lt;br /&gt;
On the surface, this might seem like a huge downgrade, but this Coin battling mechanic can be trickier than it looks.&lt;br /&gt;
&lt;br /&gt;
I'm not going to post another wall of text explaining it, but feel free to head to my other video to learn how it works.&lt;br /&gt;
&lt;br /&gt;
A good example why Coins aren't that simple is how they don't always flip 50/50 Heads or Tails.&lt;br /&gt;
&lt;br /&gt;
Instead, they're affected by a unit's Sanity.&lt;br /&gt;
&lt;br /&gt;
A call back to Lobotomy Corporation, Sanity starts from 0, and can go up to 45, or down to -45.&lt;br /&gt;
&lt;br /&gt;
45 seems to be an odd choice, until you do the math.&lt;br /&gt;
&lt;br /&gt;
50% Heads on a coin flip plus 45 gives you 95%.&lt;br /&gt;
&lt;br /&gt;
In other words, a Tails at max Sanity is a Critical Miss on a D20 die.&lt;br /&gt;
&lt;br /&gt;
So yeah, Coins are basically Dice.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to gain Sanity, but the most reliable way is to win a Clash, with longer Clashes also giving more Sanity.&lt;br /&gt;
&lt;br /&gt;
As some of you may have realized, this essentially makes it the counterpart to Ruina's Emotion system, encouraging Clashes over one-sided attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Opening_chess_position_from_black_side.jpg &amp;quot;Opening chess position from black side&amp;quot; by MichaelMaggs (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://tenor.com/view/critical-failure-baldur's-gate-3-dice-dice-roll-critical-gif-16389621355368608807 Critical Failure Baldur'S Gate 3 GIF]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I think that's enough for an overview for the changes between Library of Ruina and Limbus Company's combat.&lt;br /&gt;
&lt;br /&gt;
I could go on with more changes, but let's not forget why I'm even talking about them in a video that's supposed to be about the former.&lt;br /&gt;
&lt;br /&gt;
In short, if you're gonna follow my suggestion to play Limbus Company for free first to see if you like the combat enough to buy Library of Ruina, just remember that they're not quite the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Traveling this Path (wrap up, game design thoughts)&lt;br /&gt;
|-&lt;br /&gt;
| While we've covered all of what I've listed at the start, I still need to clarify a few more things...&lt;br /&gt;
&lt;br /&gt;
However, this last part's for the game devs; the rest of you can just skip to the end screen.&lt;br /&gt;
&lt;br /&gt;
Saves you a couple of minutes to do other stuff like watch videos or grind mirror dungeons or something.&lt;br /&gt;
&lt;br /&gt;
I'm not gonna stop you from sticking around, though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, say you're an aspiring game designer or developer.&lt;br /&gt;
&lt;br /&gt;
You stumble upon this video without knowing about the game, then you see the pros, the cons, and a glimpse of the end result.&lt;br /&gt;
&lt;br /&gt;
Calling to mind the title, or its more popular variation “The Road Less Traveled”, this finally convinces you to take a similar leap in your game.&lt;br /&gt;
&lt;br /&gt;
As a fan of games that push boundaries, I'd love to see more games do the same.&lt;br /&gt;
&lt;br /&gt;
But I also don't want to see indie games fail, and what I've shown you in the past 40 minutes doesn't provide enough context to make such a bold decision.&lt;br /&gt;
&lt;br /&gt;
This missing context leading to misinformed decisions is perfectly encapsulated by the title:&lt;br /&gt;
&lt;br /&gt;
It's not “The Road Less Traveled”, it's “The Road Not Taken”, and it's a direct reference to the Robert Frost poem.&lt;br /&gt;
&lt;br /&gt;
For the Project Moon fans still sticking around, pat yourself on the back if you saw this literary allusion from a mile away.&lt;br /&gt;
&lt;br /&gt;
Point is, the said poem has a reputation of being misunderstood.&lt;br /&gt;
&lt;br /&gt;
Of course, text can have multiple interpretations; even those explained by their authors can be interpreted differently.&lt;br /&gt;
&lt;br /&gt;
But for this one, the misreading comes from not paying enough attention to the text, or being only familiar with the derivative work.&lt;br /&gt;
&lt;br /&gt;
For example, a common interpretation is it's about indecisiveness, and the importance of making a choice.&lt;br /&gt;
&lt;br /&gt;
This reading's a bit infamous for possibly convincing the poem's intended reader to go fight in World War I.&lt;br /&gt;
&lt;br /&gt;
But apart from that, it's a good lesson to pick up.&lt;br /&gt;
&lt;br /&gt;
However, interpretations like it don't seem to match the poem's intent once you actually read the lines.&lt;br /&gt;
&lt;br /&gt;
Things pop out like how the two roads are not that different, or how that powerful last statement is undermined by what came before it.&lt;br /&gt;
&lt;br /&gt;
Analyzing the poem any further will put us a bit off track so let's just go back to our main topic.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1176470/Terra_Invicta/ Terra Invicta (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Road_Not_Taken The Road Not Taken (Wikipedia)]&lt;br /&gt;
&lt;br /&gt;
[https://babel.hathitrust.org/cgi/pt?id=chi.19147394&amp;amp;view=1up&amp;amp;seq=235&amp;amp;skin=2021 The Road Not Taken (HathiTrust)]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/The_Death_of_the_Author The Death of the Author (Wikipedia)]&lt;br /&gt;
|-&lt;br /&gt;
| To recap, if game designers see all this, they might start doing crazy shit in their games.&lt;br /&gt;
&lt;br /&gt;
But they're missing some key context, so their game fails, and I get blamed in the end.&lt;br /&gt;
&lt;br /&gt;
I don't want that, so I'll be going through some alternative interpretations of the title and give you the missing context.&lt;br /&gt;
&lt;br /&gt;
First, the indecisiveness that we already covered.&lt;br /&gt;
&lt;br /&gt;
As I said, it may not be what the poem's about, but it's still a good lesson.&lt;br /&gt;
&lt;br /&gt;
Especially in game dev, sometimes you just have to do it, whatever it is.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind what happened to the first guy.&lt;br /&gt;
&lt;br /&gt;
Next, it's about nonconformity, taking the less traveled path leads to success.&lt;br /&gt;
&lt;br /&gt;
We're getting away from the original poem, but after seeing all this, I could understand why you'd think this way.&lt;br /&gt;
&lt;br /&gt;
But no.&lt;br /&gt;
&lt;br /&gt;
Gonna make a mildy hot take here, but had the devs chosen a more mundane combat system, the game probably would've ended up in the same boat.&lt;br /&gt;
&lt;br /&gt;
It's easier to see once you notice that I've only been focusing on the combat, and made sure not to talk about the rest of the game:&lt;br /&gt;
&lt;br /&gt;
the Themes, Story, the Characters, the World, the Art, the Music, and so on.&lt;br /&gt;
&lt;br /&gt;
Each of those are worth noting on their own, and combat is just one part, maybe even the weakest link.&lt;br /&gt;
&lt;br /&gt;
I'd go as far to say that the game would've gotten a wider audience if they chose something more mainstream.&lt;br /&gt;
&lt;br /&gt;
Next interpretation is often related to the previous, as nonconformity usually implies forging one's own path.&lt;br /&gt;
&lt;br /&gt;
You might think I'd also disagree with this, but this one, oddly fits.&lt;br /&gt;
&lt;br /&gt;
The missing context here is that I also made sure not to show or talk about the late, or even mid-game, combat.&lt;br /&gt;
&lt;br /&gt;
I'm gonna be vague here to lessen the spoilers, but the combat starts out as a clunky yet ambitious system, and the devs built it up with layer upon layer of new gameplay elements, while keeping it intertwined with the themes and the story.&lt;br /&gt;
&lt;br /&gt;
I don't want to overhype what they did with the combat, but if this “stageplay” setup remained a mere gimmick and didn't evolve to what we got later in the game, and what we have right now in the sequel…&lt;br /&gt;
&lt;br /&gt;
Mili's great, but there's no way every single boss battle in the franchise would have this much play time if the fights themselves didn't carry that much emotional weight.&lt;br /&gt;
&lt;br /&gt;
In other words, while the choice to go this route may not have made a difference, Project Moon worked hard to make sure it did.&lt;br /&gt;
&lt;br /&gt;
And the last, taking the previous two to a reckless extreme, do it because it's difficult and risky.&lt;br /&gt;
&lt;br /&gt;
I have no idea how you got to this, maybe you confused the line with some other motivational saying, but I can't deny that some people out there want a challenge.&lt;br /&gt;
&lt;br /&gt;
This one's a bit tricky, I sort of agree with the concept, but disagree with the interpretation, mostly on the “risk” part.&lt;br /&gt;
&lt;br /&gt;
This time, the context isn't totally missing, I mentioned it at the start:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina was a heavily anticipated sequel with a crowdfunding campaign that smashed its goals.&lt;br /&gt;
&lt;br /&gt;
With an existing fanbase, the devs were in a slightly less risky position as they can get away with things that the main audience would let slide or even downright expect.&lt;br /&gt;
&lt;br /&gt;
For instance, the early-game world-building might feel a bit too much if this was a typical game, but that's exactly what many of us were looking forward to: we were literally living under a rock in the previous game.&lt;br /&gt;
&lt;br /&gt;
But there's something else about the fanbase that makes this route a lot less risky:&lt;br /&gt;
&lt;br /&gt;
The people looking forward to the game the most are the ones who finished Lobotomy Corporation,&lt;br /&gt;
&lt;br /&gt;
a game so janky, tedious, and soul-crushing that even at 2024, a time when streamers eat Souls-likes for breakfast, it's still pretty rare to find content creators that go through the whole thing that aren't already Project Moon veterans.&lt;br /&gt;
&lt;br /&gt;
And LobCorp finishers can be very, very stubborn and determined players:&lt;br /&gt;
&lt;br /&gt;
a radically new combat system with a difficult to use UI isn't going to stop them from playing.&lt;br /&gt;
&lt;br /&gt;
Maybe too determined - I'm fairly sure that a decent amount of the player base were able to finish the game not through deckbuilding skill or tactical decision making, but through sheer determination, and repeating battles until they get really, really lucky.&lt;br /&gt;
&lt;br /&gt;
And, sorry to be blunt, you're probably not one of the few developers or studios out there that have&lt;br /&gt;
the same kind of fanbase.&lt;br /&gt;
&lt;br /&gt;
Alright, that's all the context I can give without spoiling too much about the game or the franchise as a whole.&lt;br /&gt;
&lt;br /&gt;
If after seeing this you're still going to take the off beaten path, like waaay off…&lt;br /&gt;
&lt;br /&gt;
Good Luck!&lt;br /&gt;
|&lt;br /&gt;
| [https://open.spotify.com/artist/0K05TDnN7xPwIHDOwD2YYs Mili (Spotify)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@StudioEIM StudioEIM (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/@DarkFantasyStudio Dark Fantasy Studio (YouTube)]&lt;br /&gt;
&lt;br /&gt;
[https://commons.wikimedia.org/wiki/File:Everest,_Himalayas.jpg &amp;quot;Everest, Himalayas&amp;quot; by Vyacheslav Argenberg (Wikimedia Commons)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=J9Bm5U-MJZw ELDEN RING Shadow of the Erdtree – Story Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=OleEkB-7by0 Fear &amp;amp; Hunger 2: Termina - Release Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=EV53lnCzP1w DEATH STRANDING DIRECTOR'S CUT - FINAL Trailer - &amp;amp;#91;ESRB&amp;amp;#93; 4K]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/ Touhou Kouryudou ~ Unconnected Marketeers (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| End Screen&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video; to the right are my intros to Library of Ruina and Limbus Company.&lt;br /&gt;
&lt;br /&gt;
If you're lucky, the latter's no longer the quick and dirty one that I made a few days after launch.&lt;br /&gt;
&lt;br /&gt;
To the left are my tips for Lobotomy Corporation, for those who were intrigued by what I said about the game's fans.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/Road.v1.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translations are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=139</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=139"/>
		<updated>2024-08-24T09:30:35Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CURRENTLY WIP ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
&lt;br /&gt;
Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
&lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/568220/Lobotomy_Corporation__Monster_Management_Simulation/ Lobotomy Corporation]&lt;br /&gt;
&lt;br /&gt;
[https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
&lt;br /&gt;
On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
&lt;br /&gt;
Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
&lt;br /&gt;
Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
&lt;br /&gt;
Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of dea.l&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
&lt;br /&gt;
Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
&lt;br /&gt;
This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-Beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| As if Clashing wasn't radical enough, the devs decided that single actions weren't fun enough, instead taking a cue from fighting and stylish action games and turned combos into a key part of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zc-yMi05vBA TEKKEN 8 – Steve Fox Reveal &amp;amp; Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MWxlbnI9mpU Devil May Cry 5 - Final Trailer (4K full ver.)]&lt;br /&gt;
|-&lt;br /&gt;
| Now you might say, this isn't breaking new ground; lots of cards in other games do multiple things.&lt;br /&gt;
&lt;br /&gt;
However, what's different here is that each Die is treated as a separate discrete entity within the queue.&lt;br /&gt;
&lt;br /&gt;
Or in bigger picture terms, you aren't playing cards against each other you're pitting the Dice queues.&lt;br /&gt;
&lt;br /&gt;
The best way to show this in action is to look the Evade Dice.&lt;br /&gt;
&lt;br /&gt;
Most of the other dice work on the concept of “who rolls highest wins, then we move to the next dice”, but Evade is special.&lt;br /&gt;
&lt;br /&gt;
If an Evade wins against attacks, not only does the evader not take any damage, the Die is reused, allowing the same Die to dodge multiple attacks.&lt;br /&gt;
&lt;br /&gt;
Evade is also a Defensive Die, which means in certain situations, it can be used to defend an incoming attack from a different enemy.&lt;br /&gt;
&lt;br /&gt;
These reinforce the fact that ultimately, it's the dice queues that matter, and that the cards are simply vessels for the dice.&lt;br /&gt;
&lt;br /&gt;
Anyway, it's time to move on again, so yeah - if you want to know more, details on the other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Letting the Player Control the Flow of Combat&lt;br /&gt;
|-&lt;br /&gt;
| For the next update, try to forget what you saw about the pre-Beta and let's return to Alpha yet again…&lt;br /&gt;
&lt;br /&gt;
At this point, the devs have added more gameplay since the early prototype.&lt;br /&gt;
&lt;br /&gt;
On top of our Clashes, we got our cards, our action queue… but we really haven't solved the main problem with the prototype:&lt;br /&gt;
&lt;br /&gt;
it still doesn't feel like the player has that much control over the combat.&lt;br /&gt;
&lt;br /&gt;
To be fair, there's already a bit of player choice here if you look closely: units will Clash with the one in front of them so it's all about choosing the right cards to counter the enemy.&lt;br /&gt;
&lt;br /&gt;
You could still up the player input though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, other Auto-Battlers let you position your units before the battle, with those close to the front tanking most of the damage.&lt;br /&gt;
&lt;br /&gt;
Maybe the devs tried that approach, but unfortunately we don't have any footage of that.&lt;br /&gt;
&lt;br /&gt;
Instead, we have hints that they tried the opposite: that is, you can't reposition your team.&lt;br /&gt;
&lt;br /&gt;
What could change are their Speed values.&lt;br /&gt;
&lt;br /&gt;
As you might guess higher Speed means faster, and faster units will reach the enemies first and start clashing with them.&lt;br /&gt;
&lt;br /&gt;
Then you could just have equipment to upgrade their Speed, or cards to change them on the fly.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game: Dystopian Battle Simulator]&lt;br /&gt;
|-&lt;br /&gt;
| At first glance, it looks like a step forward from the usual pre-wave positioning but compared to the previous version, it's almost a step back.&lt;br /&gt;
&lt;br /&gt;
At least in the Alpha you have an idea who's attacking who and you can play cards accordingly, with this setup you're guessing who's going to end up meeting in the middle first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I know you didn't forget what you just saw a few minutes ago so you already know how they addressed this problem: by adding a targeting system.&lt;br /&gt;
&lt;br /&gt;
Instead of just seeing the enemy's intent, you can also see their targets.&lt;br /&gt;
&lt;br /&gt;
They then dialed back on the weirdness with the whole playing cards on your units thing, and went to the more traditional approach of playing cards to target the enemies.&lt;br /&gt;
&lt;br /&gt;
Everything we talked about so far stays the same.&lt;br /&gt;
&lt;br /&gt;
Playing a card as a response to an incoming attack will end up becoming a Clash.&lt;br /&gt;
&lt;br /&gt;
Then there's the Dice queue which you already saw in action earlier.&lt;br /&gt;
&lt;br /&gt;
They did, however, give Speed an updated purpose.&lt;br /&gt;
&lt;br /&gt;
Faster units can now intercept an attack meant for other units.&lt;br /&gt;
&lt;br /&gt;
In other games, interception may just be a nice-to-have gimmick, but in a Clash-focused game, it's almost essential.&lt;br /&gt;
&lt;br /&gt;
Without it, the game would be back to the Alpha where you could only respond to incoming attacks and can't choose your units' targets.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=O10pqWZPhiU Atlus USA Announcement Trailer: Persona 4]&lt;br /&gt;
|-&lt;br /&gt;
| With enough fast units, it almost feels like a tactical game where you can position your units in front of enemies, limiting their attacking options, and overall effectively changing the flow of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea (Steam version)]&lt;br /&gt;
|-&lt;br /&gt;
| In practice, however, the tactical analogy fails quickly.&lt;br /&gt;
&lt;br /&gt;
For example, when there's a unit under attack by more than 2 enemies at once.&lt;br /&gt;
&lt;br /&gt;
This can happen when you don't have enough fast units to balance the clashes, or one team having more members than the other, both of which are fairly common.&lt;br /&gt;
&lt;br /&gt;
In this situation, it can be hard to predict which of the attacks will take place first.&lt;br /&gt;
&lt;br /&gt;
And as you can see there's yet another complicating factor: Knockbacks.&lt;br /&gt;
&lt;br /&gt;
Long story short, you can't be tactical if you can't reliably figure out the action order.&lt;br /&gt;
&lt;br /&gt;
Tactical problems aside, the addition of Speed and Interception is still a big deal as we've finally got away from the very passive gameplay of the earlier builds.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The Patch that Changed the Game&lt;br /&gt;
|-&lt;br /&gt;
| A few months into the Early Access, the devs dropped this simple change in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Characters with lower Speed values will always wait for the characters with higher Speed values to play out their actions before taking their turn even if they arrive at their targets first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I admit, I'm one of the many players who didn't really understand what this meant.&lt;br /&gt;
&lt;br /&gt;
Looking back, however, this may just be the most important change to the combat system during Early Access.&lt;br /&gt;
&lt;br /&gt;
On the surface, all this does is cause some weird UI thing where everything stops except for the fastest unit who then slides towards their target.&lt;br /&gt;
&lt;br /&gt;
But let's cut to the chase - remember what I said a minute ago that we can't make tactical decisions unless we can reliably predict the action order?&lt;br /&gt;
&lt;br /&gt;
Yeah, this patch basically gives the player that.&lt;br /&gt;
&lt;br /&gt;
If previously we can't tell if Roland will attack first, now we know because his Speed is lower.&lt;br /&gt;
&lt;br /&gt;
Even with the knockback, he'll have to wait for his turn because of the patch.&lt;br /&gt;
&lt;br /&gt;
Of course, this change is more complicated than it looks, but overall, it's just a matter of getting the hang of how things work, and once you do, you should have no problem tactically maneuvering your team through the battlefield.&lt;br /&gt;
&lt;br /&gt;
You'd be able to set pre-Clash flanking maneuvers from units that attack first.&lt;br /&gt;
&lt;br /&gt;
Conversely, you can also set post-Clash follow-ups or finishers.&lt;br /&gt;
&lt;br /&gt;
This is a complicated topic so again I'll leave the rest of the details to my other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The gameplay shift comes at a cost, however.&lt;br /&gt;
&lt;br /&gt;
By prioritizing the Speed mechanic over the unit positions on the battlefield, the devs have essentially abandoned most of what makes an Auto-Battler an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is the hands-off battle processing.&lt;br /&gt;
&lt;br /&gt;
Some parts like unit positions survive for other purpose but all that effort implementing the other Auto-Battler elements is now wasted.&lt;br /&gt;
&lt;br /&gt;
Then again, that's just part of the creative process, discarding stuff because you choose to go a certain route.&lt;br /&gt;
&lt;br /&gt;
And with this patch, Project Moon has decided to turn Library of Ruina into a Turn-Based Tactics game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| A (rather long) digression on Genres and Naming&lt;br /&gt;
|-&lt;br /&gt;
| Despite this, I don't call Library of Ruina a Turn-Based Tactics game anymore.&lt;br /&gt;
&lt;br /&gt;
To explain why, let's take a detour and talk about game systems, starting with Turn-Based.&lt;br /&gt;
&lt;br /&gt;
Basically players taking turns performing actions.&lt;br /&gt;
&lt;br /&gt;
This includes fancier variations like units taking actions in order of initiative.&lt;br /&gt;
&lt;br /&gt;
Let's put basic Turn-Based combat here on a graph.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Next is Final Fantasy's Active Time Battle where the player has to wait for gauges to fill up before getting to act.&lt;br /&gt;
&lt;br /&gt;
Depending on the game or user settings this can be closer or farther away from vanilla.&lt;br /&gt;
&lt;br /&gt;
Now we can define the axis of our graph, going from left to right increases the amount of &amp;quot;active input&amp;quot; in the game system.&lt;br /&gt;
&lt;br /&gt;
And by “active”, we mean things like the player needing to get the timing right, or being able to enter the right amount of inputs at a certain time frame.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another good example of a system that requires active input would be Turn-based with Quick Time Events.&lt;br /&gt;
&lt;br /&gt;
Think Mario RPGs where hitting buttons at the right timing will block or deal more damage.&lt;br /&gt;
&lt;br /&gt;
I'll put them here, requiring more or less active input than ATB depending on the the variation.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Ume5pSIcKE Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023]&lt;br /&gt;
|- &lt;br /&gt;
| And on the extreme end are non-Turn-Based games: your real time strategies, your action games, and even platformers.&lt;br /&gt;
|&lt;br /&gt;
|[https://store.steampowered.com/app/2012510/Stormgate/ Stormgate]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1627720/Lies_of_P/ Lies of P]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=XvQNlGKNC6o Super Mario Bros. Wonder – Launch Trailer – Nintendo Switch]&lt;br /&gt;
|-&lt;br /&gt;
| Then in this gap are the Real Time With Pause games - these are still not Turn-Based, but adding a pause gives you back one of the main advantages of Turn-Based systems:&lt;br /&gt;
&lt;br /&gt;
You have all the time to strategize your next moves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've completed this graph, let's digress a bit further and address what some of you may be thinking way back when I talked about Clashing and how most games just stayed with tanking damage rather than innovating, that is:&lt;br /&gt;
&lt;br /&gt;
“What about QTE”?&lt;br /&gt;
&lt;br /&gt;
Like we already have a sort of Clashing and even a Combo mechanic here, right?&lt;br /&gt;
&lt;br /&gt;
And to that I say&lt;br /&gt;
&lt;br /&gt;
Do we really need extra inputs from the player for them to happen in game?&lt;br /&gt;
&lt;br /&gt;
Surely we can implement them way back here rather than stray this far.&lt;br /&gt;
&lt;br /&gt;
To be clear, there is nothing wrong with getting away from the basic Turn-Based formula; it's ultimately a design choice that a developer makes when building their game.&lt;br /&gt;
&lt;br /&gt;
But whenever Turn-Based games add active elements to their core gameplay to spice things up, it just feels a bit off for me.&lt;br /&gt;
&lt;br /&gt;
Even worse is when some games overdo it to the point that they might as well ditch Turn-Based altogether.&lt;br /&gt;
&lt;br /&gt;
Long story short, I prefer games that try to improve Turn-Based Combat within the constraints of the system, or, as we shall see in a bit, at least try to go in a different direction than QTE.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=VgE6bIwK-D4 Final Fantasy XIII-2: Enhanced Battle System Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bGpbTXCVkwQ Shin Megami Tensei V: Vengeance - Complete Guide | NSW, PS5/4, Xbox Series X|S, Xbox One, Steam, PC]&lt;br /&gt;
|-&lt;br /&gt;
| Getting back to the original digression, it's clear from this line that the opposite of Turn-Based is active gameplay.&lt;br /&gt;
&lt;br /&gt;
But where do Auto-Battlers and Library of Ruina fit in here?&lt;br /&gt;
&lt;br /&gt;
Right around Turn-Based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles]&lt;br /&gt;
|-&lt;br /&gt;
|Obviously, game systems involve more complicated factors than this single line, so let's expand it to one more axis how many units act simultaneously.&lt;br /&gt;
&lt;br /&gt;
Instead of being next to it, now these two systems are opposite of basic Turn-Based Combat.&lt;br /&gt;
&lt;br /&gt;
Real-Time combat is still farther away, but Turn-Based variations can be closer.&lt;br /&gt;
&lt;br /&gt;
And if I had better video editing skills, I'd add a third dimension and axis - “tactical control” - so I could add in Turn-Based Tactics and distinguish Ruina from Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But let's stick with these two axes and return to the original problem why calling Library of Ruina Turn-Based Tactics isn't enough: namely, they just aren't the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Well, it turns out that there's already a well-established distinction between these two:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is a WEGO tactics game.&lt;br /&gt;
&lt;br /&gt;
WEGO as in “We Go at the same time”.&lt;br /&gt;
&lt;br /&gt;
In contrast, almost every Tactics or vanilla Turn-Based game follow the opposite:&lt;br /&gt;
&lt;br /&gt;
IGOUGO&lt;br /&gt;
&lt;br /&gt;
that is, “I go first, then you go”.&lt;br /&gt;
&lt;br /&gt;
Calling Ruina a WEGO tactics game leads to a different problem, however, as its such a niche subgenre of a subgenre that very few people know about it, which defeats the purpose of assigning a genre to let people know what the game is about.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.giantbomb.com/wego/3015-5269/ WeGo (Concept) - Giant Bomb]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse]&lt;br /&gt;
|-&lt;br /&gt;
| So... we reach the main point of this chapter:&lt;br /&gt;
&lt;br /&gt;
What do we call Library of Ruina's combat system then?&lt;br /&gt;
&lt;br /&gt;
How about we just go with the marketing material and call it “Library Battle Simulation”?&lt;br /&gt;
&lt;br /&gt;
While it's marketable, lore-friendly and all, it shares the same problem as WEGO, anyone reading it will have absolutely no clue what it is all about, possibly negatively affecting their purchasing decision.&lt;br /&gt;
&lt;br /&gt;
So what do I call Library of Ruina's system if someone would ask me about it nowadays?&lt;br /&gt;
&lt;br /&gt;
It's a Turn-based&lt;br /&gt;
&lt;br /&gt;
Clash-focused&lt;br /&gt;
&lt;br /&gt;
Combo-driven&lt;br /&gt;
&lt;br /&gt;
Hybrid Tactical Auto-Battler&lt;br /&gt;
&lt;br /&gt;
Deckbuilding Card Game.&lt;br /&gt;
&lt;br /&gt;
Or Hybrid Tactical Auto-Battler Card Game for short.&lt;br /&gt;
&lt;br /&gt;
The Hybrid part is key, as it clearly tells the prospective player that it's a mix of genres&lt;br /&gt;
&lt;br /&gt;
Project Moon have even started using this description …sort of, but we're getting ahead of ourselves.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.arcsystemworks.jp/lor/en/ Library of Ruina (NSW/PS4 ports)]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, I think this description's good enough for most cases, though it's not quite on the level of other genres. &lt;br /&gt;
&lt;br /&gt;
It needs to be more catchy, or even provocative.&lt;br /&gt;
&lt;br /&gt;
Here's some that I pulled out of my ass:&lt;br /&gt;
&lt;br /&gt;
Alright, digression over.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Lore meets Gameplay&lt;br /&gt;
|-&lt;br /&gt;
| By now you might be thinking that Project Moon must have been going out of their way intentionally breaking every rule in the book.&lt;br /&gt;
&lt;br /&gt;
That might just be the case, but I think at least some of them were simply happy accidents.&lt;br /&gt;
&lt;br /&gt;
Case in point: the Emotion System.&lt;br /&gt;
&lt;br /&gt;
This concept has been around from the start, in the initial crowdfunding details, and even in the Alpha footage.&lt;br /&gt;
&lt;br /&gt;
Lore-wise, the Library rewards heightened emotions, regardless if it's positive or negative.&lt;br /&gt;
&lt;br /&gt;
In game terms, Positive Emotions can come from stuff like killing an enemy, and Negative can come from&lt;br /&gt;
the opposite, like bad rolls.&lt;br /&gt;
&lt;br /&gt;
Once a unit or a team gets enough Emotions, they're given rewards like full resource refreshes, and other stuff I won't spoil in this video.&lt;br /&gt;
&lt;br /&gt;
On the surface, this is a straightforward example of having an initial in-universe concept then adding it into your game.&lt;br /&gt;
|&lt;br /&gt;
| [https://tumblbug.com/lor/ Library of Ruina Dubbing and OST Production &amp;amp;#x7C; Tumblbug - Crowdfunding for Creators]&lt;br /&gt;
|-&lt;br /&gt;
| The accidental part arises when you consider the Focus-Fire trope, yet another widely accepted thing&lt;br /&gt;
in video games that most really don't stop to think about.&lt;br /&gt;
&lt;br /&gt;
Basically in RTSs and games in general where you control groups of units, it's usually mathematically optimal to focus fire and take out the enemy team one by one.&lt;br /&gt;
&lt;br /&gt;
But it's not the case in Library of Ruina; the Emotion System rewards Clashes much more than one-sided attacks.&lt;br /&gt;
&lt;br /&gt;
And since those rewards can easily turn the tide of battle, the game clearly doesn't want you to Focus-Fire.&lt;br /&gt;
&lt;br /&gt;
Again, I don't know if they intentionally went out of their way to discourage this decades-old trope, though I like to think it's just emergent behavior coming from combining crazy concepts together.&lt;br /&gt;
&lt;br /&gt;
I mean, the removal of dedicated healing abilities I mentioned way earlier also discourages Focus-Fire, and that has its own chicken-and-egg scenario.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And that's it for my not-so-quick overview of Library of Ruina's complex combat system.&lt;br /&gt;
&lt;br /&gt;
I could continue listing out other stuff they added to the combat but I think you got the point; Library of Ruina chose to take a radically different path compared to other games.&lt;br /&gt;
&lt;br /&gt;
Instead, let's talk about something more important:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| What are the problems with going down this route?&lt;br /&gt;
|-&lt;br /&gt;
| What are the problems with going down this route?&lt;br /&gt;
&lt;br /&gt;
Which is a silly question, especially if we rephrase it as&lt;br /&gt;
&lt;br /&gt;
What problems will a small indie developer face if they decide to practically invent a new combat system for their game?&lt;br /&gt;
&lt;br /&gt;
I could try to be funny and just answer &amp;quot;All the problems&amp;quot; and call it a day,&lt;br /&gt;
&lt;br /&gt;
but that wouldn't be that informative so I'll be going over some of the main problems&lt;br /&gt;
&lt;br /&gt;
then call it a day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, top of the list - UI.&lt;br /&gt;
&lt;br /&gt;
No surprise here, we live in a time when you've got bigger more established studios spewing out hideous UI in their games, &lt;br /&gt;
&lt;br /&gt;
And that's even when they already had previous UI to work off from.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Library of Ruina had to figure out how to combine UI from vastly different genres and make them work.&lt;br /&gt;
&lt;br /&gt;
Really how do you do it?&lt;br /&gt;
&lt;br /&gt;
Maybe look at some other hybrid games like Fights in Tight Spaces and Midnight Suns?&lt;br /&gt;
&lt;br /&gt;
But even then we have to squeeze in the missing parts like the auto-battler and the clashing into UIs already on the verge of being too busy.&lt;br /&gt;
&lt;br /&gt;
In short, a non-janky UI would've required a miracle.&lt;br /&gt;
&lt;br /&gt;
To be fair, what we ended up with isn't that terrible, especially when you get the hang of the hard parts like how Clashes are assigned, and mentally calculating the order of attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=sv0Wf9yc2J0 26 Minutes of Suicide Squad Kill the Justice League Gameplay (4K 60FPS)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=zYX5pwFy4vc Fights in Tight Spaces - Launch Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=_9raj2bcTq4 Marvel's Midnight Suns: The First 28 Minutes of Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately that's the next problem&lt;br /&gt;
&lt;br /&gt;
how to make new players get the hang of what's essentially a new type of game.&lt;br /&gt;
&lt;br /&gt;
If you've been playing the same games over and over again and have forgotten how long it takes to properly learn a new game system, try learning Chess, Go, or any variation of Poker or Mahjong through a video game, preferably one that isn't a cultural staple where you're from.&lt;br /&gt;
&lt;br /&gt;
Better yet, go watch someone doing it.&lt;br /&gt;
&lt;br /&gt;
Yeah, it's not as simple as it looks.&lt;br /&gt;
&lt;br /&gt;
While it may only take a few minutes to learn the absolute basics, it will take a lot longer for a new player to learn enough to play semi-competently.&lt;br /&gt;
&lt;br /&gt;
And I haven't even factored in trying to make a guide for a moving target, changing the tutorial every time you decide to make a major change to the core gameplay.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.chess.com/lessons Chess.com lessons]&lt;br /&gt;
&lt;br /&gt;
[https://mahjongsoul.yo-star.com/ Mahjong Soul]&lt;br /&gt;
|-&lt;br /&gt;
| All that said, being in a difficult position doesn't excuse the problems the game has with its onboarding process.&lt;br /&gt;
&lt;br /&gt;
The gameplay eventually became stable, and they had all the time to make things better.&lt;br /&gt;
&lt;br /&gt;
Beyond the bare minimum walls of text and manual, a game as complicated as this one should at least have an improved in-game manual with animations, extra examples, and possibly a search function.&lt;br /&gt;
&lt;br /&gt;
To the Project Moon's credit, they did try to go the extra mile with the tutorial.&lt;br /&gt;
&lt;br /&gt;
There's this idea in game design where instead of relying on annoying popups to teach certain parts of a game, one can place players into situations where they can pick the concepts up by themselves, whether consciously or subconsciously.&lt;br /&gt;
&lt;br /&gt;
And Library of Ruina does the same with certain stages.&lt;br /&gt;
&lt;br /&gt;
At first, it could seem like the game took a big leap in difficulty, but if the player pays attention, they could figure out a game mechanic or two that makes the stage much easier than it initially seemed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these battles turned out to be too difficult for some players and some of them were nerfed to the point that you can beat them without even learning what they're meant to teach.&lt;br /&gt;
&lt;br /&gt;
Oh well, at least they tried.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=8FpigqfcvlM Sequelitis - Mega Man Classic vs. Mega Man X]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| The third problem, you've already saw a chapter on it.&lt;br /&gt;
&lt;br /&gt;
And I could continue, but I've already made my point.&lt;br /&gt;
&lt;br /&gt;
If any one of these can result in lost sales or even refunds, just imagine having to deal all of them at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Trying for Free (Limbus Company)&lt;br /&gt;
|-&lt;br /&gt;
| So you found all of this interesting and decided to check it out on Steam…&lt;br /&gt;
&lt;br /&gt;
then you learn that it's a bit too expensive for a game that might turn out to be too janky for your taste.&lt;br /&gt;
&lt;br /&gt;
Normally, I'd suggest waiting for a sale.&lt;br /&gt;
&lt;br /&gt;
But if you're watching close to when I originally posted this, there might not be a price cut soon as they've recently released new ports and a discount would just cut into their sales.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there's a perfectly legal way to try out the combat system for free.&lt;br /&gt;
&lt;br /&gt;
Limbus Company is a spinoff sequel available on Steam, iOS, and Android.&lt;br /&gt;
&lt;br /&gt;
It's a gacha game, but you can get a feel of the combat without spending a single cent on it.&lt;br /&gt;
&lt;br /&gt;
And you do that by simply playing your way to the third Canto.&lt;br /&gt;
&lt;br /&gt;
The prologue and first Canto are tutorial chapters, and while the second Canto does start to get a bit more challenging at certain points, you can luck your way through some battles meant to nudge you to learn the game's mechanics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the third Canto's hard enough that learning the mechanics is almost essential.&lt;br /&gt;
&lt;br /&gt;
Also, unlike the previous Canto, you will have to grind for XP.&lt;br /&gt;
&lt;br /&gt;
If you don't want to grind, you can alternatively try out the Rogue-like dungeon that opens up at the same point in the game.&lt;br /&gt;
&lt;br /&gt;
As of this recording, all of the Mirror Dungeons so far have an easy mode that automatically levels up all your units to max level, removing the need for grinding.&lt;br /&gt;
&lt;br /&gt;
While this is a quicker way to get a good feel of the combat, there is one big downside:&lt;br /&gt;
&lt;br /&gt;
currently there are out-of-context spoilers in the later floors.&lt;br /&gt;
&lt;br /&gt;
Might not be an issue if you're just here for the combat and will likely forget about the spoilers when you get around to doing an actual playthrough.&lt;br /&gt;
&lt;br /&gt;
But if you do mind spoilers, better stick to the main story.&lt;br /&gt;
&lt;br /&gt;
Since we're on the topic, here's a quick rundown of what spoils what in the franchise.&lt;br /&gt;
&lt;br /&gt;
If you're planning to play Lobotomy Corporation and don't want spoilers, tough luck, both games spoil the first game from the get go.&lt;br /&gt;
&lt;br /&gt;
On the other hand, thanks to it being a spinoff, Limbus Company doesn't spoil Library of Ruina.&lt;br /&gt;
&lt;br /&gt;
Until you go too far into the main story.&lt;br /&gt;
&lt;br /&gt;
And don't ignore the banners and events.&lt;br /&gt;
&lt;br /&gt;
But other than that you'll be fine…&lt;br /&gt;
&lt;br /&gt;
Back to the combat, note that Limbus Company doesn't quite use the same system as Ruina.&lt;br /&gt;
&lt;br /&gt;
Most of what I talked about are still present, however the changes are big enough that I feel that I should at least give you a quick rundown so that the awkward tutorial doesn't confuse you as much.&lt;br /&gt;
&lt;br /&gt;
If you're one of those “just give me an overview and I'll figure the rest on my own” types, this is a good time to pause the video, download Limbus Company and spend the rest of the day or two playing up to Canto 3.&lt;br /&gt;
&lt;br /&gt;
Or you can skip to the final chapter and finish the video first.&lt;br /&gt;
&lt;br /&gt;
Anyway on to the changes…&lt;br /&gt;
|&lt;br /&gt;
| [https://steamdb.info/app/1256670/ SteamDB Library of Ruina]&lt;br /&gt;
 &lt;br /&gt;
[https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Differences between LoR and LCB Combat&lt;br /&gt;
|-&lt;br /&gt;
| If most of Library of Ruina's quirks can be traced back to its Auto-Battler roots, most of the changes done to Limbus Company's combat can be similarly traced back to a single reason:&lt;br /&gt;
&lt;br /&gt;
it's now a mobile game.&lt;br /&gt;
&lt;br /&gt;
Smaller screens mean deckbuilding would be too awkward so it's out.&lt;br /&gt;
&lt;br /&gt;
Instead, you select Identities for your units, with each Identity having their own stats, abilities, and a fixed set of Skills - basically their decks.&lt;br /&gt;
&lt;br /&gt;
You can also give your units extra E.G.O, special attacks that you can activate as you have the resources for them.&lt;br /&gt;
&lt;br /&gt;
Of course, nowadays when we talk about mobile games, we don't just mean portable or having smaller screens.&lt;br /&gt;
&lt;br /&gt;
We generally refer to microtransaction heavy games like Free-to-Play Gacha.&lt;br /&gt;
&lt;br /&gt;
Oh those Identities and E.G.O I just mentioned?&lt;br /&gt;
&lt;br /&gt;
Pullable from Gacha.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=SY3XGzDousM Version 1.0 Gameplay Trailer &amp;amp;#x7C; Genshin Impact]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, let's get this out of the way:&lt;br /&gt;
&lt;br /&gt;
I hate Live Services, Battle Passes, and I absolutely HATE Gacha.&lt;br /&gt;
&lt;br /&gt;
But I, and presumably many other Project Moon fans in a similar boat, are fine with paying for the game&lt;br /&gt;
simply because the devs straight up said in an interview that this was a fund raiser for other projects.&lt;br /&gt;
&lt;br /&gt;
A Faustian Bargain, if you will.&lt;br /&gt;
&lt;br /&gt;
It helps that it doesn't feel like a gacha game sometimes, with cheap and bankable stamina, and most stuff grindable through gameplay, that includes current banners.&lt;br /&gt;
&lt;br /&gt;
And that's all I'll say about the monetization and gacha for now. I'll leave the rest to another video.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=XKijpGJCxB0 2021 ProjectMoon Q&amp;amp;A]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=sM00MX-MCS0 림버스 컴퍼니 적안 료슈 &amp;amp;#x7C; Limbus Company Red Eyes Ryoshu]&lt;br /&gt;
|-&lt;br /&gt;
| Back to the combat, the screen size limitation means that the combat has to be simpler.&lt;br /&gt;
&lt;br /&gt;
With Dailies and replayable Rogue-like dungeons, it also has to be faster.&lt;br /&gt;
&lt;br /&gt;
The tactical combat wasn't taken out, however, but is now called Focused Encounters and is limited to special situations like boss battles.&lt;br /&gt;
&lt;br /&gt;
The default replacing it, Regular Encounters, sacrifices tactical options for the aforementioned simpler and faster combat.&lt;br /&gt;
&lt;br /&gt;
If we have a sliding scale between Auto-Battlers and Turn-based Tactics: Library of Ruina's all the way here&lt;br /&gt;
&lt;br /&gt;
Limbus Company's Focused Encounters are slightly less tactical, &lt;br /&gt;
&lt;br /&gt;
and Regular Encounters sit about here, firmly in the Auto-Battler side.&lt;br /&gt;
&lt;br /&gt;
A quick rundown of what makes it faster:&lt;br /&gt;
&lt;br /&gt;
There's a fixed attacking pattern, pause if you want to read about it.&lt;br /&gt;
&lt;br /&gt;
Basically, the game already chooses the targets for you, and you just need to choose the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
Kinda like the Alpha.&lt;br /&gt;
&lt;br /&gt;
Not being able to choose the targets can lead to poor matchups, but that's what the E.G.Os are for.&lt;br /&gt;
&lt;br /&gt;
Next on the speed-up: unlike before where attacks are resolved one by one, the game can now display multiple clashes and attacks simultaneously.&lt;br /&gt;
&lt;br /&gt;
If you look closely, you might be able to figure out what sort of trickery the game does to pull this off.&lt;br /&gt;
&lt;br /&gt;
And finally, if a unit's original target dies before they get to attack, they proceed to the next valid target so the attack isn't wasted.&lt;br /&gt;
&lt;br /&gt;
Moving on to other changes, you might have already noticed the next major one from the footage I've been showing:&lt;br /&gt;
&lt;br /&gt;
the Dice have been replaced by Coins.&lt;br /&gt;
&lt;br /&gt;
On the surface, this might seem like a huge downgrade, but this Coin battling mechanic can be trickier than it looks.&lt;br /&gt;
&lt;br /&gt;
I'm not going to post another wall of text explaining it, but feel free to head to my other video to learn how it works.&lt;br /&gt;
&lt;br /&gt;
A good example why Coins aren't that simple is how they don't always flip 50/50 Heads or Tails.&lt;br /&gt;
&lt;br /&gt;
Instead, they're affected by a unit's Sanity.&lt;br /&gt;
&lt;br /&gt;
A call back to Lobotomy Corporation, Sanity starts from 0, and can go up to 45, or down to -45.&lt;br /&gt;
&lt;br /&gt;
45 seems to be an odd choice, until you do the math.&lt;br /&gt;
&lt;br /&gt;
50% Heads on a coin flip plus 45 gives you 95%.&lt;br /&gt;
&lt;br /&gt;
In other words, a Tails at max Sanity is a Critical Miss on a D20 die.&lt;br /&gt;
&lt;br /&gt;
So yeah, Coins are basically Dice.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to gain Sanity, but the most reliable way is to win a Clash, with longer Clashes also giving more Sanity.&lt;br /&gt;
&lt;br /&gt;
As some of you may have realized, this essentially makes it the counterpart to Ruina's Emotion system, encouraging Clashes over one-sided attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://commons.wikimedia.org/wiki/File:Opening_chess_position_from_black_side.jpg Opening chess position from black side]&lt;br /&gt;
&lt;br /&gt;
[https://tenor.com/view/critical-failure-baldur's-gate-3-dice-dice-roll-critical-gif-16389621355368608807 Critical Failure Baldur'S Gate 3 GIF]&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I think that's enough for an overview for the changes between Library of Ruina and Limbus Company's combat.&lt;br /&gt;
&lt;br /&gt;
I could go on with more changes, but let's not forget why I'm even talking about them in a video that's supposed to be about the former.&lt;br /&gt;
&lt;br /&gt;
In short, if you're gonna follow my suggestion to play Limbus Company for free first to see if you like the combat enough to buy Library of Ruina, just remember that they're not quite the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Traveling this Path (wrap up, game design thoughts)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| End Screen&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/RoadNotTaken.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=138</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=138"/>
		<updated>2024-08-24T07:23:03Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CURRENTLY WIP ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
&lt;br /&gt;
Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
&lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1256670/Library_Of_Ruina/ Library of Ruina (Steam)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/568220/Lobotomy_Corporation__Monster_Management_Simulation/ Lobotomy Corporation]&lt;br /&gt;
&lt;br /&gt;
[https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
&lt;br /&gt;
On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
&lt;br /&gt;
Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
&lt;br /&gt;
Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
&lt;br /&gt;
Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of dea.l&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
&lt;br /&gt;
Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
&lt;br /&gt;
This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-Beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
| As if Clashing wasn't radical enough, the devs decided that single actions weren't fun enough, instead taking a cue from fighting and stylish action games and turned combos into a key part of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zc-yMi05vBA TEKKEN 8 – Steve Fox Reveal &amp;amp; Gameplay Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MWxlbnI9mpU Devil May Cry 5 - Final Trailer (4K full ver.)]&lt;br /&gt;
|-&lt;br /&gt;
| Now you might say, this isn't breaking new ground; lots of cards in other games do multiple things.&lt;br /&gt;
&lt;br /&gt;
However, what's different here is that each Die is treated as a separate discrete entity within the queue.&lt;br /&gt;
&lt;br /&gt;
Or in bigger picture terms, you aren't playing cards against each other you're pitting the Dice queues.&lt;br /&gt;
&lt;br /&gt;
The best way to show this in action is to look the Evade Dice.&lt;br /&gt;
&lt;br /&gt;
Most of the other dice work on the concept of “who rolls highest wins, then we move to the next dice”, but Evade is special.&lt;br /&gt;
&lt;br /&gt;
If an Evade wins against attacks, not only does the evader not take any damage, the Die is reused, allowing the same Die to dodge multiple attacks.&lt;br /&gt;
&lt;br /&gt;
Evade is also a Defensive Die, which means in certain situations, it can be used to defend an incoming attack from a different enemy.&lt;br /&gt;
&lt;br /&gt;
These reinforce the fact that ultimately, it's the dice queues that matter, and that the cards are simply vessels for the dice.&lt;br /&gt;
&lt;br /&gt;
Anyway, it's time to move on again, so yeah - if you want to know more, details on the other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Letting the Player Control the Flow of Combat&lt;br /&gt;
|-&lt;br /&gt;
| For the next update, try to forget what you saw about the pre-Beta and let's return to Alpha yet again…&lt;br /&gt;
&lt;br /&gt;
At this point, the devs have added more gameplay since the early prototype.&lt;br /&gt;
&lt;br /&gt;
On top of our Clashes, we got our cards, our action queue… but we really haven't solved the main problem with the prototype:&lt;br /&gt;
&lt;br /&gt;
it still doesn't feel like the player has that much control over the combat.&lt;br /&gt;
&lt;br /&gt;
To be fair, there's already a bit of player choice here if you look closely: units will Clash with the one in front of them so it's all about choosing the right cards to counter the enemy.&lt;br /&gt;
&lt;br /&gt;
You could still up the player input though.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, other Auto-Battlers let you position your units before the battle, with those close to the front tanking most of the damage.&lt;br /&gt;
&lt;br /&gt;
Maybe the devs tried that approach, but unfortunately we don't have any footage of that.&lt;br /&gt;
&lt;br /&gt;
Instead, we have hints that they tried the opposite: that is, you can't reposition your team.&lt;br /&gt;
&lt;br /&gt;
What could change are their Speed values.&lt;br /&gt;
&lt;br /&gt;
As you might guess higher Speed means faster, and faster units will reach the enemies first and start clashing with them.&lt;br /&gt;
&lt;br /&gt;
Then you could just have equipment to upgrade their Speed, or cards to change them on the fly.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1227280/Despots_Game_Dystopian_Battle_Simulator/ Despot's Game: Dystopian Battle Simulator]&lt;br /&gt;
|-&lt;br /&gt;
| At first glance, it looks like a step forward from the usual pre-wave positioning but compared to the previous version, it's almost a step back.&lt;br /&gt;
&lt;br /&gt;
At least in the Alpha you have an idea who's attacking who and you can play cards accordingly, with this setup you're guessing who's going to end up meeting in the middle first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, I know you didn't forget what you just saw a few minutes ago so you already know how they addressed this problem: by adding a targeting system.&lt;br /&gt;
&lt;br /&gt;
Instead of just seeing the enemy's intent, you can also see their targets.&lt;br /&gt;
&lt;br /&gt;
They then dialed back on the weirdness with the whole playing cards on your units thing, and went to the more traditional approach of playing cards to target the enemies.&lt;br /&gt;
&lt;br /&gt;
Everything we talked about so far stays the same.&lt;br /&gt;
&lt;br /&gt;
Playing a card as a response to an incoming attack will end up becoming a Clash.&lt;br /&gt;
&lt;br /&gt;
Then there's the Dice queue which you already saw in action earlier.&lt;br /&gt;
&lt;br /&gt;
They did, however, give Speed an updated purpose.&lt;br /&gt;
&lt;br /&gt;
Faster units can now intercept an attack meant for other units.&lt;br /&gt;
&lt;br /&gt;
In other games, interception may just be a nice-to-have gimmick, but in a Clash-focused game, it's almost essential.&lt;br /&gt;
&lt;br /&gt;
Without it, the game would be back to the Alpha where you could only respond to incoming attacks and can't choose your units' targets.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=O10pqWZPhiU Atlus USA Announcement Trailer: Persona 4]&lt;br /&gt;
|-&lt;br /&gt;
| With enough fast units, it almost feels like a tactical game where you can position your units in front of enemies, limiting their attacking options, and overall effectively changing the flow of combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea (Steam version)]&lt;br /&gt;
|-&lt;br /&gt;
| In practice, however, the tactical analogy fails quickly.&lt;br /&gt;
&lt;br /&gt;
For example, when there's a unit under attack by more than 2 enemies at once.&lt;br /&gt;
&lt;br /&gt;
This can happen when you don't have enough fast units to balance the clashes, or one team having more members than the other, both of which are fairly common.&lt;br /&gt;
&lt;br /&gt;
In this situation, it can be hard to predict which of the attacks will take place first.&lt;br /&gt;
&lt;br /&gt;
And as you can see there's yet another complicating factor: Knockbacks.&lt;br /&gt;
&lt;br /&gt;
Long story short, you can't be tactical if you can't reliably figure out the action order.&lt;br /&gt;
&lt;br /&gt;
Tactical problems aside, the addition of Speed and Interception is still a big deal as we've finally got away from the very passive gameplay of the earlier builds.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The Patch that Changed the Game&lt;br /&gt;
|-&lt;br /&gt;
| A few months into the Early Access, the devs dropped this simple change in the patch notes.&lt;br /&gt;
&lt;br /&gt;
Characters with lower Speed values will always wait for the characters with higher Speed values to play out their actions before taking their turn even if they arrive at their targets first.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| I admit, I'm one of the many players who didn't really understand what this meant.&lt;br /&gt;
&lt;br /&gt;
Looking back, however, this may just be the most important change to the combat system during Early Access.&lt;br /&gt;
&lt;br /&gt;
On the surface, all this does is cause some weird UI thing where everything stops except for the fastest unit who then slides towards their target.&lt;br /&gt;
&lt;br /&gt;
But let's cut to the chase - remember what I said a minute ago that we can't make tactical decisions unless we can reliably predict the action order?&lt;br /&gt;
&lt;br /&gt;
Yeah, this patch basically gives the player that.&lt;br /&gt;
&lt;br /&gt;
If previously we can't tell if Roland will attack first, now we know because his Speed is lower.&lt;br /&gt;
&lt;br /&gt;
Even with the knockback, he'll have to wait for his turn because of the patch.&lt;br /&gt;
&lt;br /&gt;
Of course, this change is more complicated than it looks, but overall, it's just a matter of getting the hang of how things work, and once you do, you should have no problem tactically maneuvering your team through the battlefield.&lt;br /&gt;
&lt;br /&gt;
You'd be able to set pre-Clash flanking maneuvers from units that attack first.&lt;br /&gt;
&lt;br /&gt;
Conversely, you can also set post-Clash follow-ups or finishers.&lt;br /&gt;
&lt;br /&gt;
This is a complicated topic so again I'll leave the rest of the details to my other video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The gameplay shift comes at a cost, however.&lt;br /&gt;
&lt;br /&gt;
By prioritizing the Speed mechanic over the unit positions on the battlefield, the devs have essentially abandoned most of what makes an Auto-Battler an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is the hands-off battle processing.&lt;br /&gt;
&lt;br /&gt;
Some parts like unit positions survive for other purpose but all that effort implementing the other Auto-Battler elements is now wasted.&lt;br /&gt;
&lt;br /&gt;
Then again, that's just part of the creative process, discarding stuff because you choose to go a certain route.&lt;br /&gt;
&lt;br /&gt;
And with this patch, Project Moon has decided to turn Library of Ruina into a Turn-Based Tactics game.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| A (rather long) digression on Genres and Naming&lt;br /&gt;
|-&lt;br /&gt;
| Despite this, I don't call Library of Ruina a Turn-Based Tactics game anymore.&lt;br /&gt;
&lt;br /&gt;
To explain why, let's take a detour and talk about game systems, starting with Turn-Based.&lt;br /&gt;
&lt;br /&gt;
Basically players taking turns performing actions.&lt;br /&gt;
&lt;br /&gt;
This includes fancier variations like units taking actions in order of initiative.&lt;br /&gt;
&lt;br /&gt;
Let's put basic Turn-Based combat here on a graph.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=FBmr3FTrxIY 8 Minutes Of Octopath Traveler Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Next is Final Fantasy's Active Time Battle where the player has to wait for gauges to fill up before getting to act.&lt;br /&gt;
&lt;br /&gt;
Depending on the game or user settings this can be closer or farther away from vanilla.&lt;br /&gt;
&lt;br /&gt;
Now we can define the axis of our graph, going from left to right increases the amount of &amp;quot;active input&amp;quot; in the game system.&lt;br /&gt;
&lt;br /&gt;
And by “active”, we mean things like the player needing to get the timing right, or being able to enter the right amount of inputs at a certain time frame.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Another good example of a system that requires active input would be Turn-based with Quick Time Events.&lt;br /&gt;
&lt;br /&gt;
Think Mario RPGs where hitting buttons at the right timing will block or deal more damage.&lt;br /&gt;
&lt;br /&gt;
I'll put them here, requiring more or less active input than ATB depending on the the variation.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Ume5pSIcKE Paper Mario: The Thousand-Year Door - Nintendo Direct 9.14.2023]&lt;br /&gt;
|- &lt;br /&gt;
| And on the extreme end are non-Turn-Based games: your real time strategies, your action games, and even platformers.&lt;br /&gt;
|&lt;br /&gt;
|[https://store.steampowered.com/app/2012510/Stormgate/ Stormgate]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/1627720/Lies_of_P/ Lies of P]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=XvQNlGKNC6o Super Mario Bros. Wonder – Launch Trailer – Nintendo Switch]&lt;br /&gt;
|-&lt;br /&gt;
| Then in this gap are the Real Time With Pause games - these are still not Turn-Based, but adding a pause gives you back one of the main advantages of Turn-Based systems:&lt;br /&gt;
&lt;br /&gt;
You have all the time to strategize your next moves.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Now that we've completed this graph, let's digress a bit further and address what some of you may be thinking way back when I talked about Clashing and how most games just stayed with tanking damage rather than innovating, that is:&lt;br /&gt;
&lt;br /&gt;
“What about QTE”?&lt;br /&gt;
&lt;br /&gt;
Like we already have a sort of Clashing and even a Combo mechanic here, right?&lt;br /&gt;
&lt;br /&gt;
And to that I say&lt;br /&gt;
&lt;br /&gt;
Do we really need extra inputs from the player for them to happen in game?&lt;br /&gt;
&lt;br /&gt;
Surely we can implement them way back here rather than stray this far.&lt;br /&gt;
&lt;br /&gt;
To be clear, there is nothing wrong with getting away from the basic Turn-Based formula; it's ultimately a design choice that a developer makes when building their game.&lt;br /&gt;
&lt;br /&gt;
But whenever Turn-Based games add active elements to their core gameplay to spice things up, it just feels a bit off for me.&lt;br /&gt;
&lt;br /&gt;
Even worse is when some games overdo it to the point that they might as well ditch Turn-Based altogether.&lt;br /&gt;
&lt;br /&gt;
Long story short, I prefer games that try to improve Turn-Based Combat within the constraints of the system, or, as we shall see in a bit, at least try to go in a different direction than QTE.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=VgE6bIwK-D4 Final Fantasy XIII-2: Enhanced Battle System Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bGpbTXCVkwQ Shin Megami Tensei V: Vengeance - Complete Guide | NSW, PS5/4, Xbox Series X|S, Xbox One, Steam, PC]&lt;br /&gt;
|-&lt;br /&gt;
| Getting back to the original digression, it's clear from this line that the opposite of Turn-Based is active gameplay.&lt;br /&gt;
&lt;br /&gt;
But where do Auto-Battlers and Library of Ruina fit in here?&lt;br /&gt;
&lt;br /&gt;
Right around Turn-Based.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/2427700/Backpack_Battles/ Backpack Battles]&lt;br /&gt;
|-&lt;br /&gt;
|Obviously, game systems involve more complicated factors than this single line, so let's expand it to one more axis how many units act simultaneously.&lt;br /&gt;
&lt;br /&gt;
Instead of being next to it, now these two systems are opposite of basic Turn-Based Combat.&lt;br /&gt;
&lt;br /&gt;
Real-Time combat is still farther away, but Turn-Based variations can be closer.&lt;br /&gt;
&lt;br /&gt;
And if I had better video editing skills, I'd add a third dimension and axis - “tactical control” - so I could add in Turn-Based Tactics and distinguish Ruina from Auto-Battlers.&lt;br /&gt;
&lt;br /&gt;
But let's stick with these two axes and return to the original problem why calling Library of Ruina Turn-Based Tactics isn't enough: namely, they just aren't the same.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Well, it turns out that there's already a well-established distinction between these two:&lt;br /&gt;
&lt;br /&gt;
Library of Ruina is a WEGO tactics game.&lt;br /&gt;
&lt;br /&gt;
WEGO as in “We Go at the same time”.&lt;br /&gt;
&lt;br /&gt;
In contrast, almost every Tactics or vanilla Turn-Based game follow the opposite:&lt;br /&gt;
&lt;br /&gt;
IGOUGO&lt;br /&gt;
&lt;br /&gt;
that is, “I go first, then you go”.&lt;br /&gt;
&lt;br /&gt;
Calling Ruina a WEGO tactics game leads to a different problem, however, as its such a niche subgenre of a subgenre that very few people know about it, which defeats the purpose of assigning a genre to let people know what the game is about.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.giantbomb.com/wego/3015-5269/ WeGo (Concept) - Giant Bomb]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/98200/Frozen_Synapse/ Frozen Synapse]&lt;br /&gt;
|-&lt;br /&gt;
| So... we reach the main point of this chapter:&lt;br /&gt;
&lt;br /&gt;
What do we call Library of Ruina's combat system then?&lt;br /&gt;
&lt;br /&gt;
How about we just go with the marketing material and call it “Library Battle Simulation”?&lt;br /&gt;
&lt;br /&gt;
While it's marketable, lore-friendly and all, it shares the same problem as WEGO, anyone reading it will have absolutely no clue what it is all about, possibly negatively affecting their purchasing decision.&lt;br /&gt;
&lt;br /&gt;
So what do I call Library of Ruina's system if someone would ask me about it nowadays?&lt;br /&gt;
&lt;br /&gt;
It's a Turn-based&lt;br /&gt;
&lt;br /&gt;
Clash-focused&lt;br /&gt;
&lt;br /&gt;
Combo-driven&lt;br /&gt;
&lt;br /&gt;
Hybrid Tactical Auto-Battler&lt;br /&gt;
&lt;br /&gt;
Deckbuilding Card Game.&lt;br /&gt;
&lt;br /&gt;
Or Hybrid Tactical Auto-Battler Card Game for short.&lt;br /&gt;
&lt;br /&gt;
The Hybrid part is key, as it clearly tells the prospective player that it's a mix of genres&lt;br /&gt;
&lt;br /&gt;
Project Moon have even started using this description …sort of, but we're getting ahead of ourselves.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.arcsystemworks.jp/lor/en/ Library of Ruina (NSW/PS4 ports)]&lt;br /&gt;
|-&lt;br /&gt;
| Anyway, I think this description's good enough for most cases, though it's not quite on the level of other genres. &lt;br /&gt;
&lt;br /&gt;
It needs to be more catchy, or even provocative.&lt;br /&gt;
&lt;br /&gt;
Here's some that I pulled out of my ass:&lt;br /&gt;
&lt;br /&gt;
Alright, digression over.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Lore meets Gameplay&lt;br /&gt;
|-&lt;br /&gt;
| By now you might be thinking that Project Moon must have been going out of their way intentionally breaking every rule in the book.&lt;br /&gt;
&lt;br /&gt;
That might just be the case, but I think at least some of them were simply happy accidents.&lt;br /&gt;
&lt;br /&gt;
Case in point: the Emotion System.&lt;br /&gt;
&lt;br /&gt;
This concept has been around from the start, in the initial crowdfunding details, and even in the Alpha footage.&lt;br /&gt;
&lt;br /&gt;
Lore-wise, the Library rewards heightened emotions, regardless if it's positive or negative.&lt;br /&gt;
&lt;br /&gt;
In game terms, Positive Emotions can come from stuff like killing an enemy, and Negative can come from&lt;br /&gt;
the opposite, like bad rolls.&lt;br /&gt;
&lt;br /&gt;
Once a unit or a team gets enough Emotions, they're given rewards like full resource refreshes, and other stuff I won't spoil in this video.&lt;br /&gt;
&lt;br /&gt;
On the surface, this is a straightforward example of having an initial in-universe concept then adding it into your game.&lt;br /&gt;
|&lt;br /&gt;
| [https://tumblbug.com/lor/ Library of Ruina Dubbing and OST Production, Tumblbug - Crowdfunding for Creators]&lt;br /&gt;
|-&lt;br /&gt;
| The accidental part arises when you consider the Focus-Fire trope, yet another widely accepted thing&lt;br /&gt;
in video games that most really don't stop to think about.&lt;br /&gt;
&lt;br /&gt;
Basically in RTSs and games in general where you control groups of units, it's usually mathematically optimal to focus fire and take out the enemy team one by one.&lt;br /&gt;
&lt;br /&gt;
But it's not the case in Library of Ruina; the Emotion System rewards Clashes much more than one-sided attacks.&lt;br /&gt;
&lt;br /&gt;
And since those rewards can easily turn the tide of battle, the game clearly doesn't want you to Focus-Fire.&lt;br /&gt;
&lt;br /&gt;
Again, I don't know if they intentionally went out of their way to discourage this decades-old trope, though I like to think it's just emergent behavior coming from combining crazy concepts together.&lt;br /&gt;
&lt;br /&gt;
I mean, the removal of dedicated healing abilities I mentioned way earlier also discourages Focus-Fire, and that has its own chicken-and-egg scenario.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And that's it for my not-so-quick overview of Library of Ruina's complex combat system.&lt;br /&gt;
&lt;br /&gt;
I could continue listing out other stuff they added to the combat but I think you got the point; Library of Ruina chose to take a radically different path compared to other games.&lt;br /&gt;
&lt;br /&gt;
Instead, let's talk about something more important:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| What are the problems with going down this route?&lt;br /&gt;
|-&lt;br /&gt;
| What are the problems with going down this route?&lt;br /&gt;
&lt;br /&gt;
Which is a silly question, especially if we rephrase it as&lt;br /&gt;
&lt;br /&gt;
What problems will a small indie developer face if they decide to practically invent a new combat system for their game?&lt;br /&gt;
&lt;br /&gt;
I could try to be funny and just answer &amp;quot;All the problems&amp;quot; and call it a day,&lt;br /&gt;
&lt;br /&gt;
but that wouldn't be that informative so I'll be going over some of the main problems&lt;br /&gt;
&lt;br /&gt;
then call it a day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Alright, top of the list - UI.&lt;br /&gt;
&lt;br /&gt;
No surprise here, we live in a time when you've got bigger more established studios spewing out hideous UI in their games, &lt;br /&gt;
&lt;br /&gt;
And that's even when they already had previous UI to work off from.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Library of Ruina had to figure out how to combine UI from vastly different genres and make them work.&lt;br /&gt;
&lt;br /&gt;
Really how do you do it?&lt;br /&gt;
&lt;br /&gt;
Maybe look at some other hybrid games like Fights in Tight Spaces and Midnight Suns?&lt;br /&gt;
&lt;br /&gt;
But even then we have to squeeze in the missing parts like the auto-battler and the clashing into UIs already on the verge of being too busy.&lt;br /&gt;
&lt;br /&gt;
In short, a non-janky UI would've required a miracle.&lt;br /&gt;
&lt;br /&gt;
To be fair, what we ended up with isn't that terrible, especially when you get the hang of the hard parts like how Clashes are assigned, and mentally calculating the order of attacks.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=sv0Wf9yc2J0 26 Minutes of Suicide Squad Kill the Justice League Gameplay (4K 60FPS)]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=zYX5pwFy4vc Fights in Tight Spaces - Launch Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=_9raj2bcTq4 Marvel's Midnight Suns: The First 28 Minutes of Gameplay]&lt;br /&gt;
|-&lt;br /&gt;
| Unfortunately that's the next problem&lt;br /&gt;
&lt;br /&gt;
how to make new players get the hang of what's essentially a new type of game.&lt;br /&gt;
&lt;br /&gt;
If you've been playing the same games over and over again and have forgotten how long it takes to properly learn a new game system, try learning Chess, Go, or any variation of Poker or Mahjong through a video game, preferably one that isn't a cultural staple where you're from.&lt;br /&gt;
&lt;br /&gt;
Better yet, go watch someone doing it.&lt;br /&gt;
&lt;br /&gt;
Yeah, it's not as simple as it looks.&lt;br /&gt;
&lt;br /&gt;
While it may only take a few minutes to learn the absolute basics, it will take a lot longer for a new player to learn enough to play semi-competently.&lt;br /&gt;
&lt;br /&gt;
And I haven't even factored in trying to make a guide for a moving target, changing the tutorial every time you decide to make a major change to the core gameplay.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.chess.com/lessons Chess.com lessons]&lt;br /&gt;
&lt;br /&gt;
[https://mahjongsoul.yo-star.com/ Mahjong Soul]&lt;br /&gt;
|-&lt;br /&gt;
| All that said, being in a difficult position doesn't excuse the problems the game has with its onboarding process.&lt;br /&gt;
&lt;br /&gt;
The gameplay eventually became stable, and they had all the time to make things better.&lt;br /&gt;
&lt;br /&gt;
Beyond the bare minimum walls of text and manual, a game as complicated as this one should at least have an improved in-game manual with animations, extra examples, and possibly a search function.&lt;br /&gt;
&lt;br /&gt;
To the Project Moon's credit, they did try to go the extra mile with the tutorial.&lt;br /&gt;
&lt;br /&gt;
There's this idea in game design where instead of relying on annoying popups to teach certain parts of a game, one can place players into situations where they can pick the concepts up by themselves, whether consciously or subconsciously.&lt;br /&gt;
&lt;br /&gt;
And Library of Ruina does the same with certain stages.&lt;br /&gt;
&lt;br /&gt;
At first, it could seem like the game took a big leap in difficulty, but if the player pays attention, they could figure out a game mechanic or two that makes the stage much easier than it initially seemed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these battles turned out to be too difficult for some players and some of them were nerfed to the point that you can beat them without even learning what they're meant to teach.&lt;br /&gt;
&lt;br /&gt;
Oh well, at least they tried.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/427520/Factorio/ Factorio]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=8FpigqfcvlM Sequelitis - Mega Man Classic vs. Mega Man X]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| The third problem, you've already saw a chapter on it.&lt;br /&gt;
&lt;br /&gt;
And I could continue, but I've already made my point.&lt;br /&gt;
&lt;br /&gt;
If any one of these can result in lost sales or even refunds, just imagine having to deal all of them at the same time.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Trying for Free (Limbus Company)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/1973530/Limbus_Company/ Limbus Company (Steam)]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Differences between LoR and LCB Combat&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Traveling this Path (wrap up game design thoughts)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| End Screen&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/RoadNotTaken.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=137</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=137"/>
		<updated>2024-08-24T05:40:00Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
&lt;br /&gt;
Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
&lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=2Ry-TruWsFw &amp;amp;#91; Library of Ruina &amp;amp;#93; - Alpha version Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
| This lead to the initial pre-Alpha prototype, an Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
From the footage they uploaded to their YouTube channel, this prototype does seem to get the “fun to watch” part right.&lt;br /&gt;
&lt;br /&gt;
But you can guess what the team thought about it: it's mobile game-y and doesn't have enough gameplay elements.&lt;br /&gt;
&lt;br /&gt;
To address these glaring issues, they started adding more stuff for the player to do, starting with the cards.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=_pS2-FJFNzo Do ProjectMoon Dream of Auto Battle Simulation Game?]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| The usual (Card Game) stuff&lt;br /&gt;
|-&lt;br /&gt;
| Despite the first line fakeout of this video, I'm sure many viewers who are only vaguely aware of what this game is about still know that this is a card game, whether through quick glimpses of gameplay, or just paying attention to the intro.&lt;br /&gt;
&lt;br /&gt;
So let's go with that first, pushing away all the freaky game mechanics to the side for now, and skip straight to the final game and talk about card game stuff that should be familiar to a modern indie gamer.&lt;br /&gt;
&lt;br /&gt;
On the surface, there's a lot of overlap with your usual collectible card games like Magic: the Gathering.&lt;br /&gt;
&lt;br /&gt;
You get to build a deck for each of your units, which they then get to draw from in combat.&lt;br /&gt;
&lt;br /&gt;
Each card has a resource cost, and each unit has limited resources available in order to play their cards.&lt;br /&gt;
&lt;br /&gt;
As you might expect, this setup leads to usual card game concepts like mana curves.&lt;br /&gt;
&lt;br /&gt;
There's also a booster pack mechanic, which is a bit controversial for this kind of game.&lt;br /&gt;
&lt;br /&gt;
Oh and yeah, since it's a single player game, you get to have an idea what the enemies are going to do next.&lt;br /&gt;
|&lt;br /&gt;
| [https://store.steampowered.com/app/646570/Slay_the_Spire/ Slay the Spire]&lt;br /&gt;
|-&lt;br /&gt;
| And that's basically the extent of familiar card game elements in Ruina's combat system.&lt;br /&gt;
&lt;br /&gt;
Remember, this game wasn't a card game from the start.&lt;br /&gt;
&lt;br /&gt;
By having roots in Auto-Battlers, this let the devs experiment with stuff you don't typically see in card games.&lt;br /&gt;
&lt;br /&gt;
And oh boy did Project Moon try out some crazy stuff...&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Changing the Way Units Deal Damage&lt;br /&gt;
|-&lt;br /&gt;
|You can already see one of those experiments in the initial prototype take note how these two are fighting but aren't taking any damage.&lt;br /&gt;
&lt;br /&gt;
There's just a counter going up.&lt;br /&gt;
&lt;br /&gt;
If we rewind a bit, we can see them acting like in a normal Auto-Battler.&lt;br /&gt;
&lt;br /&gt;
That is, both attack and take damage.&lt;br /&gt;
&lt;br /&gt;
But have you stopped to think why, why do we consider this normal?&lt;br /&gt;
&lt;br /&gt;
Just taking damage and not doing anything about it?&lt;br /&gt;
&lt;br /&gt;
One could say that it's actually realistic, if you get stabbed or shot, you get stabbed or shot.&lt;br /&gt;
&lt;br /&gt;
But we're talking about games here, surely, there are more fun and engaging ways to depict combat.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=LCZLabOywYU Battlefield V – War in the Pacific Official Trailer]&lt;br /&gt;
|-&lt;br /&gt;
| Ultimately, this is a relic from video game's history: many of our games have their roots from tabletop games.&lt;br /&gt;
&lt;br /&gt;
And since they predate handheld computers, their combat systems have to be as simple as possible while still trying to simulate potentially complicated situations.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=eHgLWPjQ_M0 A Quick History of Wargames]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Xhe3ugddFPM Pathfinder 2e Combat in 7 Minutes or Less]&lt;br /&gt;
|-&lt;br /&gt;
| Those systems were simplified further once they became video games, this time due to screen and input limitations.&lt;br /&gt;
&lt;br /&gt;
And this system of attacking and dealing damage just stuck… through the decades.&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| There have been innovations, but when you think about it, they're mostly just ways to take out enemies faster; the core is still there - one side attacks, other side gets hit.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| However, if we look at other media, there's another fun and engaging way to represent combat...&lt;br /&gt;
&lt;br /&gt;
Two opposing forces parrying each other's blows until one side overpowers the other.&lt;br /&gt;
&lt;br /&gt;
In short,&lt;br /&gt;
&lt;br /&gt;
Clashing&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=CsAx6uYdpRc JoJo’s Bizarre Adventure: All-Star Battle R – Announcement Trailer]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=5r3RxHoZEyQ DRAGON BALL: Sparking! ZERO – Goku VS Vegeta - Rivals Trailer &amp;amp;#91;BUDOKAI TENKAICHI Series&amp;amp;#93;]&lt;br /&gt;
|-&lt;br /&gt;
| And that's what Library of Ruina has settled on as its preferred combat style, all the way to the release.&lt;br /&gt;
&lt;br /&gt;
And while you can still choose to tank damage, or find ways to attack without Clashing, most of the game will revolve around setting up the right Clashes for your team.&lt;br /&gt;
&lt;br /&gt;
I'm not a game design essayist so I won't dwell on this game-changing paradigm shift for long.&lt;br /&gt;
&lt;br /&gt;
If you want to know more, again, link in the description for a guide.&lt;br /&gt;
&lt;br /&gt;
I will however, discuss something Clash-related that I don't talk about in that other video…&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=vUQA4tldJ3c A Spoiler-Free Guide to Library of Ruina]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Removing a Role&lt;br /&gt;
|-&lt;br /&gt;
| Namely, your units don't take as much damage as they would in a normal turn-based game.&lt;br /&gt;
&lt;br /&gt;
I mean, what do you expect when your units don't just stand around like dumb-asses taking damage.&lt;br /&gt;
&lt;br /&gt;
Less damage leads to a bigger side-effect: Your teams no longer need dedicated healers.&lt;br /&gt;
&lt;br /&gt;
No, not in the usual “you wiped out the enemy before they can hurt your party” sort of dea.l&lt;br /&gt;
&lt;br /&gt;
I'm talking about long, drawn out battles without any healers.&lt;br /&gt;
&lt;br /&gt;
Stop and think about it for a moment:&lt;br /&gt;
&lt;br /&gt;
How would party-based combat look like without healers?&lt;br /&gt;
&lt;br /&gt;
For one, more time spent on attacking.&lt;br /&gt;
&lt;br /&gt;
Gone are the “ok we need to stop attacking this turn and heal up unless we want to die.”&lt;br /&gt;
&lt;br /&gt;
We can also replace the dedicated healing abilities with passive effects like Regeneration, or to be more in line with our constant Clashing, triggered effects like Lifesteal.&lt;br /&gt;
&lt;br /&gt;
They don't even need to be that strong, what would be a joke in other games can be perfectly viable means of sustaining your team just because they don't take as much damage.&lt;br /&gt;
&lt;br /&gt;
This results in another interesting side-effect: when your units do take a lot of damage, battles suddenly become a lot more tense as we removed all those dedicated healing abilities, including revives.&lt;br /&gt;
&lt;br /&gt;
I could go on, but I think you got the point.&lt;br /&gt;
&lt;br /&gt;
Change something as fundamental as damage dealing, and lots of things will change down the line.&lt;br /&gt;
&lt;br /&gt;
And that's gonna be an ongoing theme as we continue this video.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Adding Another Dimension to Combat&lt;br /&gt;
|-&lt;br /&gt;
| Getting back on track... let's return to the Alpha build and see how they originally implemented the card game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each turn you get to assign a card to each unit, with each card adding a number of pips to the unit's queue.&lt;br /&gt;
&lt;br /&gt;
Each pip represents an attack, or more accurately, a potential Clash.&lt;br /&gt;
&lt;br /&gt;
Then at the start of every following turn, the pips are refreshed and you get to assign a new card to the queue, which again adds other pips.&lt;br /&gt;
&lt;br /&gt;
This way of playing cards does look odd though it does make a bit more sense in an Auto-Battler sense where multiple actions are expected in the “auto” part of the battle.&lt;br /&gt;
&lt;br /&gt;
But some of you may have remembered from earlier - Library of Ruina uses the more familiar resource-based system for playing cards.&lt;br /&gt;
&lt;br /&gt;
And in other games of the sort, you could just do the multiple actions part by playing multiple cards as long as you have resources to do so.&lt;br /&gt;
&lt;br /&gt;
So, did they switch to this approach?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| By the pre-beta, the answer to that is yes and no.&lt;br /&gt;
&lt;br /&gt;
Yes, in the sense that they ditched the part where cards you played in earlier turns stick around.&lt;br /&gt;
&lt;br /&gt;
But also “no” because the rest remained mostly intact - you can only play one card per turn (though later on you units can gain multiple slots effectively letting you play more).&lt;br /&gt;
&lt;br /&gt;
And more importantly, each card still consists of multiple pips, though now they've become Dice.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.youtube.com/watch?v=oloFFARWEMA &amp;amp;#91; Library of Ruina &amp;amp;#93; Battle Video]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| '''Currently WIP'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/RoadNotTaken.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=136</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=136"/>
		<updated>2024-08-23T08:47:42Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
&lt;br /&gt;
Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
&lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| '''Currently WIP'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/RoadNotTaken.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=135</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=135"/>
		<updated>2024-08-23T08:43:20Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
&lt;br /&gt;
Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
&lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| '''Currently WIP'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/RoadNotTaken.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=134</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=134"/>
		<updated>2024-08-23T06:57:05Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
&lt;br /&gt;
Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
&lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/RoadNotTaken.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=133</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=133"/>
		<updated>2024-08-23T06:53:45Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Library of Ruina is an auto-battler.&lt;br /&gt;
&lt;br /&gt;
At least, it was, early in development.&lt;br /&gt;
&lt;br /&gt;
Hi, I'm Zero, and in this video we'll take a look at Library of Ruina's combat system and how it eventually turned into one of the most unique takes on Turn-Based Combat out there right now.&lt;br /&gt;
&lt;br /&gt;
Note that I'll only be giving an overview of the system, refer to my other videos for the details.&lt;br /&gt;
&lt;br /&gt;
I'll also be using more generic terminology as much as possible.&lt;br /&gt;
&lt;br /&gt;
To make up for the lack of detail, I've added a couple of extras - a bit about the sequel, Limbus Company, and some thoughts about game development.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| In the Beginning&lt;br /&gt;
|-&lt;br /&gt;
| In order to properly explain how we got here, we must first go back to the beginning, after the full launch of the prequel, Lobotomy Corporation.&lt;br /&gt;
&lt;br /&gt;
Now this isn't much of a spoiler as we're already at the 3rd game in the franchise, but LobCorp ends with a very big sequel hook.&lt;br /&gt;
&lt;br /&gt;
And so the devs immediately began work on that sequel.&lt;br /&gt;
&lt;br /&gt;
Since LobCorp leaned more towards management, it was decided early on that this new game would be more action oriented.&lt;br /&gt;
&lt;br /&gt;
The Director mentioned in an interview that he wanted it to be like Uncharted Waters 4, a game whose combat was mostly hands-off and was fun to watch.&lt;br /&gt;
|&lt;br /&gt;
| [https://www.inven.co.kr/webzine/news/?news=232343  LoR crowdfunding Interview]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bpg3o7Acxc8 【5/20発売】『大航海時代IV with パワーアップキット HD Version』PV]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/road.en.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=132</id>
		<title>The Road Not Taken script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=The_Road_Not_Taken_script&amp;diff=132"/>
		<updated>2024-08-22T00:01:54Z</updated>

		<summary type="html">&lt;p&gt;Zero: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot;  |- ! Script !! On-screen extra blurbs !! Additional notes |- | Alright so here's the list. Out of all the tips I could give to new players, these are the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Alright so here's the list. Out of all the tips I could give to new players, these are the ones I consider absolutely essential to learn ASAP. &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While most of these tips fall into your usual “tips I wish I knew before playing [whatever]”, I do have to point out that a big part of why I even have to make this list  - is because the tutorial doesn't give enough focus on important mechanics, while the manual is vague on others.&lt;br /&gt;
|&lt;br /&gt;
| The videos are: &amp;lt;/br&amp;gt;&lt;br /&gt;
Trupen - [https://www.youtube.com/watch?v=tD2nOjn3ffs  Things I Wish I Knew Before Playing Factorio (Tips And Tricks Tutorial)]&amp;lt;/br&amp;gt;&lt;br /&gt;
Pr1vateLime - [https://www.youtube.com/watch?v=aMOxhT9SFPE  Top 10 Things I Wish I Knew Before Playing Project Zomboid Build 41 2020] &amp;lt;/br&amp;gt;&lt;br /&gt;
Pestily - [https://www.youtube.com/watch?v=o8yYwbUMWrk 5 Things I Wish I Knew Starting EFT - New Players Guide - Escape from Tarkov] &amp;lt;/br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| And this has been a recurring problem in the franchise.  || Library of Ruina manual entry for &amp;quot;Speed&amp;quot; - severely downplayed, poorly explained&amp;lt;/br&amp;gt;&lt;br /&gt;
Limbus Company Absolute Resonance tip - GREATLY misleading, though the tutorial has been updated to correctly say that Resonance is more for activating Skills than the Attack Level bonus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To be fair, Project Moon was and is still a small dev team, and having a weak tutorial is better than having nothing at all. Though I have to admit, getting to figure things out on your own is part of the charm of these games. &lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; we really do like figuring things out on our own, it's definitely not Stockholm Syndrome&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Before we proceed, a quick warning: While I won't spoil anything story-wise, I can't avoid showing early game stuff.&lt;br /&gt;
So if you're planning to go in fully blind, consider yourself warned&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if you’re avoiding spoilers, maybe come back after 3-5 of playing&lt;br /&gt;
to check if what you figured out on your own matches with the tips&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #1&lt;br /&gt;
|-&lt;br /&gt;
| Tip #1: Keep an eye on the Qliphoth Meltdown Gauge.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|A lot of new players ignore this UI element, but I can't really blame them as it's only briefly mentioned in the tutorial, and it really isn't important until a few hours into the game.&lt;br /&gt;
| Early game Qliphoth Meltdowns pose no threat even for beginners and can lead to some ignoring the bar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|For experienced players, however, this may just be the most important thing on screen.&lt;br /&gt;
|what a veteran player sees:&lt;br /&gt;
&amp;quot;Meltdown's gonna happen soon&amp;quot;&amp;lt;br/&amp;gt;&amp;quot;Next Ordeal is Dawn of Amber&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|So what is it?&lt;br /&gt;
&lt;br /&gt;
Basically, this bar fills up every time one of your Agents starts working on an Abnormality.&lt;br /&gt;
&lt;br /&gt;
And once it's full, the game will throw something at you depending on what's displayed here:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|either you get Qliphoth Meltdowns,&lt;br /&gt;
|Affected rooms will get a countdown timer. Failing to work on them on time will result in the room's Qliphoth counter dropping to 0 (possibly triggering breach) and loss of PE boxes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; working on these rooms will not raise the Meltdown Gauge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|or Ordeals.&lt;br /&gt;
|If it's not a number, it will be an &amp;quot;Ordeal&amp;quot; and will spawn entities according to the designations (Time and Color, in this case Dawn of Green)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|As to why you should keep an eye on it, there are two main reasons:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|First off, Meltdowns are the main source of tension in the game.&lt;br /&gt;
By Day 11, the game will be more than just deducing how to handle Abnormalities and extracting enough energy - you'll also have to be ready for the ever increasing challenges as the day progresses.&lt;br /&gt;
| From Day 11 onwards, Qliphoth Meltdowns quickly ramp up in difficulty as the day progresses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And then there's the tough decision between ending the day early, or taking the risk and try to farm a bit more.&lt;br /&gt;
| Try dealing with a Noon Ordeal, or play it safe and end the day?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And the other, more important, reason, is you have full control over when the Meltdowns will take place.&lt;br /&gt;
Or in more blunt terms, it's all your fault if it unexpectedly pops, most likely because you sent too many Agents to work at the same time and you didn't see the bar was gonna be full.&lt;br /&gt;
&lt;br /&gt;
So yeah, keep an eye on this, and play accordingly.&lt;br /&gt;
| Note how we are 4 ticks away from an Ordeal&lt;br /&gt;
Ordered too much work at the same time&lt;br /&gt;
&lt;br /&gt;
As a result, we don't have any Agents available&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #2&lt;br /&gt;
|-&lt;br /&gt;
|Tip #2: Pause and 2x speed are your friends.&lt;br /&gt;
|-&lt;br /&gt;
|If you've played a decent amount of Real Time with Pause games, especially those with lots of multitasking involved, feel free to skip to the next tip as you already know this.&lt;br /&gt;
| Skip to the next tip if you're already used to jumping between pause and high speed&lt;br /&gt;
| Games shown on screen:&lt;br /&gt;
[https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ FTL]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/255710/Cities_Skylines/ Cities: Skylines]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/294100/RimWorld/ RimWorld]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/281990/Stellaris/ Stellaris]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/1336490/Against_the_Storm/ Against the Storm]&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|But if you haven't, here's a quick rundown.&lt;br /&gt;
&lt;br /&gt;
These are the game's speed controls.&lt;br /&gt;
| 1.5x and 2x speed are unlocked through research&lt;br /&gt;
|-&lt;br /&gt;
| Normal speed is the default, but outside micro-ing situations, there's few reasons to stick with it.&lt;br /&gt;
| eg. Normal speed works well for Combat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pause is well, pause.&lt;br /&gt;
| Pause: time stops but you can still look around and give orders&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| With all the stuff happening at the same time, Normal speed just doesn't cut it.&lt;br /&gt;
|&lt;br /&gt;
* 16 Abnormalities&lt;br /&gt;
* Maximum 20 assigned Agents&lt;br /&gt;
* 7 Overloads at Meltdown Level 4&lt;br /&gt;
* Noon Ordeal at Meltdown lvl 3-5&lt;br /&gt;
* Multiple active missions&lt;br /&gt;
&lt;br /&gt;
...and this is just Day 19 of 50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So stay paused and give out orders at your own pace, just make sure you don't accidentally trigger a Meltdown.&lt;br /&gt;
| Don't forget Tip #1!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The hotkey for toggling pause on and off is spacebar, and that will be your panic button for when the BGM changes.&lt;br /&gt;
| Spacebar toggles between Pause and current speed setting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Spam toggling between pause and normal speed for combat micro also works well in this game.&lt;br /&gt;
| footage sped up to show the spam toggling&lt;br /&gt;
| Pause spam is a staple in RTWP games (FTL shown)&lt;br /&gt;
|- &lt;br /&gt;
| As for 2 times speed, it's useful not only because most of the time you'll be waiting for your agents to walk or work on Abnormalities, it's also because all it takes is one mistake and you'll be doing a day all over from the beginning.&lt;br /&gt;
| Retry = Repeat everything all over again&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Sadly there's no hotkey directly going to 2x speed, only E and Q to speed up and slow down by one tick.&lt;br /&gt;
| Q slow down 1 tick, E speed up 1 tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #3&lt;br /&gt;
|-&lt;br /&gt;
| Tip #3: Check the logs in case you forget or miss something.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Don't want to keep track in your head what type of work you've already tried on a new Abnormality? Just check the logs.&lt;br /&gt;
| We haven't tried repression yet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Want to be reminded that you screwed up again by sending the wrong unit while you weren't paying attention? Just check the logs.&lt;br /&gt;
|&lt;br /&gt;
Did I select the correct work??&lt;br /&gt;
&lt;br /&gt;
Nope, time to cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The game doesn't log everything though, though. For example, using Tool Abnormalities isn't logged so if that's where you screwed up, the logs won't say what caused the problem.&lt;br /&gt;
|&lt;br /&gt;
Wait, why is there a panicking Agent&lt;br /&gt;
&lt;br /&gt;
Tool Abnormality use isn't logged so the logs won't help if that's what caused your Agents to Panic / Die.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #4&lt;br /&gt;
|-&lt;br /&gt;
| Tip #4: Get to know the quirks around controlling units.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to control your Agents:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Clicking or selecting them then right clicking to move, work, or attack. This should be familiar to anyone who has played an RTS or a MOBA.&lt;br /&gt;
| Click / Select with LMB then Clicking the target with RMB&lt;br /&gt;
&lt;br /&gt;
AKA Warcraft-style controls&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then the opposite, clicking the target first, then choosing the agent to perform the action.&lt;br /&gt;
| Clicking the target with LMB then choosing the Agent(s)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Going over the tips and tricks here can be a video on its own, so for now we'll just cover 2 of the most important ones.&lt;br /&gt;
| Movement Tips &amp;amp; Tricks&lt;br /&gt;
&lt;br /&gt;
to help you overcome the jank (and cheese combat)&lt;br /&gt;
&lt;br /&gt;
coming soon 2026...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| First is how the select - move stations the selected units to the target room. This means that after finishing their next task, they'll return to that room instead of the Main Room.&lt;br /&gt;
| Stationed Agents will not return to main room until ordered&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This is great if you want to work on an Abnormality over and over again. You can just send them back once their health is low.&lt;br /&gt;
| let's just pretend the Agent is injured&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The other important tip is about how you can browse through different Departments in the work UI. &lt;br /&gt;
| Unlocked via Joint Command research&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While this is meant to allow you to give orders to Agents in other Departments, this is also a quick way to browse through all of your agents, say it's the end of a Day and you want to check if there's anyone panicked. &lt;br /&gt;
| all panicked Agents die when you end the day&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| It's also the only way to check your Agent's HP and SPs if you haven't researched HP UI yet.&lt;br /&gt;
| no HP/SP bar yet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #5&lt;br /&gt;
|-&lt;br /&gt;
| Tip # 5 - Your default order for unlocking Abnormality info should be:&lt;br /&gt;
&lt;br /&gt;
Management Tips - Work Preferences - Basic Information - Escape Information&lt;br /&gt;
&lt;br /&gt;
Management Tips should be the first because they will tell you important stuff like “IF YOU DO THIS, YOUR AGENT WILL DIE”&lt;br /&gt;
&lt;br /&gt;
Work Preferences next so you know if you're doing the right work and using the right agents.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then the Basic Information to get the rest of the important details &lt;br /&gt;
| Name&lt;br /&gt;
&lt;br /&gt;
Risk Level&lt;br /&gt;
&lt;br /&gt;
Damage and Type&lt;br /&gt;
&lt;br /&gt;
E-Box Count&lt;br /&gt;
&lt;br /&gt;
Happiness Ranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And finally Escape Info last because it's mostly redundant.&lt;br /&gt;
| Basic Info already unlocks Qliphoth Counter&lt;br /&gt;
| Basic info also tells damage type&lt;br /&gt;
|-&lt;br /&gt;
| Note that this isn't a hard recommendation, you're free to change this order around as you please,&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, if you're planning to retry the day anyway, you can unlock a couple of Work Preference first, then retry the day until you find the easiest work.&lt;br /&gt;
| pretend this is a spooky scary Abno and you only extracted enough for 2 work prefs&lt;br /&gt;
&lt;br /&gt;
unlock Instinct &amp;amp; Insight first then Temperance and Repression after Retry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #6&lt;br /&gt;
|-&lt;br /&gt;
| Tip #6 - Pick your battles&lt;br /&gt;
&lt;br /&gt;
This one overlaps with the next two tips, but I think it deserves its own entry.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Simply put, you don't have to work on all of your abnormalities every day, unless of course if they're melting down.&lt;br /&gt;
| * with some exceptions like Meltdowns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Similarly, if an Abnormality escapes or Ordeals arrive, you don't necessarily have to all suppress them; only those need to be suppressed ASAP before they can do more harm to the site.&lt;br /&gt;
| * except those that can do more damage to the site&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You get a LOB point penalty for having free roaming Abnormalities when you end the day, but that might be a price you're willing to pay. &lt;br /&gt;
| LOB point penalty per escaped Abnormality&lt;br /&gt;
&lt;br /&gt;
* Zayin - 0&lt;br /&gt;
* Teth - -1&lt;br /&gt;
* He - -3&lt;br /&gt;
* Waw - -5&lt;br /&gt;
* Aleph - You lose all LOB for the day so maybe suppress them?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| However, there's NO penalty for having active Ordeals when you end the day, so you can trigger that meltdown even though you don't plan to deal with the Ordeal.&lt;br /&gt;
| No LOB point penalty for Ordeals&lt;br /&gt;
&lt;br /&gt;
Think you can extract 60 PE Boxes with a Crimson Noon around?&lt;br /&gt;
&lt;br /&gt;
If yes, go ahead and trigger it&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #7&lt;br /&gt;
|-&lt;br /&gt;
| Before I can explain the next tip, we must first talk about farming stats.&lt;br /&gt;
&lt;br /&gt;
When an Agent works on an Abnormality, the Virtue they used for the work grows at the end of the day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Here's how that is calculated.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|  Looks complicated, but it boils down to this simple equation:&lt;br /&gt;
&lt;br /&gt;
You get more experience per PE box the riskier the Abnormality, but there comes a point where it becomes too risky that the XP becomes negative&lt;br /&gt;
| The higher the risk, the greater the stat gain&lt;br /&gt;
&lt;br /&gt;
Your Agents may not be able to extract as many PE Boxes from harder Abnormalities&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| which is a roundabout way of saying that your Agent is dead.&lt;br /&gt;
| Very High Risk = Dead Agent&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So it's all about finding the sweet spot, in other words,&lt;br /&gt;
| Find the sweet spot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tip #7: Work on the riskiest Abnormalities that you can handle.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Look, we all love Skull Bro, but you shouldn't waste your meltdown gauge on it if you've got other Teth and He around that you can farm just fine.&lt;br /&gt;
| Day 19:&lt;br /&gt;
8 works to trigger Meltdown, 12 Abnormalities to choose from&lt;br /&gt;
&lt;br /&gt;
One Sin: 10 PE, 0.96 stat gain&lt;br /&gt;
Teth: 12-14 PE, 1.6-1.76 stat gain&lt;br /&gt;
He: 15-18 PE, 2.4-2.8 stat gain (you usually earn more than this due to the damage factor)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the flip side, if you still have trouble with Waw and Aleph, you can just avoid them until your agents have leveled up, crossing your fingers every Meltdown that they don't get pinged.&lt;br /&gt;
| Try your best to work on them, but remember that you don't NEED to (ie. Tip #6)&lt;br /&gt;
&lt;br /&gt;
* with some exceptions like Meltdowns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But what if you get an Abnormality that can't be ignored, and you're out of LOB points to pump an agent high enough to deal with them?&lt;br /&gt;
| &lt;br /&gt;
Waw, Aleph that can't be ignored (eg. you've picked so many that they're constantly receiving Meltdowns)&lt;br /&gt;
&lt;br /&gt;
+ you don't have enought LOB to upgrade your Agents&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The answer is...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #8&lt;br /&gt;
|-&lt;br /&gt;
| Tip #8: Lobotomy Corporation is a rogue-like.&lt;br /&gt;
| * or more accurately, uses the looping and meta-progression mechanics of Rogue-lites&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To this day, it still baffles me that this key aspect of the game is hidden in an easily missed part of the Manual.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Basically, you're NOT meant to play the game in a single cycle, but through multiple cycles and sub-cycles, via the First Day and the Rewind to Memory Repository options, respectively.&lt;br /&gt;
| Unless you are extremely lucky or extremely persistent, you will hit walls early in your first playthroughs, forcing the end of the cycle.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Unlike the Retry option which does a full reset like the day never happened, both of those options retain some of your progress, namely:&lt;br /&gt;
&lt;br /&gt;
Unlocked department tech&lt;br /&gt;
&lt;br /&gt;
Researched Abnormality Info&lt;br /&gt;
&lt;br /&gt;
And your EGO Weapons and Suits&lt;br /&gt;
| Completed Missions and unlocked tech&lt;br /&gt;
&lt;br /&gt;
Unlocked Abnormality Info and Unique PE Boxes&lt;br /&gt;
&lt;br /&gt;
Extracted E.G.O Weapons and Suits&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| These let you do things like play the first week with 2 times speed and HP display, see abnormality names in the pick screen to give you a better idea which to choose, and overall be in a better position than the previous cycle.&lt;br /&gt;
| strong E.G.O in the early game almost feels like cheating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| What you don't retain is your Agents, for Rewind to Memory Repository, all your agents are rolled back to their saved Memory Imprint state.&lt;br /&gt;
&lt;br /&gt;
For First Day, your roster is wiped clean and you're given a new first employee.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While this may seem to reinforce the idea that all your Agents are all expendable, it's actually the opposite, at least for your top Agents.&lt;br /&gt;
| low level employees are still very much disposable, sorry...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You want your strongest, best equipped Agents to live to the end of the cycle so you can farm info and EGO efficiently.&lt;br /&gt;
| You need high-level Agents to work on harder Abnormalities and extract better E.G.O for later cycles&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You'll also find yourself restarting days not because you want to save your Agents, but to save their EGO, especially if they were extracted from another cycle.&lt;br /&gt;
| They’re still expendable but...&lt;br /&gt;
&lt;br /&gt;
Save the E.G.O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Some of you might be thinking, can't I abuse this mechanic and just keep looping back trying to get the easiest Abnos for my run?&lt;br /&gt;
&lt;br /&gt;
Yes, you can, but remember the previous tips - by avoiding Waw and Aleph, not only do you slow down your agents' growth in the current cycle, the low PE box output also means that you're more likely to have to face harder Ordeals in order to reach the daily quota.&lt;br /&gt;
|&lt;br /&gt;
Pros:&amp;lt;br/&amp;gt;&lt;br /&gt;
* Easier to manage, less chance of Agents dying during work&lt;br /&gt;
&lt;br /&gt;
Cons:&amp;lt;br/&amp;gt;&lt;br /&gt;
* Slower to farm stats, may need LOB Points to pump up Agents&lt;br /&gt;
* Lower PE Box count increases chances of encountering harder Ordeals&lt;br /&gt;
* Weaker extracted E.G.O may not be strong enough to handle Aleph&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Outro&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video. This is more of a personal challenge if I can make a short video with the tips I've given to new players recently, and I'm not happy with how I have to add so much text on screen so I could squeeze this down to around 11 minutes.&lt;br /&gt;
&lt;br /&gt;
Maybe I'd make a proper non-squeezed version later, and if I do, you've been seeing it recommended on the right.&lt;br /&gt;
&lt;br /&gt;
Either way, on the left is my older run of the game where you can see most of the tips in action. Skip the first video to go straight to the action.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/LobCorpTips.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=131</id>
		<title>Lobotomy Corporation Essential Beginner Tips script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=131"/>
		<updated>2024-03-19T19:50:44Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Alright so here's the list. Out of all the tips I could give to new players, these are the ones I consider absolutely essential to learn ASAP. &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While most of these tips fall into your usual “tips I wish I knew before playing [whatever]”, I do have to point out that a big part of why I even have to make this list  - is because the tutorial doesn't give enough focus on important mechanics, while the manual is vague on others.&lt;br /&gt;
|&lt;br /&gt;
| The videos are: &amp;lt;/br&amp;gt;&lt;br /&gt;
Trupen - [https://www.youtube.com/watch?v=tD2nOjn3ffs  Things I Wish I Knew Before Playing Factorio (Tips And Tricks Tutorial)]&amp;lt;/br&amp;gt;&lt;br /&gt;
Pr1vateLime - [https://www.youtube.com/watch?v=aMOxhT9SFPE  Top 10 Things I Wish I Knew Before Playing Project Zomboid Build 41 2020] &amp;lt;/br&amp;gt;&lt;br /&gt;
Pestily - [https://www.youtube.com/watch?v=o8yYwbUMWrk 5 Things I Wish I Knew Starting EFT - New Players Guide - Escape from Tarkov] &amp;lt;/br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| And this has been a recurring problem in the franchise.  || Library of Ruina manual entry for &amp;quot;Speed&amp;quot; - severely downplayed, poorly explained&amp;lt;/br&amp;gt;&lt;br /&gt;
Limbus Company Absolute Resonance tip - GREATLY misleading, though the tutorial has been updated to correctly say that Resonance is more for activating Skills than the Attack Level bonus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To be fair, Project Moon was and is still a small dev team, and having a weak tutorial is better than having nothing at all. Though I have to admit, getting to figure things out on your own is part of the charm of these games. &lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; we really do like figuring things out on our own, it's definitely not Stockholm Syndrome&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Before we proceed, a quick warning: While I won't spoil anything story-wise, I can't avoid showing early game stuff.&lt;br /&gt;
So if you're planning to go in fully blind, consider yourself warned&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if you’re avoiding spoilers, maybe come back after 3-5 of playing&lt;br /&gt;
to check if what you figured out on your own matches with the tips&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #1&lt;br /&gt;
|-&lt;br /&gt;
| Tip #1: Keep an eye on the Qliphoth Meltdown Gauge.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|A lot of new players ignore this UI element, but I can't really blame them as it's only briefly mentioned in the tutorial, and it really isn't important until a few hours into the game.&lt;br /&gt;
| Early game Qliphoth Meltdowns pose no threat even for beginners and can lead to some ignoring the bar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|For experienced players, however, this may just be the most important thing on screen.&lt;br /&gt;
|what a veteran player sees:&lt;br /&gt;
&amp;quot;Meltdown's gonna happen soon&amp;quot;&amp;lt;br/&amp;gt;&amp;quot;Next Ordeal is Dawn of Amber&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|So what is it?&lt;br /&gt;
&lt;br /&gt;
Basically, this bar fills up every time one of your Agents starts working on an Abnormality.&lt;br /&gt;
&lt;br /&gt;
And once it's full, the game will throw something at you depending on what's displayed here:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|either you get Qliphoth Meltdowns,&lt;br /&gt;
|Affected rooms will get a countdown timer. Failing to work on them on time will result in the room's Qliphoth counter dropping to 0 (possibly triggering breach) and loss of PE boxes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; working on these rooms will not raise the Meltdown Gauge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|or Ordeals.&lt;br /&gt;
|If it's not a number, it will be an &amp;quot;Ordeal&amp;quot; and will spawn entities according to the designations (Time and Color, in this case Dawn of Green)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|As to why you should keep an eye on it, there are two main reasons:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|First off, Meltdowns are the main source of tension in the game.&lt;br /&gt;
By Day 11, the game will be more than just deducing how to handle Abnormalities and extracting enough energy - you'll also have to be ready for the ever increasing challenges as the day progresses.&lt;br /&gt;
| From Day 11 onwards, Qliphoth Meltdowns quickly ramp up in difficulty as the day progresses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And then there's the tough decision between ending the day early, or taking the risk and try to farm a bit more.&lt;br /&gt;
| Try dealing with a Noon Ordeal, or play it safe and end the day?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And the other, more important, reason, is you have full control over when the Meltdowns will take place.&lt;br /&gt;
Or in more blunt terms, it's all your fault if it unexpectedly pops, most likely because you sent too many Agents to work at the same time and you didn't see the bar was gonna be full.&lt;br /&gt;
&lt;br /&gt;
So yeah, keep an eye on this, and play accordingly.&lt;br /&gt;
| Note how we are 4 ticks away from an Ordeal&lt;br /&gt;
Ordered too much work at the same time&lt;br /&gt;
&lt;br /&gt;
As a result, we don't have any Agents available&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #2&lt;br /&gt;
|-&lt;br /&gt;
|Tip #2: Pause and 2x speed are your friends.&lt;br /&gt;
|-&lt;br /&gt;
|If you've played a decent amount of Real Time with Pause games, especially those with lots of multitasking involved, feel free to skip to the next tip as you already know this.&lt;br /&gt;
| Skip to the next tip if you're already used to jumping between pause and high speed&lt;br /&gt;
| Games shown on screen:&lt;br /&gt;
[https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ FTL]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/255710/Cities_Skylines/ Cities: Skylines]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/294100/RimWorld/ RimWorld]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/281990/Stellaris/ Stellaris]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/1336490/Against_the_Storm/ Against the Storm]&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|But if you haven't, here's a quick rundown.&lt;br /&gt;
&lt;br /&gt;
These are the game's speed controls.&lt;br /&gt;
| 1.5x and 2x speed are unlocked through research&lt;br /&gt;
|-&lt;br /&gt;
| Normal speed is the default, but outside micro-ing situations, there's few reasons to stick with it.&lt;br /&gt;
| eg. Normal speed works well for Combat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pause is well, pause.&lt;br /&gt;
| Pause: time stops but you can still look around and give orders&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| With all the stuff happening at the same time, Normal speed just doesn't cut it.&lt;br /&gt;
|&lt;br /&gt;
* 16 Abnormalities&lt;br /&gt;
* Maximum 20 assigned Agents&lt;br /&gt;
* 7 Overloads at Meltdown Level 4&lt;br /&gt;
* Noon Ordeal at Meltdown lvl 3-5&lt;br /&gt;
* Multiple active missions&lt;br /&gt;
&lt;br /&gt;
...and this is just Day 19 of 50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So stay paused and give out orders at your own pace, just make sure you don't accidentally trigger a Meltdown.&lt;br /&gt;
| Don't forget Tip #1!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The hotkey for toggling pause on and off is spacebar, and that will be your panic button for when the BGM changes.&lt;br /&gt;
| Spacebar toggles between Pause and current speed setting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Spam toggling between pause and normal speed for combat micro also works well in this game.&lt;br /&gt;
| footage sped up to show the spam toggling&lt;br /&gt;
| Pause spam is a staple in RTWP games (FTL shown)&lt;br /&gt;
|- &lt;br /&gt;
| As for 2 times speed, it's useful not only because most of the time you'll be waiting for your agents to walk or work on Abnormalities, it's also because all it takes is one mistake and you'll be doing a day all over from the beginning.&lt;br /&gt;
| Retry = Repeat everything all over again&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Sadly there's no hotkey directly going to 2x speed, only E and Q to speed up and slow down by one tick.&lt;br /&gt;
| Q slow down 1 tick, E speed up 1 tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #3&lt;br /&gt;
|-&lt;br /&gt;
| Tip #3: Check the logs in case you forget or miss something.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Don't want to keep track in your head what type of work you've already tried on a new Abnormality? Just check the logs.&lt;br /&gt;
| We haven't tried repression yet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Want to be reminded that you screwed up again by sending the wrong unit while you weren't paying attention? Just check the logs.&lt;br /&gt;
|&lt;br /&gt;
Did I select the correct work??&lt;br /&gt;
&lt;br /&gt;
Nope, time to cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The game doesn't log everything though, though. For example, using Tool Abnormalities isn't logged so if that's where you screwed up, the logs won't say what caused the problem.&lt;br /&gt;
|&lt;br /&gt;
Wait, why is there a panicking Agent&lt;br /&gt;
&lt;br /&gt;
Tool Abnormality use isn't logged so the logs won't help if that's what caused your Agents to Panic / Die.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #4&lt;br /&gt;
|-&lt;br /&gt;
| Tip #4: Get to know the quirks around controlling units.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to control your Agents:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Clicking or selecting them then right clicking to move, work, or attack. This should be familiar to anyone who has played an RTS or a MOBA.&lt;br /&gt;
| Click / Select with LMB then Clicking the target with RMB&lt;br /&gt;
&lt;br /&gt;
AKA Warcraft-style controls&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then the opposite, clicking the target first, then choosing the agent to perform the action.&lt;br /&gt;
| Clicking the target with LMB then choosing the Agent(s)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Going over the tips and tricks here can be a video on its own, so for now we'll just cover 2 of the most important ones.&lt;br /&gt;
| Movement Tips &amp;amp; Tricks&lt;br /&gt;
&lt;br /&gt;
to help you overcome the jank (and cheese combat)&lt;br /&gt;
&lt;br /&gt;
coming soon 2026...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| First is how the select - move stations the selected units to the target room. This means that after finishing their next task, they'll return to that room instead of the Main Room.&lt;br /&gt;
| Stationed Agents will not return to main room until ordered&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This is great if you want to work on an Abnormality over and over again. You can just send them back once their health is low.&lt;br /&gt;
| let's just pretend the Agent is injured&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The other important tip is about how you can browse through different Departments in the work UI. &lt;br /&gt;
| Unlocked via Joint Command research&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While this is meant to allow you to give orders to Agents in other Departments, this is also a quick way to browse through all of your agents, say it's the end of a Day and you want to check if there's anyone panicked. &lt;br /&gt;
| all panicked Agents die when you end the day&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| It's also the only way to check your Agent's HP and SPs if you haven't researched HP UI yet.&lt;br /&gt;
| no HP/SP bar yet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #5&lt;br /&gt;
|-&lt;br /&gt;
| Tip # 5 - Your default order for unlocking Abnormality info should be:&lt;br /&gt;
&lt;br /&gt;
Management Tips - Work Preferences - Basic Information - Escape Information&lt;br /&gt;
&lt;br /&gt;
Management Tips should be the first because they will tell you important stuff like “IF YOU DO THIS, YOUR AGENT WILL DIE”&lt;br /&gt;
&lt;br /&gt;
Work Preferences next so you know if you're doing the right work and using the right agents.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then the Basic Information to get the rest of the important details &lt;br /&gt;
| Name&lt;br /&gt;
&lt;br /&gt;
Risk Level&lt;br /&gt;
&lt;br /&gt;
Damage and Type&lt;br /&gt;
&lt;br /&gt;
E-Box Count&lt;br /&gt;
&lt;br /&gt;
Happiness Ranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And finally Escape Info last because it's mostly redundant.&lt;br /&gt;
| Basic Info already unlocks Qliphoth Counter&lt;br /&gt;
| Basic info also tells damage type&lt;br /&gt;
|-&lt;br /&gt;
| Note that this isn't a hard recommendation, you're free to change this order around as you please,&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, if you're planning to retry the day anyway, you can unlock a couple of Work Preference first, then retry the day until you find the easiest work.&lt;br /&gt;
| pretend this is a spooky scary Abno and you only extracted enough for 2 work prefs&lt;br /&gt;
&lt;br /&gt;
unlock Instinct &amp;amp; Insight first then Temperance and Repression after Retry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #6&lt;br /&gt;
|-&lt;br /&gt;
| Tip #6 - Pick your battles&lt;br /&gt;
&lt;br /&gt;
This one overlaps with the next two tips, but I think it deserves its own entry.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Simply put, you don't have to work on all of your abnormalities every day, unless of course if they're melting down.&lt;br /&gt;
| * with some exceptions like Meltdowns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Similarly, if an Abnormality escapes or Ordeals arrive, you don't necessarily have to all suppress them; only those need to be suppressed ASAP before they can do more harm to the site.&lt;br /&gt;
| * except those that can do more damage to the site&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You get a LOB point penalty for having free roaming Abnormalities when you end the day, but that might be a price you're willing to pay. &lt;br /&gt;
| LOB point penalty per escaped Abnormality&lt;br /&gt;
&lt;br /&gt;
* Zayin - 0&lt;br /&gt;
* Teth - -1&lt;br /&gt;
* He - -3&lt;br /&gt;
* Waw - -5&lt;br /&gt;
* Aleph - You lose all LOB for the day so maybe suppress them?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| However, there's NO penalty for having active Ordeals when you end the day, so you can trigger that meltdown even though you don't plan to deal with the Ordeal.&lt;br /&gt;
| No LOB point penalty for Ordeals&lt;br /&gt;
&lt;br /&gt;
Think you can extract 60 PE Boxes with a Crimson Noon around?&lt;br /&gt;
&lt;br /&gt;
If yes, go ahead and trigger it&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #7&lt;br /&gt;
|-&lt;br /&gt;
| Before I can explain the next tip, we must first talk about farming stats.&lt;br /&gt;
&lt;br /&gt;
When an Agent works on an Abnormality, the Virtue they used for the work grows at the end of the day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Here's how that is calculated.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|  Looks complicated, but it boils down to this simple equation:&lt;br /&gt;
&lt;br /&gt;
You get more experience per PE box the riskier the Abnormality, but there comes a point where it becomes too risky that the XP becomes negative&lt;br /&gt;
| The higher the risk, the greater the stat gain&lt;br /&gt;
&lt;br /&gt;
Your Agents may not be able to extract as many PE Boxes from harder Abnormalities&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| which is a roundabout way of saying that your Agent is dead.&lt;br /&gt;
| Very High Risk = Dead Agent&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So it's all about finding the sweet spot, in other words,&lt;br /&gt;
| Find the sweet spot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tip #7: Work on the riskiest Abnormalities that you can handle.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Look, we all love Skull Bro, but you shouldn't waste your meltdown gauge on it if you've got other Teth and He around that you can farm just fine.&lt;br /&gt;
| Day 19:&lt;br /&gt;
8 works to trigger Meltdown, 12 Abnormalities to choose from&lt;br /&gt;
&lt;br /&gt;
One Sin: 10 PE, 0.96 stat gain&lt;br /&gt;
Teth: 12-14 PE, 1.6-1.76 stat gain&lt;br /&gt;
He: 15-18 PE, 2.4-2.8 stat gain (you usually earn more than this due to the damage factor)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the flip side, if you still have trouble with Waw and Aleph, you can just avoid them until your agents have leveled up, crossing your fingers every Meltdown that they don't get pinged.&lt;br /&gt;
| Try your best to work on them, but remember that you don't NEED to (ie. Tip #6)&lt;br /&gt;
&lt;br /&gt;
* with some exceptions like Meltdowns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But what if you get an Abnormality that can't be ignored, and you're out of LOB points to pump an agent high enough to deal with them?&lt;br /&gt;
| &lt;br /&gt;
Waw, Aleph that can't be ignored (eg. you've picked so many that they're constantly receiving Meltdowns)&lt;br /&gt;
&lt;br /&gt;
+ you don't have enought LOB to upgrade your Agents&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The answer is...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #8&lt;br /&gt;
|-&lt;br /&gt;
| Tip #8: Lobotomy Corporation is a rogue-like.&lt;br /&gt;
| * or more accurately, uses the looping and meta-progression mechanics of Rogue-lites&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To this day, it still baffles me that this key aspect of the game is hidden in an easily missed part of the Manual.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Basically, you're NOT meant to play the game in a single cycle, but through multiple cycles and sub-cycles, via the First Day and the Rewind to Memory Repository options, respectively.&lt;br /&gt;
| Unless you are extremely lucky or extremely persistent, you will hit walls early in your first playthroughs, forcing the end of the cycle.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Unlike the Retry option which does a full reset like the day never happened, both of those options retain some of your progress, namely:&lt;br /&gt;
&lt;br /&gt;
Unlocked department tech&lt;br /&gt;
&lt;br /&gt;
Researched Abnormality Info&lt;br /&gt;
&lt;br /&gt;
And your EGO Weapons and Suits&lt;br /&gt;
| Completed Missions and unlocked tech&lt;br /&gt;
&lt;br /&gt;
Unlocked Abnormality Info and Unique PE Boxes&lt;br /&gt;
&lt;br /&gt;
Extracted E.G.O Weapons and Suits&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| These let you do things like play the first week with 2 times speed and HP display, see abnormality names in the pick screen to give you a better idea which to choose, and overall be in a better position than the previous cycle.&lt;br /&gt;
| strong E.G.O in the early game almost feels like cheating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| What you don't retain is your Agents, for Rewind to Memory Repository, all your agents are rolled back to their saved Memory Imprint state.&lt;br /&gt;
&lt;br /&gt;
For First Day, your roster is wiped clean and you're given a new first employee.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While this may seem to reinforce the idea that all your Agents are all expendable, it's actually the opposite, at least for your top Agents.&lt;br /&gt;
| low level employees are still very much disposable, sorry...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You want your strongest, best equipped Agents to live to the end of the cycle so you can farm info and EGO efficiently.&lt;br /&gt;
| You need high-level Agents to work on harder Abnormalities and extract better E.G.O for later cycles&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You'll also find yourself restarting days not because you want to save your Agents, but to save their EGO, especially if they were extracted from another cycle.&lt;br /&gt;
| They’re still expendable but...&lt;br /&gt;
&lt;br /&gt;
Save the E.G.O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Some of you might be thinking, can't I abuse this mechanic and just keep looping back trying to get the easiest Abnos for my run?&lt;br /&gt;
&lt;br /&gt;
Yes, you can, but remember the previous tips - by avoiding Waw and Aleph, not only do you slow down your agents' growth in the current cycle, the low PE box output also means that you're more likely to have to face harder Ordeals in order to reach the daily quota.&lt;br /&gt;
|&lt;br /&gt;
Pros:&amp;lt;br/&amp;gt;&lt;br /&gt;
* Easier to manage, less chance of Agents dying during work&lt;br /&gt;
&lt;br /&gt;
Cons:&amp;lt;br/&amp;gt;&lt;br /&gt;
* Slower to farm stats, may need LOB Points to pump up Agents&lt;br /&gt;
* Lower PE Box count increases chances of encountering harder Ordeals&lt;br /&gt;
* Weaker extracted E.G.O may not be strong enough to handle Aleph&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Outro&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video. This is more of a personal challenge if I can make a short video with the tips I've given to new players recently, and I'm not happy with how I have to add so much text on screen so I could squeeze this down to around 11 minutes.&lt;br /&gt;
&lt;br /&gt;
Maybe I'd make a proper non-squeezed version later, and if I do, you've been seeing it recommended on the right.&lt;br /&gt;
&lt;br /&gt;
Either way, on the left is my older run of the game where you can see most of the tips in action. Skip the first video to go straight to the action.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/LobCorpTips.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=130</id>
		<title>Lobotomy Corporation Essential Beginner Tips script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=130"/>
		<updated>2024-03-19T02:28:36Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Alright so here's the list. Out of all the tips I could give to new players, these are the ones I consider absolutely essential to learn ASAP. &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While most of these tips fall into your usual “tips I wish I knew before playing [whatever]”, I do have to point out that a big part of why I even have to make this list  - is because the tutorial doesn't give enough focus on important mechanics, while the manual is vague on others.&lt;br /&gt;
|&lt;br /&gt;
| The videos are: &amp;lt;/br&amp;gt;&lt;br /&gt;
Trupen - [https://www.youtube.com/watch?v=tD2nOjn3ffs  Things I Wish I Knew Before Playing Factorio (Tips And Tricks Tutorial)]&amp;lt;/br&amp;gt;&lt;br /&gt;
Pr1vateLime - [https://www.youtube.com/watch?v=aMOxhT9SFPE  Top 10 Things I Wish I Knew Before Playing Project Zomboid Build 41 2020] &amp;lt;/br&amp;gt;&lt;br /&gt;
Pestily - [https://www.youtube.com/watch?v=o8yYwbUMWrk 5 Things I Wish I Knew Starting EFT - New Players Guide - Escape from Tarkov] &amp;lt;/br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| And this has been a recurring problem in the franchise.  || Library of Ruina manual entry for &amp;quot;Speed&amp;quot; - severely downplayed, poorly explained&amp;lt;/br&amp;gt;&lt;br /&gt;
Limbus Company Absolute Resonance tip - GREATLY misleading, though the tutorial has been updated to correctly say that Resonance is more for activating Skills than the Attack Level bonus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To be fair, Project Moon was and is still a small dev team, and having a weak tutorial is better than having nothing at all. Though I have to admit, getting to figure things out on your own is part of the charm of these games. &lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; we really do like figuring things out on our own, it's definitely not Stockholm Syndrome&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Before we proceed, a quick warning: While I won't spoil anything story-wise, I can't avoid showing early game stuff.&lt;br /&gt;
So if you're planning to go in fully blind, consider yourself warned&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if you’re avoiding spoilers, maybe come back after 3-5 of playing&lt;br /&gt;
to check if what you figured out on your own matches with the tips&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #1&lt;br /&gt;
|-&lt;br /&gt;
| Tip #1: Keep an eye on the Qliphoth Meltdown Gauge.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|A lot of new players ignore this UI element, but I can't really blame them as it's only briefly mentioned in the tutorial, and it really isn't important until a few hours into the game.&lt;br /&gt;
| Early game Qliphoth Meltdowns pose no threat even for beginners and can lead to some ignoring the bar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|For experienced players, however, this may just be the most important thing on screen.&lt;br /&gt;
|what a veteran player sees:&lt;br /&gt;
&amp;quot;Meltdown's gonna happen soon&amp;quot;&amp;lt;br/&amp;gt;&amp;quot;Next Ordeal is Dawn of Amber&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|So what is it?&lt;br /&gt;
&lt;br /&gt;
Basically, this bar fills up every time one of your Agents starts working on an Abnormality.&lt;br /&gt;
&lt;br /&gt;
And once it's full, the game will throw something at you depending on what's displayed here:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|either you get Qliphoth Meltdowns,&lt;br /&gt;
|Affected rooms will get a countdown timer. Failing to work on them on time will result in the room's Qliphoth counter dropping to 0 (possibly triggering breach) and loss of PE boxes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; working on these rooms will not raise the Meltdown Gauge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|or Ordeals.&lt;br /&gt;
|If it's not a number, it will be an &amp;quot;Ordeal&amp;quot; and will spawn entities according to the designations (Time and Color, in this case Dawn of Green)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|As to why you should keep an eye on it, there are two main reasons:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|First off, Meltdowns are the main source of tension in the game.&lt;br /&gt;
By Day 11, the game will be more than just deducing how to handle Abnormalities and extracting enough energy - you'll also have to be ready for the ever increasing challenges as the day progresses.&lt;br /&gt;
| From Day 11 onwards, Qliphoth Meltdowns quickly ramp up in difficulty as the day progresses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And then there's the tough decision between ending the day early, or taking the risk and try to farm a bit more.&lt;br /&gt;
| Try dealing with a Noon Ordeal, or play it safe and end the day?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And the other, more important, reason, is you have full control over when the Meltdowns will take place.&lt;br /&gt;
Or in more blunt terms, it's all your fault if it unexpectedly pops, most likely because you sent too many Agents to work at the same time and you didn't see the bar was gonna be full.&lt;br /&gt;
&lt;br /&gt;
So yeah, keep an eye on this, and play accordingly.&lt;br /&gt;
| Note how we are 4 ticks away from an Ordeal&lt;br /&gt;
Ordered too much work at the same time&lt;br /&gt;
&lt;br /&gt;
As a result, we don't have any Agents available&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #2&lt;br /&gt;
|-&lt;br /&gt;
|Tip #2: Pause and 2x speed are your friends.&lt;br /&gt;
|-&lt;br /&gt;
|If you've played a decent amount of Real Time with Pause games, especially those with lots of multitasking involved, feel free to skip to the next tip as you already know this.&lt;br /&gt;
| Skip to the next tip if you're already used to jumping between pause and high speed&lt;br /&gt;
| Games shown on screen:&lt;br /&gt;
[https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ FTL]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/255710/Cities_Skylines/ Cities: Skylines]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/294100/RimWorld/ RimWorld]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/281990/Stellaris/ Stellaris]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/1336490/Against_the_Storm/ Against the Storm]&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|But if you haven't, here's a quick rundown.&lt;br /&gt;
&lt;br /&gt;
These are the game's speed controls.&lt;br /&gt;
| 1.5x and 2x speed are unlocked through research&lt;br /&gt;
|-&lt;br /&gt;
| Normal speed is the default, but outside micro-ing situations, there's few reasons to stick with it.&lt;br /&gt;
| eg. Normal speed works well for Combat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pause is well, pause.&lt;br /&gt;
| Pause: time stops but you can still look around and give orders&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| With all the stuff happening at the same time, Normal speed just doesn't cut it.&lt;br /&gt;
|&lt;br /&gt;
* 16 Abnormalities&lt;br /&gt;
* Maximum 20 assigned Agents&lt;br /&gt;
* 7 Overloads at Meltdown Level 4&lt;br /&gt;
* Noon Ordeal at Meltdown lvl 3-5&lt;br /&gt;
* Multiple active missions&lt;br /&gt;
&lt;br /&gt;
...and this is just Day 19 of 50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So stay paused and give out orders at your own pace, just make sure you don't accidentally trigger a Meltdown.&lt;br /&gt;
| Don't forget Tip #1!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The hotkey for toggling pause on and off is spacebar, and that will be your panic button for when the BGM changes.&lt;br /&gt;
| Spacebar toggles between Pause and current speed setting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Spam toggling between pause and normal speed for combat micro also works well in this game.&lt;br /&gt;
| footage sped up to show the spam toggling&lt;br /&gt;
| Pause spam is a staple in RTWP games (FTL shown)&lt;br /&gt;
|- &lt;br /&gt;
| As for 2 times speed, it's useful not only because most of the time you'll be waiting for your agents to walk or work on Abnormalities, it's also because all it takes is one mistake and you'll be doing a day all over from the beginning.&lt;br /&gt;
| Retry = Repeat everything all over again&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Sadly there's no hotkey directly going to 2x speed, only E and Q to speed up and slow down by one tick.&lt;br /&gt;
| Q slow down 1 tick, E speed up 1 tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #3&lt;br /&gt;
|-&lt;br /&gt;
| Tip #3: Check the logs in case you forget or miss something.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Don't want to keep track in your head what type of work you've already tried on a new Abnormality? Just check the logs.&lt;br /&gt;
| We haven't tried repression yet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Want to be reminded that you screwed up again by sending the wrong unit while you weren't paying attention? Just check the logs.&lt;br /&gt;
|&lt;br /&gt;
Did I select the correct work??&lt;br /&gt;
&lt;br /&gt;
Nope, time to cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The game doesn't log everything though, though. For example, using Tool Abnormalities isn't logged so if that's where you screwed up, the logs won't say what caused the problem.&lt;br /&gt;
|&lt;br /&gt;
Wait, why is there a panicking Agent&lt;br /&gt;
&lt;br /&gt;
Tool Abnormality use isn't logged so the logs won't help if that's what caused your Agents to Panic / Die.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #4&lt;br /&gt;
|-&lt;br /&gt;
| Tip #4: Get to know the quirks around controlling units.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to control your Agents:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Clicking or selecting them then right clicking to move, work, or attack. This should be familiar to anyone who has played an RTS or a MOBA.&lt;br /&gt;
| Click / Select with LMB then Clicking the target with RMB&lt;br /&gt;
&lt;br /&gt;
AKA Warcraft-style controls&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then the opposite, clicking the target first, then choosing the agent to perform the action.&lt;br /&gt;
| Clicking the target with LMB then choosing the Agent(s)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Going over the tips and tricks here can be a video on its own, so for now we'll just cover 2 of the most important ones.&lt;br /&gt;
| Movement Tips &amp;amp; Tricks&lt;br /&gt;
&lt;br /&gt;
to help you overcome the jank (and cheese combat)&lt;br /&gt;
&lt;br /&gt;
coming soon 2026...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| First is how the select - move stations the selected units to the target room. This means that after finishing their next task, they'll return to that room instead of the Main Room.&lt;br /&gt;
| Stationed Agents will not return to main room until ordered&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This is great if you want to work on an Abnormality over and over again. You can just send them back once their health is low.&lt;br /&gt;
| let's just pretend the Agent is injured&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The other important tip is about how you can browse through different Departments in the work UI. &lt;br /&gt;
| Unlocked via Joint Command research&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While this is meant to allow you to give orders to Agents in other Departments, this is also a quick way to browse through all of your agents, say it's the end of a Day and you want to check if there's anyone panicked. &lt;br /&gt;
| all panicked Agents die when you end the day&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| It's also the only way to check your Agent's HP and SPs if you haven't researched HP UI yet.&lt;br /&gt;
| no HP/SP bar yet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #5&lt;br /&gt;
|-&lt;br /&gt;
| Tip # 5 - Your default order for unlocking Abnormality info should be:&lt;br /&gt;
&lt;br /&gt;
Management Tips - Work Preferences - Basic Information - Escape Information&lt;br /&gt;
&lt;br /&gt;
Management Tips should be the first because they will tell you important stuff like “IF YOU DO THIS, YOUR AGENT WILL DIE”&lt;br /&gt;
&lt;br /&gt;
Work Preferences next so you know if you're doing the right work and using the right agents.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then the Basic Information to get the rest of the important details &lt;br /&gt;
| Name&lt;br /&gt;
&lt;br /&gt;
Risk Level&lt;br /&gt;
&lt;br /&gt;
Damage and Type&lt;br /&gt;
&lt;br /&gt;
E-Box Count&lt;br /&gt;
&lt;br /&gt;
Happiness Ranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And finally Escape Info last because it's mostly redundant.&lt;br /&gt;
| Basic Info already unlocks Qliphoth Counter&lt;br /&gt;
| Basic info also tells damage type&lt;br /&gt;
|-&lt;br /&gt;
| Note that this isn't a hard recommendation, you're free to change this order around as you please,&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, if you're planning to retry the day anyway, you can unlock a couple of Work Preference first, then retry the day until you find the easiest work.&lt;br /&gt;
| pretend this is a spooky scary Abno and you only extracted enough for 2 work prefs&lt;br /&gt;
&lt;br /&gt;
unlock Instinct &amp;amp; Insight first then Temperance and Repression after Retry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #6&lt;br /&gt;
|-&lt;br /&gt;
| Tip #6 - Pick your battles&lt;br /&gt;
&lt;br /&gt;
This one overlaps with the next two tips, but I think it deserves its own entry.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Simply put, you don't have to work on all of your abnormalities every day, unless of course if they're melting down.&lt;br /&gt;
| * with some exceptions like Meltdowns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Similarly, if an Abnormality escapes or Ordeals arrive, you don't necessarily have to all suppress them; only those need to be suppressed ASAP before they can do more harm to the site.&lt;br /&gt;
| * except those that can do more damage to the site&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You get a LOB point penalty for having free roaming Abnormalities when you end the day, but that might be a price you're willing to pay. &lt;br /&gt;
| LOB point penalty per escaped Abnormality&lt;br /&gt;
&lt;br /&gt;
* Zayin - 0&lt;br /&gt;
* Teth - -1&lt;br /&gt;
* He - -3&lt;br /&gt;
* Waw - -5&lt;br /&gt;
* Aleph - You lose all LOB for the day so maybe suppress them?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| However, there's NO penalty for having active Ordeals when you end the day, so you can trigger that meltdown even though you don't plan to deal with the Ordeal.&lt;br /&gt;
| No LOB point penalty for Ordeals&lt;br /&gt;
&lt;br /&gt;
Think you can extract 60 PE Boxes with a Crimson Noon around?&lt;br /&gt;
&lt;br /&gt;
If yes, go ahead and trigger it&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #7&lt;br /&gt;
|-&lt;br /&gt;
| Before I can explain the next tip, we must first talk about farming stats.&lt;br /&gt;
&lt;br /&gt;
When an Agent works on an Abnormality, the Virtue they used for the work grows at the end of the day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Here's how that is calculated.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|  Looks complicated, but it boils down to this simple equation:&lt;br /&gt;
&lt;br /&gt;
You get more experience per PE box the riskier the Abnormality, but there comes a point where it becomes too risky that the XP becomes negative&lt;br /&gt;
| The higher the risk, the greater the stat gain&lt;br /&gt;
&lt;br /&gt;
Your Agents may not be able to extract as many PE Boxes from harder abnormalities&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| which is a roundabout way of saying that your agent is dead.&lt;br /&gt;
| Very High Risk = Dead Agent&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So it's all about finding the sweet spot, in other words,&lt;br /&gt;
| Find the sweet spot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tip #7: Work on the riskiest Abnormalities that you can handle.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Look, we all love Skull Bro, but you shouldn't waste your meltdown gauge on it if you've got other Tet and He around that you can farm just fine.&lt;br /&gt;
| Day 19:&lt;br /&gt;
8 works to trigger meltdown, 12 Abnormalities to choose from&lt;br /&gt;
&lt;br /&gt;
One Sin: 10 PE, 0.96 stat gain&lt;br /&gt;
Teth: 12-14 PE, 1.6-1.76 stat gain&lt;br /&gt;
He: 15-18 PE, 2.4-2.8 stat gain (you usually earn more than this due to the damage factor)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the flip side, if you still have trouble with Waw and Aleph, you can just avoid them until your agents have leveled up, crossing your fingers every Meltdown that they don't get pinged.&lt;br /&gt;
| Try your best to work on them, but remember that you don't NEED to (ie. Tip #6)&lt;br /&gt;
&lt;br /&gt;
* with some exceptions like Meltdowns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But what if you get an Abnormality that can't be ignored, and you're out of LOB points to pump an agent high enough to deal with them?&lt;br /&gt;
| &lt;br /&gt;
Waw, Aleph that can't be ignored (eg. you've picked so many that they're constantly receiving Meltdowns)&lt;br /&gt;
&lt;br /&gt;
+ you don't have enought LOB to upgrade your Agents&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The answer is...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #8&lt;br /&gt;
|-&lt;br /&gt;
| Tip #8: Lobotomy Corporation is a rogue-like.&lt;br /&gt;
| * or more accurately, uses the looping and meta-progression mechanics of Rogue-lites&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To this day, it still baffles me that this key aspect of the game is hidden in an easily missed part of the Manual.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Basically, you're NOT meant to play the game in a single cycle, but through multiple cycles and sub-cycles, via the First Day and the Rewind to Memory Repository options, respectively.&lt;br /&gt;
| Unless you are extremely lucky or extremely persistent, you will hit walls early in your first playthroughs, forcing the end of the cycle.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Unlike the Retry option which does a full reset like the day never happened, both of those options retain some of your progress, namely:&lt;br /&gt;
&lt;br /&gt;
Unlocked department tech&lt;br /&gt;
&lt;br /&gt;
Researched Abnormality Info&lt;br /&gt;
&lt;br /&gt;
And your EGO Weapons and Suits&lt;br /&gt;
| Completed Missions and unlocked tech&lt;br /&gt;
&lt;br /&gt;
Unlocked Abnormality Info and Unique PE Boxes&lt;br /&gt;
&lt;br /&gt;
Extracted E.G.O Weapons and Suits&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| These let you do things like play the first week with 2 times speed and HP display, see abnormality names in the pick screen to give you a better idea which to choose, and overall be in a better position than the previous cycle.&lt;br /&gt;
| strong E.G.O in the early game almost feels like cheating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| What you don't retain is your Agents, for Rewind to Memory Repository, all your agents are rolled back to their saved Memory Imprint state.&lt;br /&gt;
&lt;br /&gt;
For First Day, your roster is wiped clean and you're given a new first employee.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While this may seem to reinforce the idea that all your Agents are all expendable, it's actually the opposite, at least for your top Agents.&lt;br /&gt;
| low level employees are still very much disposable, sorry...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You want your strongest, best equipped Agents to live to the end of the cycle so you can farm info and EGO efficiently.&lt;br /&gt;
| You need high-level Agents to work on harder Abnormalities and extract better E.G.O for later cycles&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You'll also find yourself restarting days not because you want to save your Agents, but to save their EGO, especially if they were extracted from another cycle.&lt;br /&gt;
| They’re still expendable but...&lt;br /&gt;
&lt;br /&gt;
Save the E.G.O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Some of you might be thinking, can't I abuse this mechanic and just keep looping back trying to get the easiest Abnos for my run?&lt;br /&gt;
&lt;br /&gt;
Yes, you can, but remember the previous tips - by avoiding Waw and Aleph, not only do you slow down your agents' growth in the current cycle, the low PE box output also means that you're more likely to have to face harder Ordeals in order to reach the daily quota.&lt;br /&gt;
|&lt;br /&gt;
Pros:&amp;lt;br/&amp;gt;&lt;br /&gt;
* Easier to manage, less chance of Agents dying during work&lt;br /&gt;
&lt;br /&gt;
Cons:&amp;lt;br/&amp;gt;&lt;br /&gt;
* Slower to farm stats, may need LOB Points to pump up Agents&lt;br /&gt;
* Lower PE Box count increases chances of encountering harder Ordeals&lt;br /&gt;
* Weaker extracted E.G.O may not be strong enough to handle Aleph&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Outro&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video. This is more of a personal challenge if I can make a short video with the tips I've given to new players recently, and I'm not happy with how I have to add so much text on screen so I could squeeze this down to around 11 minutes.&lt;br /&gt;
&lt;br /&gt;
Maybe I'd make a proper non-squeezed version later, and if I do, you've been seeing it recommended on the right.&lt;br /&gt;
&lt;br /&gt;
Either way, on the left is my older run of the game where you can see most of the tips in action. Skip the first video to go straight to the action.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/LobCorpTips.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=129</id>
		<title>Lobotomy Corporation Essential Beginner Tips script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=129"/>
		<updated>2024-03-16T02:52:04Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Alright so here's the list. Out of all the tips I could give to new players, these are the ones I consider absolutely essential to learn ASAP. &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While most of these tips fall into your usual “tips I wish I knew before playing [whatever]”, I do have to point out that a big part of why I even have to make this list  - is because the tutorial doesn't give enough focus on important mechanics, while the manual is vague on others.&lt;br /&gt;
|&lt;br /&gt;
| The videos are: &amp;lt;/br&amp;gt;&lt;br /&gt;
Trupen - [https://www.youtube.com/watch?v=tD2nOjn3ffs  Things I Wish I Knew Before Playing Factorio (Tips And Tricks Tutorial)]&amp;lt;/br&amp;gt;&lt;br /&gt;
Pr1vateLime - [https://www.youtube.com/watch?v=aMOxhT9SFPE  Top 10 Things I Wish I Knew Before Playing Project Zomboid Build 41 2020] &amp;lt;/br&amp;gt;&lt;br /&gt;
Pestily - [https://www.youtube.com/watch?v=o8yYwbUMWrk 5 Things I Wish I Knew Starting EFT - New Players Guide - Escape from Tarkov] &amp;lt;/br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| And this has been a recurring problem in the franchise.  || Library of Ruina manual entry for &amp;quot;Speed&amp;quot; - severely downplayed, poorly explained&amp;lt;/br&amp;gt;&lt;br /&gt;
Limbus Company Absolute Resonance tip - GREATLY misleading, though the tutorial has been updated to correctly say that Resonance is more for activating Skills than the Attack Level bonus&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To be fair, Project Moon was and is still a small dev team, and having a weak tutorial is better than having nothing at all. Though I have to admit, getting to figure things out on your own is part of the charm of these games. &lt;br /&gt;
| &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; we really do like figuring things out on our own, it's definitely not Stockholm Syndrome&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Before we proceed, a quick warning: While I won't spoil anything story-wise, I can't avoid showing early game stuff.&lt;br /&gt;
So if you're planning to go in fully blind, consider yourself warned&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if you’re avoiding spoilers, maybe come back after 3-5 of playing&lt;br /&gt;
to check if what you figured out on your own matches with the tips&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #1&lt;br /&gt;
|-&lt;br /&gt;
| Tip #1: Keep an eye on the Kelipot Meltdown Gauge.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|A lot of new players ignore this UI element, but I can't really blame them as it's only briefly mentioned in the tutorial, and it really isn't important until a few hours into the game.&lt;br /&gt;
| Early game Qliphoth Meltdowns pose no threat even for beginners and can lead to some ignoring the bar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|For experienced players, however, this may just be the most important thing on screen.&lt;br /&gt;
|what a veteran player sees:&lt;br /&gt;
&amp;quot;Meltdown's gonna happen soon&amp;quot;&amp;lt;br/&amp;gt;&amp;quot;Next Ordeal is Dawn of Amber&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|So what is it?&lt;br /&gt;
&lt;br /&gt;
Basically, this bar fills up every time one of your Agents starts working on an Abnormality.&lt;br /&gt;
&lt;br /&gt;
And once it's full, the game will throw something at you depending on what's displayed here:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|either you get Qliphoth Meltdowns,&lt;br /&gt;
|Affected rooms will get a countdown timer. Failing to work on them on time will result in the room's Qliphoth counter dropping to 0 (possibly triggering breach) and loss of PE boxes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; working on these rooms will not raise the Meltdown Gauge&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|or Ordeals.&lt;br /&gt;
|If it's not a number, it will be an &amp;quot;Ordeal&amp;quot; and will spawn entities according to the designations (Time and Color, in this case Dawn of Green)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|As to why you should keep an eye on it, there are two main reasons:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|First off, Meltdowns are the main source of tension in the game.&lt;br /&gt;
By Day 11, the game will be more than just deducing how to handle Abnormalities and extracting enough energy - you'll also have to be ready for the ever increasing challenges as the day progresses.&lt;br /&gt;
| From Day 11 onwards, Qliphoth Meltdowns quickly ramp up in difficulty as the day progresses&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And then there's the tough decision between ending the day early, or taking the risk and try to farm a bit more.&lt;br /&gt;
| Try dealing with a Noon Ordeal, or play it safe and end the day?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|And the other, more important, reason, is you have full control over when the Meltdowns will take place.&lt;br /&gt;
Or in more blunt terms, it's all your fault if it unexpectedly pops, most likely because you sent too many Agents to work at the same time and you didn't see the bar was gonna be full.&lt;br /&gt;
&lt;br /&gt;
So yeah, keep an eye on this, and play accordingly.&lt;br /&gt;
| Note how we are 4 ticks away from an Ordeal&lt;br /&gt;
Ordered too much work at the same time&lt;br /&gt;
&lt;br /&gt;
As a result, we don't have any Agents available&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #2&lt;br /&gt;
|-&lt;br /&gt;
|Tip #2: Pause and 2x speed are your friends.&lt;br /&gt;
|-&lt;br /&gt;
|If you've played a decent amount of Real Time with Pause games, especially those with lots of multitasking involved, feel free to skip to the next tip as you already know this.&lt;br /&gt;
| Skip to the next tip if you're already used to jumping between pause and high speed&lt;br /&gt;
| Games shown on screen:&lt;br /&gt;
[https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ FTL]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/255710/Cities_Skylines/ Cities: Skylines]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/294100/RimWorld/ RimWorld]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/281990/Stellaris/ Stellaris]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/1336490/Against_the_Storm/ Against the Storm]&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|But if you haven't, here's a quick rundown.&lt;br /&gt;
&lt;br /&gt;
These are the game's speed controls.&lt;br /&gt;
| 1.5x and 2x speed are unlocked through research&lt;br /&gt;
|-&lt;br /&gt;
| Normal speed is the default, but outside micro-ing situations, there's few reasons to stick with it.&lt;br /&gt;
| eg. Normal speed works well for Combat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pause is well, pause.&lt;br /&gt;
| Pause: time stops but you can still look around and give orders&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| With all the stuff happening at the same time, Normal speed just doesn't cut it.&lt;br /&gt;
|&lt;br /&gt;
* 16 Abnormalities&lt;br /&gt;
* Maximum 20 assigned Agents&lt;br /&gt;
* 7 Overloads at Meltdown Level 4&lt;br /&gt;
* Noon Ordeal at Meltdown lvl 3-5&lt;br /&gt;
* Multiple active missions&lt;br /&gt;
&lt;br /&gt;
...and this is just Day 19 of 50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So stay paused and give out orders at your own pace, just make sure you don't accidentally trigger a Meltdown.&lt;br /&gt;
| Don't forget Tip #1!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The hotkey for toggling pause on and off is spacebar, and that will be your panic button for when the BGM changes.&lt;br /&gt;
| Spacebar toggles between Pause and current speed setting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Spam toggling between pause and normal speed for combat micro also works well in this game.&lt;br /&gt;
| footage sped up to show the spam toggling&lt;br /&gt;
| Pause spam is a staple in RTWP games (FTL shown)&lt;br /&gt;
|- &lt;br /&gt;
| As for 2 times speed, it's useful not only because most of the time you'll be waiting for your agents to walk or work on Abnormalities, it's also because all it takes is one mistake and you'll be doing a day all over from the beginning.&lt;br /&gt;
| Retry = Repeat everything all over again&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Sadly there's no hotkey directly going to 2x speed, only E and Q to speed up and slow down by one tick.&lt;br /&gt;
| Q slow down 1 tick, E speed up 1 tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #3&lt;br /&gt;
|-&lt;br /&gt;
| Tip #3: Check the logs in case you forget or miss something.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Don't want to keep track in your head what type of work you've already tried on a new Abnormality? Just check the logs.&lt;br /&gt;
| We haven't tried repression yet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Want to be reminded that you screwed up again by sending the wrong unit while you weren't paying attention? Just check the logs.&lt;br /&gt;
|&lt;br /&gt;
Did I select the correct work??&lt;br /&gt;
&lt;br /&gt;
Nope, time to cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The game doesn't log everything though, though. For example, using Tool Abnormalities isn't logged so if that's where you screwed up, the logs won't say what caused the problem.&lt;br /&gt;
|&lt;br /&gt;
Wait, why is there a panicking Agent&lt;br /&gt;
&lt;br /&gt;
Tool Abnormality use isn't logged so the logs won't help if that's what caused your Agents to Panic / Die.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #4&lt;br /&gt;
|-&lt;br /&gt;
| Tip #4: Get to know the quirks around controlling units.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to control your Agents:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Clicking or selecting them then right clicking to move, work, or attack. This should be familiar to anyone who has played an RTS or a MOBA.&lt;br /&gt;
| Click / Select with LMB then Clicking the target with RMB&lt;br /&gt;
&lt;br /&gt;
AKA Warcraft-style controls&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then the opposite, clicking the target first, then choosing the agent to perform the action.&lt;br /&gt;
| Clicking the target with LMB then choosing the Agent(s)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Going over the tips and tricks here can be a video on its own, so for now we'll just cover 2 of the most important ones.&lt;br /&gt;
| Movement Tips &amp;amp; Tricks&lt;br /&gt;
&lt;br /&gt;
to help you overcome the jank (and cheese combat)&lt;br /&gt;
&lt;br /&gt;
coming soon 2026...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| First is how the select - move stations the selected units to the target room. This means that after finishing their next task, they'll return to that room instead of the Main Room.&lt;br /&gt;
| Stationed Agents will not return to main room until ordered&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This is great if you want to work on an Abnormality over and over again. You can just send them back once their health is low.&lt;br /&gt;
| let's just pretend the Agent is injured&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The other important tip is about how you can browse through different Departments in the work UI. &lt;br /&gt;
| Unlocked via Joint Command research&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While this is meant to allow you to give orders to Agents in other Departments, this is also a quick way to browse through all of your agents, say it's the end of a Day and you want to check if there's anyone panicked. &lt;br /&gt;
| all panicked Agents die when you end the day&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| It's also the only way to check your Agent's HP and SPs if you haven't researched HP UI yet.&lt;br /&gt;
| no HP/SP bar yet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #5&lt;br /&gt;
|-&lt;br /&gt;
| Tip # 5 - Your default order for unlocking Abnormality info should be:&lt;br /&gt;
&lt;br /&gt;
Management Tips - Work Preferences - Basic Information - Escape Information&lt;br /&gt;
&lt;br /&gt;
Management Tips should be the first because they will tell you important stuff like “IF YOU DO THIS, YOUR AGENT WILL DIE”&lt;br /&gt;
&lt;br /&gt;
Work Preferences next so you know if you're doing the right work and using the right agents.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then the Basic Information to get the rest of the important details &lt;br /&gt;
| Name&lt;br /&gt;
&lt;br /&gt;
Risk Level&lt;br /&gt;
&lt;br /&gt;
Damage and Type&lt;br /&gt;
&lt;br /&gt;
E-Box Count&lt;br /&gt;
&lt;br /&gt;
Happiness Ranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And finally Escape Info last because it's mostly redundant.&lt;br /&gt;
| Basic Info already unlocks Qliphoth Counter&lt;br /&gt;
| Basic info also tells damage type&lt;br /&gt;
|-&lt;br /&gt;
| Note that this isn't a hard recommendation, you're free to change this order around as you please,&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, if you're planning to retry the day anyway, you can unlock a couple of Work Preference first, then retry the day until you find the easiest work.&lt;br /&gt;
| pretend this is a spooky scary Abno and you only extracted enough for 2 work prefs&lt;br /&gt;
&lt;br /&gt;
unlock Instinct &amp;amp; Insight first then Temperance and Repression after Retry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #6&lt;br /&gt;
|-&lt;br /&gt;
| Tip #6 - Pick your battles&lt;br /&gt;
&lt;br /&gt;
This one overlaps with the next two tips, but I think it deserves its own entry.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Simply put, you don't have to work on all of your abnormalities every day, unless of course if they're melting down.&lt;br /&gt;
| * with some exceptions like Meltdowns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Similarly, if an Abnormality escapes or Ordeals arrive, you don't necessarily have to all suppress them; only those need to be suppressed ASAP before they can do more harm to the site.&lt;br /&gt;
| * except those that can do more damage to the site&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You get a LOB point penalty for having free roaming Abnormalities when you end the day, but that might be a price you're willing to pay. &lt;br /&gt;
| LOB point penalty per escaped Abnormality&lt;br /&gt;
&lt;br /&gt;
* Zayin - 0&lt;br /&gt;
* Teth - -1&lt;br /&gt;
* He - -3&lt;br /&gt;
* Waw - -5&lt;br /&gt;
* Aleph - You lose all LOB for the day so maybe suppress them?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| However, there's NO penalty for having active Ordeals when you end the day, so you can trigger that meltdown even though you don't plan to deal with the Ordeal.&lt;br /&gt;
| No LOB point penalty for Ordeals&lt;br /&gt;
&lt;br /&gt;
Think you can extract 60 PE Boxes with a Crimson Noon around?&lt;br /&gt;
&lt;br /&gt;
If yes, go ahead and trigger it&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #7&lt;br /&gt;
|-&lt;br /&gt;
| Before I can explain the next tip, we must first talk about farming stats.&lt;br /&gt;
&lt;br /&gt;
When an Agent works on an Abnormality, the Virtue they used for the work grows at the end of the day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Here's how that is calculated.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|  Looks complicated, but it boils down to this simple equation:&lt;br /&gt;
&lt;br /&gt;
You get more experience per PE box the riskier the Abnormality, but there comes a point where it becomes too risky that the XP becomes negative&lt;br /&gt;
| The higher the risk, the greater the stat gain&lt;br /&gt;
&lt;br /&gt;
Your Agents may not be able to extract as many PE Boxes from harder abnormalities&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| which is a roundabout way of saying that your agent is dead.&lt;br /&gt;
| Very High Risk = Dead Agent&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So it's all about finding the sweet spot, in other words,&lt;br /&gt;
| Find the sweet spot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tip #7: Work on the riskiest Abnormalities that you can handle.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Look, we all love Skull Bro, but you shouldn't waste your meltdown gauge on it if you've got other Tet and He around that you can farm just fine.&lt;br /&gt;
| Day 19:&lt;br /&gt;
8 works to trigger meltdown, 12 Abnormalities to choose from&lt;br /&gt;
&lt;br /&gt;
One Sin: 10 PE, 0.96 stat gain&lt;br /&gt;
Teth: 12-14 PE, 1.6-1.76 stat gain&lt;br /&gt;
He: 15-18 PE, 2.4-2.8 stat gain (you usually earn more than this due to the damage factor)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the flip side, if you still have trouble with Waw and Aleph, you can just avoid them until your agents have leveled up, crossing your fingers every Meltdown that they don't get pinged.&lt;br /&gt;
| Try your best to work on them, but remember that you don't NEED to (ie. Tip #6)&lt;br /&gt;
&lt;br /&gt;
* with some exceptions like Meltdowns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But what if you get an Abnormality that can't be ignored, and you're out of LOB points to pump an agent high enough to deal with them?&lt;br /&gt;
| &lt;br /&gt;
Waw, Aleph that can't be ignored (eg. you've picked so many that they're constantly receiving Meltdowns)&lt;br /&gt;
&lt;br /&gt;
+ you don't have enought LOB to upgrade your Agents&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The answer is...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #8&lt;br /&gt;
|-&lt;br /&gt;
| Tip #8: Lobotomy Corporation is a rogue-like.&lt;br /&gt;
| * or more accurately, uses the looping and meta-progression mechanics of Rogue-lites&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| To this day, it still baffles me that this key aspect of the game is hidden in an easily missed part of the Manual.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Basically, you're NOT meant to play the game in a single cycle, but through multiple cycles and sub-cycles, via the First Day and the Rewind to Memory Repository options, respectively.&lt;br /&gt;
| Unless you are extremely lucky or extremely persistent, you will hit walls early in your first playthroughs, forcing the end of the cycle.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Unlike the Retry option which does a full reset like the day never happened, both of those options retain some of your progress, namely:&lt;br /&gt;
&lt;br /&gt;
Unlocked department tech&lt;br /&gt;
&lt;br /&gt;
Researched Abnormality Info&lt;br /&gt;
&lt;br /&gt;
And your EGO Weapons and Suits&lt;br /&gt;
| Completed Missions and unlocked tech&lt;br /&gt;
&lt;br /&gt;
Unlocked Abnormality Info and Unique PE Boxes&lt;br /&gt;
&lt;br /&gt;
Extracted E.G.O Weapons and Suits&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| These let you do things like play the first week with 2 times speed and HP display, see abnormality names in the pick screen to give you a better idea which to choose, and overall be in a better position than the previous cycle.&lt;br /&gt;
| strong E.G.O in the early game almost feels like cheating&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| What you don't retain is your Agents, for Rewind to Memory Repository, all your agents are rolled back to their saved Memory Imprint state.&lt;br /&gt;
&lt;br /&gt;
For First Day, your roster is wiped clean and you're given a new first employee.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While this may seem to reinforce the idea that all your Agents are all expendable, it's actually the opposite, at least for your top Agents.&lt;br /&gt;
| low level employees are still very much disposable, sorry...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You want your strongest, best equipped Agents to live to the end of the cycle so you can farm info and EGO efficiently.&lt;br /&gt;
| You need high-level Agents to work on harder Abnormalities and extract better E.G.O for later cycles&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You'll also find yourself restarting days not because you want to save your Agents, but to save their EGO, especially if they were extracted from another cycle.&lt;br /&gt;
| They’re still expendable but...&lt;br /&gt;
&lt;br /&gt;
Save the E.G.O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Some of you might be thinking, can't I abuse this mechanic and just keep looping back trying to get the easiest Abnos for my run?&lt;br /&gt;
&lt;br /&gt;
Yes, you can, but remember the previous tips - by avoiding Waw and Aleph, not only do you slow down your agents' growth in the current cycle, the low PE box output also means that you're more likely to have to face harder Ordeals in order to reach the daily quota.&lt;br /&gt;
|&lt;br /&gt;
Pros:&amp;lt;br/&amp;gt;&lt;br /&gt;
* Easier to manage, less chance of Agents dying during work&lt;br /&gt;
&lt;br /&gt;
Cons:&amp;lt;br/&amp;gt;&lt;br /&gt;
* Slower to farm stats, may need LOB Points to pump up Agents&lt;br /&gt;
* Lower PE Box count increases chances of encountering harder Ordeals&lt;br /&gt;
* Weaker extracted E.G.O may not be strong enough to handle Aleph&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Outro&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video. This is more of a personal challenge if I can make a short video with the tips I've given to new players recently, and I'm not happy with how I have to add so much text on screen so I could squeeze this down to around 11 minutes.&lt;br /&gt;
&lt;br /&gt;
Maybe I'd make a proper non-squeezed version later, and if I do, you've been seeing it recommended on the right.&lt;br /&gt;
&lt;br /&gt;
Either way, on the left is my older run of the game where you can see most of the tips in action. Skip the first video to go straight to the action.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/LobCorpTips.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=128</id>
		<title>Lobotomy Corporation Essential Beginner Tips script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=128"/>
		<updated>2024-03-16T02:39:20Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Alright so here's the list. Out of all the tips I could give to new players, these are the ones I consider absolutely essential to learn ASAP. ||  || &lt;br /&gt;
|-&lt;br /&gt;
| While most of these tips fall into your usual “tips I wish I knew before playing [whatever]”, I do have to point out that a big part of why I even have to make this list  - is because the tutorial doesn't give enough focus on important mechanics, while the manual is vague on others.  ||  || The videos are: &amp;lt;/br&amp;gt;&lt;br /&gt;
Trupen - [https://www.youtube.com/watch?v=tD2nOjn3ffs  Things I Wish I Knew Before Playing Factorio (Tips And Tricks Tutorial)]&amp;lt;/br&amp;gt;&lt;br /&gt;
Pr1vateLime - [https://www.youtube.com/watch?v=aMOxhT9SFPE  Top 10 Things I Wish I Knew Before Playing Project Zomboid Build 41 2020] &amp;lt;/br&amp;gt;&lt;br /&gt;
Pestily - [https://www.youtube.com/watch?v=o8yYwbUMWrk 5 Things I Wish I Knew Starting EFT - New Players Guide - Escape from Tarkov] &amp;lt;/br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| And this has been a recurring problem in the franchise.  || Library of Ruina manual entry for &amp;quot;Speed&amp;quot; - severely downplayed, poorly explained&amp;lt;/br&amp;gt;&lt;br /&gt;
Limbus Company Absolute Resonance tip - GREATLY misleading, though the tutorial has been updated to correctly say that Resonance is more for activating Skills than the Attack Level bonus &lt;br /&gt;
|-&lt;br /&gt;
| To be fair, Project Moon was and is still a small dev team, and having a weak tutorial is better than having nothing at all. Though I have to admit, getting to figure things out on your own is part of the charm of these games. || &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; we really do like figuring things out on our own, it's definitely not Stockholm Syndrome&lt;br /&gt;
|-&lt;br /&gt;
| Before we proceed, a quick warning: While I won't spoil anything story-wise, I can't avoid showing early game stuff.&lt;br /&gt;
So if you're planning to go in fully blind, consider yourself warned&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if you’re avoiding spoilers, maybe come back after 3-5 of playing&lt;br /&gt;
to check if what you figured out on your own matches with the tips&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #1&lt;br /&gt;
|-&lt;br /&gt;
| Tip #1: Keep an eye on the Kelipot Meltdown Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|A lot of new players ignore this UI element, but I can't really blame them as it's only briefly mentioned in the tutorial, and it really isn't important until a few hours into the game.&lt;br /&gt;
| Early game Qliphoth Meltdowns pose no threat even for beginners and can lead to some ignoring the bar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|For experienced players, however, this may just be the most important thing on screen.&lt;br /&gt;
|what a veteran player sees:&lt;br /&gt;
&amp;quot;Meltdown's gonna happen soon&amp;quot;&amp;lt;br/&amp;gt;&amp;quot;Next Ordeal is Dawn of Amber&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|So what is it?&lt;br /&gt;
&lt;br /&gt;
Basically, this bar fills up every time one of your Agents starts working on an Abnormality.&lt;br /&gt;
&lt;br /&gt;
And once it's full, the game will throw something at you depending on what's displayed here:&lt;br /&gt;
|-&lt;br /&gt;
|either you get Qliphoth Meltdowns,&lt;br /&gt;
|Affected rooms will get a countdown timer. Failing to work on them on time will result in the room's Qliphoth counter dropping to 0 (possibly triggering breach) and loss of PE boxes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; working on these rooms will not raise the Meltdown Gauge&lt;br /&gt;
|-&lt;br /&gt;
|or Ordeals.&lt;br /&gt;
|If it's not a number, it will be an &amp;quot;Ordeal&amp;quot; and will spawn entities according to the designations (Time and Color, in this case Dawn of Green)&lt;br /&gt;
|-&lt;br /&gt;
|As to why you should keep an eye on it, there are two main reasons:&lt;br /&gt;
|-&lt;br /&gt;
|First off, Meltdowns are the main source of tension in the game.&lt;br /&gt;
By Day 11, the game will be more than just deducing how to handle Abnormalities and extracting enough energy - you'll also have to be ready for the ever increasing challenges as the day progresses.&lt;br /&gt;
| From Day 11 onwards, Qliphoth Meltdowns quickly ramp up in difficulty as the day progresses&lt;br /&gt;
|-&lt;br /&gt;
|And then there's the tough decision between ending the day early, or taking the risk and try to farm a bit more.&lt;br /&gt;
|-&lt;br /&gt;
|And the other, more important, reason, is you have full control over when the Meltdowns will take place.&lt;br /&gt;
Or in more blunt terms, it's all your fault if it unexpectedly pops, most likely because you sent too many Agents to work at the same time and you didn't see the bar was gonna be full.&lt;br /&gt;
&lt;br /&gt;
So yeah, keep an eye on this, and play accordingly.&lt;br /&gt;
| Note how we are 4 ticks away from an Ordeal&lt;br /&gt;
Ordered too much work at the same time&lt;br /&gt;
&lt;br /&gt;
As a result, we don't have any Agents available&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #2&lt;br /&gt;
|-&lt;br /&gt;
|Tip #2: Pause and 2x speed are your friends.&lt;br /&gt;
|-&lt;br /&gt;
|If you've played a decent amount of Real Time with Pause games, especially those with lots of multitasking involved, feel free to skip to the next tip as you already know this.&lt;br /&gt;
| Skip to the next tip if you're already used to jumping between pause and high speed&lt;br /&gt;
| Games shown on screen:&lt;br /&gt;
[https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ FTL]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/255710/Cities_Skylines/ Cities: Skylines]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/294100/RimWorld/ RimWorld]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/281990/Stellaris/ Stellaris]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/1336490/Against_the_Storm/ Against the Storm]&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|But if you haven't, here's a quick rundown.&lt;br /&gt;
&lt;br /&gt;
These are the game's speed controls.&lt;br /&gt;
| 1.5x and 2x speed are unlocked through research&lt;br /&gt;
|-&lt;br /&gt;
| Normal speed is the default, but outside micro-ing situations, there's few reasons to stick with it.&lt;br /&gt;
| eg. Normal speed works well for Combat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pause is well, pause.&lt;br /&gt;
| Pause: time stops but you can still look around and give orders&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| With all the stuff happening at the same time, Normal speed just doesn't cut it.&lt;br /&gt;
|&lt;br /&gt;
* 16 Abnormalities&lt;br /&gt;
* Maximum 20 assigned Agents&lt;br /&gt;
* 7 Overloads at Meltdown Level 4&lt;br /&gt;
* Noon Ordeal at Meltdown lvl 3-5&lt;br /&gt;
* Multiple active missions&lt;br /&gt;
&lt;br /&gt;
...and this is just Day 19 of 50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So stay paused and give out orders at your own pace, just make sure you don't accidentally trigger a Meltdown.&lt;br /&gt;
| Don't forget Tip #1!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The hotkey for toggling pause on and off is spacebar, and that will be your panic button for when the BGM changes.&lt;br /&gt;
| Spacebar toggles between Pause and current speed setting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Spam toggling between pause and normal speed for combat micro also works well in this game.&lt;br /&gt;
| footage sped up to show the spam toggling&lt;br /&gt;
| Pause spam is a staple in RTWP games (FTL shown)&lt;br /&gt;
|- &lt;br /&gt;
| As for 2 times speed, it's useful not only because most of the time you'll be waiting for your agents to walk or work on Abnormalities, it's also because all it takes is one mistake and you'll be doing a day all over from the beginning.&lt;br /&gt;
| Retry = Repeat everything all over again&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Sadly there's no hotkey directly going to 2x speed, only E and Q to speed up and slow down by one tick.&lt;br /&gt;
| Q slow down 1 tick, E speed up 1 tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #3&lt;br /&gt;
|-&lt;br /&gt;
| Tip #3: Check the logs in case you forget or miss something.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Don't want to keep track in your head what type of work you've already tried on a new Abnormality? Just check the logs.&lt;br /&gt;
| We haven't tried repression yet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Want to be reminded that you screwed up again by sending the wrong unit while you weren't paying attention? Just check the logs.&lt;br /&gt;
|&lt;br /&gt;
Did I select the correct work??&lt;br /&gt;
&lt;br /&gt;
Nope, time to cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The game doesn't log everything though, though. For example, using Tool Abnormalities isn't logged so if that's where you screwed up, the logs won't say what caused the problem.&lt;br /&gt;
|&lt;br /&gt;
Wait, why is there a panicking Agent&lt;br /&gt;
&lt;br /&gt;
Tool Abnormality use isn't logged so the logs won't help if that's what caused your Agents to Panic / Die.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #4&lt;br /&gt;
|-&lt;br /&gt;
| Tip #4: Get to know the quirks around controlling units.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to control your Agents:&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Clicking or selecting them then right clicking to move, work, or attack. This should be familiar to anyone who has played an RTS or a MOBA.&lt;br /&gt;
| Click / Select with LMB then Clicking the target with RMB&lt;br /&gt;
&lt;br /&gt;
AKA Warcraft-style controls&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then the opposite, clicking the target first, then choosing the agent to perform the action.&lt;br /&gt;
| Clicking the target with LMB then choosing the Agent(s)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Going over the tips and tricks here can be a video on its own, so for now we'll just cover 2 of the most important ones.&lt;br /&gt;
| Movement Tips &amp;amp; Tricks&lt;br /&gt;
&lt;br /&gt;
to help you overcome the jank (and cheese combat)&lt;br /&gt;
&lt;br /&gt;
coming soon 2026...&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| First is how the select - move stations the selected units to the target room. This means that after finishing their next task, they'll return to that room instead of the Main Room.&lt;br /&gt;
| Stationed Agents will not return to main room until ordered&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| This is great if you want to work on an Abnormality over and over again. You can just send them back once their health is low.&lt;br /&gt;
| let's just pretend the Agent is injured&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The other important tip is about how you can browse through different Departments in the work UI. &lt;br /&gt;
| Unlocked via Joint Command research&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| While this is meant to allow you to give orders to Agents in other Departments, this is also a quick way to browse through all of your agents, say it's the end of a Day and you want to check if there's anyone panicked. &lt;br /&gt;
| all panicked Agents die when you end the day&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| It's also the only way to check your Agent's HP and SPs if you haven't researched HP UI yet.&lt;br /&gt;
| no HP/SP bar yet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #5&lt;br /&gt;
|-&lt;br /&gt;
| Tip # 5 - Your default order for unlocking Abnormality info should be:&lt;br /&gt;
&lt;br /&gt;
Management Tips - Work Preferences - Basic Information - Escape Information&lt;br /&gt;
&lt;br /&gt;
Management Tips should be the first because they will tell you important stuff like “IF YOU DO THIS, YOUR AGENT WILL DIE”&lt;br /&gt;
&lt;br /&gt;
Work Preferences next so you know if you're doing the right work and using the right agents.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Then the Basic Information to get the rest of the important details &lt;br /&gt;
| Name&lt;br /&gt;
&lt;br /&gt;
Risk Level&lt;br /&gt;
&lt;br /&gt;
Damage and Type&lt;br /&gt;
&lt;br /&gt;
E-Box Count&lt;br /&gt;
&lt;br /&gt;
Happiness Ranges&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| And finally Escape Info last because it's mostly redundant.&lt;br /&gt;
| Basic Info already unlocks Qliphoth Counter&lt;br /&gt;
| Basic info also tells damage type&lt;br /&gt;
|-&lt;br /&gt;
| Note that this isn't a hard recommendation, you're free to change this order around as you please,&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| For example, if you're planning to retry the day anyway, you can unlock a couple of Work Preference first, then retry the day until you find the easiest work.&lt;br /&gt;
| pretend this is a spooky scary Abno and you only extracted enough for 2 work prefs&lt;br /&gt;
&lt;br /&gt;
unlock Instinct &amp;amp; Insight first then Temperance and Repression after Retry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #6&lt;br /&gt;
|-&lt;br /&gt;
| Tip #6 - Pick your battles&lt;br /&gt;
&lt;br /&gt;
This one overlaps with the next two tips, but I think it deserves its own entry.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Simply put, you don't have to work on all of your abnormalities every day, unless of course if they're melting down.&lt;br /&gt;
| * with some exceptions like Meltdowns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Similarly, if an Abnormality escapes or Ordeals arrive, you don't necessarily have to all suppress them; only those need to be suppressed ASAP before they can do more harm to the site.&lt;br /&gt;
| * except those that can do more damage to the site&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| You get a LOB point penalty for having free roaming Abnormalities when you end the day, but that might be a price you're willing to pay. &lt;br /&gt;
| LOB point penalty per escaped Abnormality&lt;br /&gt;
&lt;br /&gt;
* Zayin - 0&lt;br /&gt;
* Teth - -1&lt;br /&gt;
* He - -3&lt;br /&gt;
* Waw - -5&lt;br /&gt;
* Aleph - You lose all LOB for the day so maybe suppress them?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| However, there's NO penalty for having active Ordeals when you end the day, so you can trigger that meltdown even though you don't plan to deal with the Ordeal.&lt;br /&gt;
| No LOB point penalty for Ordeals&lt;br /&gt;
&lt;br /&gt;
Think you can extract 60 PE Boxes with a Crimson Noon around?&lt;br /&gt;
&lt;br /&gt;
If yes, go ahead and trigger it&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #7&lt;br /&gt;
|-&lt;br /&gt;
| Before I can explain the next tip, we must first talk about farming stats.&lt;br /&gt;
&lt;br /&gt;
When an Agent works on an Abnormality, the Virtue they used for the work grows at the end of the day.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Here's how that is calculated.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|  Looks complicated, but it boils down to this simple equation:&lt;br /&gt;
&lt;br /&gt;
You get more experience per PE box the riskier the Abnormality, but there comes a point where it becomes too risky that the XP becomes negative&lt;br /&gt;
| The higher the risk, the greater the stat gain&lt;br /&gt;
&lt;br /&gt;
Your Agents may not be able to extract as many PE Boxes from harder abnormalities&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| which is a roundabout way of saying that your agent is dead.&lt;br /&gt;
| Very High Risk = Dead Agent&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So it's all about finding the sweet spot, in other words,&lt;br /&gt;
| Find the sweet spot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Tip #7: Work on the riskiest Abnormalities that you can handle.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Look, we all love Skull Bro, but you shouldn't waste your meltdown gauge on it if you've got other Tet and He around that you can farm just fine.&lt;br /&gt;
| Day 19:&lt;br /&gt;
8 works to trigger meltdown, 12 Abnormalities to choose from&lt;br /&gt;
&lt;br /&gt;
One Sin: 10 PE, 0.96 stat gain&lt;br /&gt;
Teth: 12-14 PE, 1.6-1.76 stat gain&lt;br /&gt;
He: 15-18 PE, 2.4-2.8 stat gain (you usually earn more than this due to the damage factor)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| On the flip side, if you still have trouble with Waw and Aleph, you can just avoid them until your agents have leveled up, crossing your fingers every Meltdown that they don't get pinged.&lt;br /&gt;
| Try your best to work on them, but remember that you don't NEED to (ie. Tip #6)&lt;br /&gt;
&lt;br /&gt;
* with some exceptions like Meltdowns&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| But what if you get an Abnormality that can't be ignored, and you're out of LOB points to pump an agent high enough to deal with them?&lt;br /&gt;
| &lt;br /&gt;
Waw, Aleph that can't be ignored (eg. you've picked so many that they're constantly receiving Meltdowns)&lt;br /&gt;
&lt;br /&gt;
+ you don't have enought LOB to upgrade your Agents&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The answer is...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #8&lt;br /&gt;
|-&lt;br /&gt;
| Tip #8: Lobotomy Corporation is a rogue-like.&lt;br /&gt;
&lt;br /&gt;
To this day, it still baffles me that this key aspect of the game is hidden in an easily missed part of the Manual.&lt;br /&gt;
&lt;br /&gt;
Basically, you're NOT meant to play the game in a single cycle, but through multiple cycles and sub-cycles, via the First Day and the Rewind to Memory Repository options, respectively.&lt;br /&gt;
&lt;br /&gt;
Unlike the Retry option which does a full reset like the day never happened, both of those options retain some of your progress, namely:&lt;br /&gt;
&lt;br /&gt;
Unlocked department tech&lt;br /&gt;
&lt;br /&gt;
Researched Abnormality Info&lt;br /&gt;
&lt;br /&gt;
And your EGO Weapons and Suits&lt;br /&gt;
&lt;br /&gt;
These let you do things like play the first week with 2 times speed and HP display, see abnormality names in the pick screen to give you a better idea which to choose, and overall be in a better position than the previous cycle.&lt;br /&gt;
&lt;br /&gt;
What you don't retain is your Agents, for Rewind to Memory Repository, all your agents are rolled back to their saved Memory Imprint state.&lt;br /&gt;
&lt;br /&gt;
For First Day, your roster is wiped clean and you're given a new first employee.&lt;br /&gt;
&lt;br /&gt;
While this may seem to reinforce the idea that all your Agents are all expendable, it's actually the opposite, at least for your top Agents.&lt;br /&gt;
&lt;br /&gt;
You want your strongest, best equipped Agents to live to the end of the cycle so you can farm info and EGO efficiently.&lt;br /&gt;
&lt;br /&gt;
You'll also find yourself restarting days not because you want to save your Agents, but to save their EGO, especially if they were extracted from another cycle.&lt;br /&gt;
&lt;br /&gt;
Some of you might be thinking, can't I abuse this mechanic and just keep looping back trying to get the easiest Abnos for my run?&lt;br /&gt;
&lt;br /&gt;
Yes, you can, but remember the previous tips - by avoiding Waw and Aleph, not only do you slow down your agents' growth in the current cycle, the low PE box output also means that you're more likely to have to face harder Ordeals in order to reach the daily quota.&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video. This is more of a personal challenge if I can make a short video with the tips I've given to new players recently, and I'm not happy with how I have to add so much text on screen so I could squeeze this down to around 11 minutes.&lt;br /&gt;
&lt;br /&gt;
Maybe I'd make a proper non-squeezed version later, and if I do, you've been seeing it recommended on the right.&lt;br /&gt;
&lt;br /&gt;
Either way, on the left is my older run of the game where you can see most of the tips in action. Skip the first video to go straight to the action.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/LobCorpTips.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=127</id>
		<title>Lobotomy Corporation Essential Beginner Tips script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=127"/>
		<updated>2024-03-16T02:12:40Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Alright so here's the list. Out of all the tips I could give to new players, these are the ones I consider absolutely essential to learn ASAP. ||  || &lt;br /&gt;
|-&lt;br /&gt;
| While most of these tips fall into your usual “tips I wish I knew before playing [whatever]”, I do have to point out that a big part of why I even have to make this list  - is because the tutorial doesn't give enough focus on important mechanics, while the manual is vague on others.  ||  || The videos are: &amp;lt;/br&amp;gt;&lt;br /&gt;
Trupen - [https://www.youtube.com/watch?v=tD2nOjn3ffs  Things I Wish I Knew Before Playing Factorio (Tips And Tricks Tutorial)]&amp;lt;/br&amp;gt;&lt;br /&gt;
Pr1vateLime - [https://www.youtube.com/watch?v=aMOxhT9SFPE  Top 10 Things I Wish I Knew Before Playing Project Zomboid Build 41 2020] &amp;lt;/br&amp;gt;&lt;br /&gt;
Pestily - [https://www.youtube.com/watch?v=o8yYwbUMWrk 5 Things I Wish I Knew Starting EFT - New Players Guide - Escape from Tarkov] &amp;lt;/br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| And this has been a recurring problem in the franchise.  || Library of Ruina manual entry for &amp;quot;Speed&amp;quot; - severely downplayed, poorly explained&amp;lt;/br&amp;gt;&lt;br /&gt;
Limbus Company Absolute Resonance tip - GREATLY misleading, though the tutorial has been updated to correctly say that Resonance is more for activating Skills than the Attack Level bonus &lt;br /&gt;
|-&lt;br /&gt;
| To be fair, Project Moon was and is still a small dev team, and having a weak tutorial is better than having nothing at all. Though I have to admit, getting to figure things out on your own is part of the charm of these games. || &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; we really do like figuring things out on our own, it's definitely not Stockholm Syndrome&lt;br /&gt;
|-&lt;br /&gt;
| Before we proceed, a quick warning: While I won't spoil anything story-wise, I can't avoid showing early game stuff.&lt;br /&gt;
So if you're planning to go in fully blind, consider yourself warned&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if you’re avoiding spoilers, maybe come back after 3-5 of playing&lt;br /&gt;
to check if what you figured out on your own matches with the tips&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #1&lt;br /&gt;
|-&lt;br /&gt;
| Tip #1: Keep an eye on the Kelipot Meltdown Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|A lot of new players ignore this UI element, but I can't really blame them as it's only briefly mentioned in the tutorial, and it really isn't important until a few hours into the game.&lt;br /&gt;
| Early game Qliphoth Meltdowns pose no threat even for beginners and can lead to some ignoring the bar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|For experienced players, however, this may just be the most important thing on screen.&lt;br /&gt;
|what a veteran player sees:&lt;br /&gt;
&amp;quot;Meltdown's gonna happen soon&amp;quot;&amp;lt;br/&amp;gt;&amp;quot;Next Ordeal is Dawn of Amber&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|So what is it?&lt;br /&gt;
&lt;br /&gt;
Basically, this bar fills up every time one of your Agents starts working on an Abnormality.&lt;br /&gt;
&lt;br /&gt;
And once it's full, the game will throw something at you depending on what's displayed here:&lt;br /&gt;
|-&lt;br /&gt;
|either you get Qliphoth Meltdowns,&lt;br /&gt;
|Affected rooms will get a countdown timer. Failing to work on them on time will result in the room's Qliphoth counter dropping to 0 (possibly triggering breach) and loss of PE boxes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; working on these rooms will not raise the Meltdown Gauge&lt;br /&gt;
|-&lt;br /&gt;
|or Ordeals.&lt;br /&gt;
|If it's not a number, it will be an &amp;quot;Ordeal&amp;quot; and will spawn entities according to the designations (Time and Color, in this case Dawn of Green)&lt;br /&gt;
|-&lt;br /&gt;
|As to why you should keep an eye on it, there are two main reasons:&lt;br /&gt;
|-&lt;br /&gt;
|First off, Meltdowns are the main source of tension in the game.&lt;br /&gt;
By Day 11, the game will be more than just deducing how to handle Abnormalities and extracting enough energy - you'll also have to be ready for the ever increasing challenges as the day progresses.&lt;br /&gt;
| From Day 11 onwards, Qliphoth Meltdowns quickly ramp up in difficulty as the day progresses&lt;br /&gt;
|-&lt;br /&gt;
|And then there's the tough decision between ending the day early, or taking the risk and try to farm a bit more.&lt;br /&gt;
|-&lt;br /&gt;
|And the other, more important, reason, is you have full control over when the Meltdowns will take place.&lt;br /&gt;
Or in more blunt terms, it's all your fault if it unexpectedly pops, most likely because you sent too many Agents to work at the same time and you didn't see the bar was gonna be full.&lt;br /&gt;
&lt;br /&gt;
So yeah, keep an eye on this, and play accordingly.&lt;br /&gt;
| Note how we are 4 ticks away from an Ordeal&lt;br /&gt;
Ordered too much work at the same time&lt;br /&gt;
&lt;br /&gt;
As a result, we don't have any Agents available&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #2&lt;br /&gt;
|-&lt;br /&gt;
|Tip #2: Pause and 2x speed are your friends.&lt;br /&gt;
|-&lt;br /&gt;
|If you've played a decent amount of Real Time with Pause games, especially those with lots of multitasking involved, feel free to skip to the next tip as you already know this.&lt;br /&gt;
| Skip to the next tip if you're already used to jumping between pause and high speed&lt;br /&gt;
| Games shown on screen:&lt;br /&gt;
[https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ FTL]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/255710/Cities_Skylines/ Cities: Skylines]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/294100/RimWorld/ RimWorld]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/281990/Stellaris/ Stellaris]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/1336490/Against_the_Storm/ Against the Storm]&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|But if you haven't, here's a quick rundown.&lt;br /&gt;
&lt;br /&gt;
These are the game's speed controls.&lt;br /&gt;
| 1.5x and 2x speed are unlocked through research&lt;br /&gt;
|-&lt;br /&gt;
| Normal speed is the default, but outside micro-ing situations, there's few reasons to stick with it.&lt;br /&gt;
| eg. Normal speed works well for Combat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pause is well, pause.&lt;br /&gt;
| Pause: time stops but you can still look around and give orders&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| With all the stuff happening at the same time, Normal speed just doesn't cut it.&lt;br /&gt;
|&lt;br /&gt;
* 16 Abnormalities&lt;br /&gt;
* Maximum 20 assigned Agents&lt;br /&gt;
* 7 Overloads at Meltdown Level 4&lt;br /&gt;
* Noon Ordeal at Meltdown lvl 3-5&lt;br /&gt;
* Multiple active missions&lt;br /&gt;
&lt;br /&gt;
...and this is just Day 19 of 50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| So stay paused and give out orders at your own pace, just make sure you don't accidentally trigger a Meltdown.&lt;br /&gt;
| Don't forget Tip #1!&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The hotkey for toggling pause on and off is spacebar, and that will be your panic button for when the BGM changes.&lt;br /&gt;
| Spacebar toggles between Pause and current speed setting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Spam toggling between pause and normal speed for combat micro also works well in this game.&lt;br /&gt;
| footage sped up to show the spam toggling&lt;br /&gt;
| Pause spam is a staple in RTWP games (FTL shown)&lt;br /&gt;
|- &lt;br /&gt;
| As for 2 times speed, it's useful not only because most of the time you'll be waiting for your agents to walk or work on Abnormalities, it's also because all it takes is one mistake and you'll be doing a day all over from the beginning.&lt;br /&gt;
| Retry = Repeat everything all over again&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Sadly there's no hotkey directly going to 2x speed, only E and Q to speed up and slow down by one tick.&lt;br /&gt;
| Q slow down 1 tick, E speed up 1 tick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #3&lt;br /&gt;
|-&lt;br /&gt;
| Tip #3: Check the logs in case you forget or miss something.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Don't want to keep track in your head what type of work you've already tried on a new Abnormality? Just check the logs.&lt;br /&gt;
| We haven't tried repression yet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Want to be reminded that you screwed up again by sending the wrong unit while you weren't paying attention? Just check the logs.&lt;br /&gt;
|&lt;br /&gt;
Did I select the correct work??&lt;br /&gt;
&lt;br /&gt;
Nope, time to cancel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The game doesn't log everything though, though. For example, using Tool Abnormalities isn't logged so if that's where you screwed up, the logs won't say what caused the problem.&lt;br /&gt;
|&lt;br /&gt;
Wait, why is there a panicking Agent&lt;br /&gt;
&lt;br /&gt;
Tool Abnormality use isn't logged so the logs won't help if that's what caused your Agents to Panic / Die.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #4&lt;br /&gt;
|-&lt;br /&gt;
| Tip #4: Get to know the quirks around controlling units.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to control your Agents:&lt;br /&gt;
&lt;br /&gt;
Clicking or selecting them then right clicking to move, work, or attack. This should be familiar to anyone who has played an RTS or a MOBA.&lt;br /&gt;
&lt;br /&gt;
Then the opposite, clicking the target first, then choosing the agent to perform the action.&lt;br /&gt;
&lt;br /&gt;
Going over the tips and tricks here can be a video on its own, so for now we'll just cover 2 of the most important ones.&lt;br /&gt;
&lt;br /&gt;
First is how the select - move stations the selected units to the target room. This means that after finishing their next task, they'll return to that room instead of the Main Room.&lt;br /&gt;
&lt;br /&gt;
This is great if you want to work on an Abnormality over and over again. You can just send them back once their health is low.&lt;br /&gt;
&lt;br /&gt;
The other important tip is about how you can browse through different Departments in the work UI. While this is meant to allow you to give orders to Agents in other Departments, this is also a quick way to browse through all of your agents, say it's the end of a Day and you want to check if there's anyone panicked. It's also the only way to check your Agent's HP and SPs if you haven't researched HP UI yet.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #5&lt;br /&gt;
|-&lt;br /&gt;
| Tip # 5 - Your default order for unlocking Abnormality info should be:&lt;br /&gt;
&lt;br /&gt;
Management Tips - Work Preferences - Basic Information - Escape Information&lt;br /&gt;
&lt;br /&gt;
Management Tips should be the first because they will tell you important stuff like “IF YOU DO THIS, YOUR AGENT WILL DIE”&lt;br /&gt;
&lt;br /&gt;
Work Preferences next so you know if you're doing the right work and using the right agents.&lt;br /&gt;
&lt;br /&gt;
Then the Basic Information to get the rest of the important details &lt;br /&gt;
&lt;br /&gt;
And finally Escape Info last because it's mostly redundant.&lt;br /&gt;
&lt;br /&gt;
Note that this isn't a hard recommendation, you're free to change this order around as you please,&lt;br /&gt;
&lt;br /&gt;
For example, if you're planning to retry the day anyway, you can unlock a couple of Work Preference first, then retry the day until you find the easiest work.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #6&lt;br /&gt;
|-&lt;br /&gt;
| Tip #6 - Pick your battles&lt;br /&gt;
&lt;br /&gt;
This one overlaps with the next two tips, but I think it deserves its own entry.&lt;br /&gt;
&lt;br /&gt;
Simply put, you don't have to work on all of your abnormalities every day, unless of course if they're melting down.&lt;br /&gt;
&lt;br /&gt;
Similarly, if an Abnormality escapes or Ordeals arrive, you don't necessarily have to all suppress them; only those need to be suppressed ASAP before they can do more harm to the site.&lt;br /&gt;
&lt;br /&gt;
You get a LOB point penalty for having free roaming Abnormalities when you end the day, but that might be a price you're willing to pay. &lt;br /&gt;
&lt;br /&gt;
However, there's NO penalty for having active Ordeals when you end the day, so you can trigger that meltdown even though you don't plan to deal with the Ordeal.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #7&lt;br /&gt;
|-&lt;br /&gt;
| Before I can explain the next tip, we must first talk about farming stats.&lt;br /&gt;
&lt;br /&gt;
When an Agent works on an Abnormality, the Virtue they used for the work grows at the end of the day.&lt;br /&gt;
&lt;br /&gt;
Here's how that is calculated. Looks complicated, but it boils down to this simple equation:&lt;br /&gt;
&lt;br /&gt;
You get more experience per PE box the riskier the Abnormality, but there comes a point where it becomes too risky that the XP becomes negative&lt;br /&gt;
&lt;br /&gt;
which is a roundabout way of saying that your agent is dead.&lt;br /&gt;
&lt;br /&gt;
So it's all about finding the sweet spot, in other words,&lt;br /&gt;
&lt;br /&gt;
Tip #7: Work on the riskiest Abnormalities that you can handle.&lt;br /&gt;
&lt;br /&gt;
Look, we all love Skull Bro, but you shouldn't waste your meltdown gauge on it if you've got other Tet and He around that you can farm just fine.&lt;br /&gt;
&lt;br /&gt;
On the flip side, if you still have trouble with Waw and Aleph, you can just avoid them until your agents have leveled up, crossing your fingers every Meltdown that they don't get pinged.&lt;br /&gt;
&lt;br /&gt;
But what if you get an Abnormality that can't be ignored, and you're out of LOB points to pump an agent high enough to deal with them?&lt;br /&gt;
&lt;br /&gt;
The answer is...&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #8&lt;br /&gt;
|-&lt;br /&gt;
| Tip #8: Lobotomy Corporation is a rogue-like.&lt;br /&gt;
&lt;br /&gt;
To this day, it still baffles me that this key aspect of the game is hidden in an easily missed part of the Manual.&lt;br /&gt;
&lt;br /&gt;
Basically, you're NOT meant to play the game in a single cycle, but through multiple cycles and sub-cycles, via the First Day and the Rewind to Memory Repository options, respectively.&lt;br /&gt;
&lt;br /&gt;
Unlike the Retry option which does a full reset like the day never happened, both of those options retain some of your progress, namely:&lt;br /&gt;
&lt;br /&gt;
Unlocked department tech&lt;br /&gt;
&lt;br /&gt;
Researched Abnormality Info&lt;br /&gt;
&lt;br /&gt;
And your EGO Weapons and Suits&lt;br /&gt;
&lt;br /&gt;
These let you do things like play the first week with 2 times speed and HP display, see abnormality names in the pick screen to give you a better idea which to choose, and overall be in a better position than the previous cycle.&lt;br /&gt;
&lt;br /&gt;
What you don't retain is your Agents, for Rewind to Memory Repository, all your agents are rolled back to their saved Memory Imprint state.&lt;br /&gt;
&lt;br /&gt;
For First Day, your roster is wiped clean and you're given a new first employee.&lt;br /&gt;
&lt;br /&gt;
While this may seem to reinforce the idea that all your Agents are all expendable, it's actually the opposite, at least for your top Agents.&lt;br /&gt;
&lt;br /&gt;
You want your strongest, best equipped Agents to live to the end of the cycle so you can farm info and EGO efficiently.&lt;br /&gt;
&lt;br /&gt;
You'll also find yourself restarting days not because you want to save your Agents, but to save their EGO, especially if they were extracted from another cycle.&lt;br /&gt;
&lt;br /&gt;
Some of you might be thinking, can't I abuse this mechanic and just keep looping back trying to get the easiest Abnos for my run?&lt;br /&gt;
&lt;br /&gt;
Yes, you can, but remember the previous tips - by avoiding Waw and Aleph, not only do you slow down your agents' growth in the current cycle, the low PE box output also means that you're more likely to have to face harder Ordeals in order to reach the daily quota.&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video. This is more of a personal challenge if I can make a short video with the tips I've given to new players recently, and I'm not happy with how I have to add so much text on screen so I could squeeze this down to around 11 minutes.&lt;br /&gt;
&lt;br /&gt;
Maybe I'd make a proper non-squeezed version later, and if I do, you've been seeing it recommended on the right.&lt;br /&gt;
&lt;br /&gt;
Either way, on the left is my older run of the game where you can see most of the tips in action. Skip the first video to go straight to the action.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/LobCorpTips.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=126</id>
		<title>Lobotomy Corporation Essential Beginner Tips script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=126"/>
		<updated>2024-03-15T07:00:03Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Alright so here's the list. Out of all the tips I could give to new players, these are the ones I consider absolutely essential to learn ASAP. ||  || &lt;br /&gt;
|-&lt;br /&gt;
| While most of these tips fall into your usual “tips I wish I knew before playing [whatever]”, I do have to point out that a big part of why I even have to make this list  - is because the tutorial doesn't give enough focus on important mechanics, while the manual is vague on others.  ||  || The videos are: &amp;lt;/br&amp;gt;&lt;br /&gt;
Trupen - [https://www.youtube.com/watch?v=tD2nOjn3ffs  Things I Wish I Knew Before Playing Factorio (Tips And Tricks Tutorial)]&lt;br /&gt;
Pr1vateLime - [https://www.youtube.com/watch?v=aMOxhT9SFPE  Top 10 Things I Wish I Knew Before Playing Project Zomboid Build 41 2020] &amp;lt;/br&amp;gt;&lt;br /&gt;
Pestily - [https://www.youtube.com/watch?v=o8yYwbUMWrk 5 Things I Wish I Knew Starting EFT - New Players Guide - Escape from Tarkov] &amp;lt;/br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| And this has been a recurring problem in the franchise.  || Library of Ruina manual entry for &amp;quot;Speed&amp;quot; - severely downplayed, poorly explained&amp;lt;/br&amp;gt;&lt;br /&gt;
Limbus Company Absolute Resonance tip - GREATLY misleading, though the tutorial has been updated to correctly say that Resonance is more for activating Skills than the Attack Level bonus &lt;br /&gt;
|-&lt;br /&gt;
| To be fair, Project Moon was and is still a small dev team, and having a weak tutorial is better than having nothing at all. Though I have to admit, getting to figure things out on your own is part of the charm of these games. || &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; we really do like figuring things out on our own, it's definitely not Stockholm Syndrome&lt;br /&gt;
|-&lt;br /&gt;
| Before we proceed, a quick warning: While I won't spoil anything story-wise, I can't avoid showing early game stuff.&lt;br /&gt;
So if you're planning to go in fully blind, consider yourself warned&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if you’re avoiding spoilers, maybe come back after 3-5 of playing&lt;br /&gt;
to check if what you figured out on your own matches with the tips&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #1&lt;br /&gt;
|-&lt;br /&gt;
| Tip #1: Keep an eye on the Kelipot Meltdown Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|A lot of new players ignore this UI element, but I can't really blame them as it's only briefly mentioned in the tutorial, and it really isn't important until a few hours into the game.&lt;br /&gt;
| Early game Qliphoth Meltdowns pose no threat even for beginners and can lead to some ignoring the bar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|For experienced players, however, this may just be the most important thing on screen.&lt;br /&gt;
|what a veteran player sees:&lt;br /&gt;
&amp;quot;Meltdown's gonna happen soon&amp;quot;&amp;lt;br/&amp;gt;&amp;quot;Next Ordeal is Dawn of Amber&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|So what is it?&lt;br /&gt;
&lt;br /&gt;
Basically, this bar fills up every time one of your Agents starts working on an Abnormality.&lt;br /&gt;
&lt;br /&gt;
And once it's full, the game will throw something at you depending on what's displayed here:&lt;br /&gt;
|-&lt;br /&gt;
|either you get Qliphoth Meltdowns,&lt;br /&gt;
|Affected rooms will get a countdown timer. Failing to work on them on time will result in the room's Qliphoth counter dropping to 0 (possibly triggering breach) and loss of PE boxes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; working on these rooms will not raise the Meltdown Gauge&lt;br /&gt;
|-&lt;br /&gt;
|or Ordeals.&lt;br /&gt;
|If it's not a number, it will be an &amp;quot;Ordeal&amp;quot; and will spawn entities according to the designations (Time and Color, in this case Dawn of Green)&lt;br /&gt;
|-&lt;br /&gt;
|As to why you should keep an eye on it, there are two main reasons:&lt;br /&gt;
|-&lt;br /&gt;
|First off, Meltdowns are the main source of tension in the game.&lt;br /&gt;
By Day 11, the game will be more than just deducing how to handle Abnormalities and extracting enough energy - you'll also have to be ready for the ever increasing challenges as the day progresses.&lt;br /&gt;
| From Day 11 onwards, Qliphoth Meltdowns quickly ramp up in difficulty as the day progresses&lt;br /&gt;
|-&lt;br /&gt;
|And then there's the tough decision between ending the day early, or taking the risk and try to farm a bit more.&lt;br /&gt;
|-&lt;br /&gt;
|And the other, more important, reason, is you have full control over when the Meltdowns will take place.&lt;br /&gt;
Or in more blunt terms, it's all your fault if it unexpectedly pops, most likely because you sent too many Agents to work at the same time and you didn't see the bar was gonna be full.&lt;br /&gt;
&lt;br /&gt;
So yeah, keep an eye on this, and play accordingly.&lt;br /&gt;
| Note how we are 4 ticks away from an Ordeal&lt;br /&gt;
Ordered too much work at the same time&lt;br /&gt;
&lt;br /&gt;
As a result, we don't have any Agents available&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #2&lt;br /&gt;
|-&lt;br /&gt;
|Tip #2: Pause and 2x speed are your friends.&lt;br /&gt;
|-&lt;br /&gt;
|If you've played a decent amount of Real Time with Pause games, especially those with lots of multitasking involved, feel free to skip to the next tip as you already know this.&lt;br /&gt;
|&lt;br /&gt;
| Games shown on screen:&lt;br /&gt;
[https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ FTL]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/255710/Cities_Skylines/ Cities: Skylines]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/294100/RimWorld/ RimWorld]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/281990/Stellaris/ Stellaris]&amp;lt;br/&amp;gt;&lt;br /&gt;
[https://store.steampowered.com/app/1336490/Against_the_Storm/ Against the Storm]&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|But if you haven't, here's a quick rundown.&lt;br /&gt;
&lt;br /&gt;
These are the game's speed controls.&lt;br /&gt;
| 1.5x and 2x speed are unlocked through research&lt;br /&gt;
|-&lt;br /&gt;
|Normal speed is the default, but outside micro-ing situations, there's few reasons to stick with it.&lt;br /&gt;
&lt;br /&gt;
Pause is well, pause. &lt;br /&gt;
&lt;br /&gt;
With all the stuff happening at the same time, Normal speed just doesn't cut it.&lt;br /&gt;
&lt;br /&gt;
So stay paused and give out orders at your own pace, just make sure you don't accidentally trigger a Meltdown.&lt;br /&gt;
&lt;br /&gt;
The hotkey for toggling pause on and off is spacebar, and that will be your panic button for when the BGM changes.&lt;br /&gt;
&lt;br /&gt;
Spam toggling between pause and normal speed for combat micro also works well in this game.&lt;br /&gt;
&lt;br /&gt;
As for 2 times speed, it's useful not only because most of the time you'll be waiting for your agents to walk or work on Abnormalities, it's also because all it takes is one mistake and you'll be doing a day all over from the beginning.&lt;br /&gt;
&lt;br /&gt;
Sadly there's no hotkey directly going to 2x speed, only E and Q to speed up and slow down by one tick.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #3&lt;br /&gt;
|-&lt;br /&gt;
| Tip #3: Check the logs in case you forget or miss something.&lt;br /&gt;
&lt;br /&gt;
Don't want to keep track in your head what type of work you've already tried on a new Abnormality? Just check the logs.&lt;br /&gt;
&lt;br /&gt;
Want to be reminded that you screwed up again by sending the wrong unit while you weren't paying attention? Just check the logs.&lt;br /&gt;
&lt;br /&gt;
The game doesn't log everything though, though. For example, using Tool Abnormalities isn't logged so if that's where you screwed up, the logs won't say what caused the problem.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #4&lt;br /&gt;
|-&lt;br /&gt;
| Tip #4: Get to know the quirks around controlling units.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to control your Agents:&lt;br /&gt;
&lt;br /&gt;
Clicking or selecting them then right clicking to move, work, or attack. This should be familiar to anyone who has played an RTS or a MOBA.&lt;br /&gt;
&lt;br /&gt;
Then the opposite, clicking the target first, then choosing the agent to perform the action.&lt;br /&gt;
&lt;br /&gt;
Going over the tips and tricks here can be a video on its own, so for now we'll just cover 2 of the most important ones.&lt;br /&gt;
&lt;br /&gt;
First is how the select - move stations the selected units to the target room. This means that after finishing their next task, they'll return to that room instead of the Main Room.&lt;br /&gt;
&lt;br /&gt;
This is great if you want to work on an Abnormality over and over again. You can just send them back once their health is low.&lt;br /&gt;
&lt;br /&gt;
The other important tip is about how you can browse through different Departments in the work UI. While this is meant to allow you to give orders to Agents in other Departments, this is also a quick way to browse through all of your agents, say it's the end of a Day and you want to check if there's anyone panicked. It's also the only way to check your Agent's HP and SPs if you haven't researched HP UI yet.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #5&lt;br /&gt;
|-&lt;br /&gt;
| Tip # 5 - Your default order for unlocking Abnormality info should be:&lt;br /&gt;
&lt;br /&gt;
Management Tips - Work Preferences - Basic Information - Escape Information&lt;br /&gt;
&lt;br /&gt;
Management Tips should be the first because they will tell you important stuff like “IF YOU DO THIS, YOUR AGENT WILL DIE”&lt;br /&gt;
&lt;br /&gt;
Work Preferences next so you know if you're doing the right work and using the right agents.&lt;br /&gt;
&lt;br /&gt;
Then the Basic Information to get the rest of the important details &lt;br /&gt;
&lt;br /&gt;
And finally Escape Info last because it's mostly redundant.&lt;br /&gt;
&lt;br /&gt;
Note that this isn't a hard recommendation, you're free to change this order around as you please,&lt;br /&gt;
&lt;br /&gt;
For example, if you're planning to retry the day anyway, you can unlock a couple of Work Preference first, then retry the day until you find the easiest work.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #6&lt;br /&gt;
|-&lt;br /&gt;
| Tip #6 - Pick your battles&lt;br /&gt;
&lt;br /&gt;
This one overlaps with the next two tips, but I think it deserves its own entry.&lt;br /&gt;
&lt;br /&gt;
Simply put, you don't have to work on all of your abnormalities every day, unless of course if they're melting down.&lt;br /&gt;
&lt;br /&gt;
Similarly, if an Abnormality escapes or Ordeals arrive, you don't necessarily have to all suppress them; only those need to be suppressed ASAP before they can do more harm to the site.&lt;br /&gt;
&lt;br /&gt;
You get a LOB point penalty for having free roaming Abnormalities when you end the day, but that might be a price you're willing to pay. &lt;br /&gt;
&lt;br /&gt;
However, there's NO penalty for having active Ordeals when you end the day, so you can trigger that meltdown even though you don't plan to deal with the Ordeal.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #7&lt;br /&gt;
|-&lt;br /&gt;
| Before I can explain the next tip, we must first talk about farming stats.&lt;br /&gt;
&lt;br /&gt;
When an Agent works on an Abnormality, the Virtue they used for the work grows at the end of the day.&lt;br /&gt;
&lt;br /&gt;
Here's how that is calculated. Looks complicated, but it boils down to this simple equation:&lt;br /&gt;
&lt;br /&gt;
You get more experience per PE box the riskier the Abnormality, but there comes a point where it becomes too risky that the XP becomes negative&lt;br /&gt;
&lt;br /&gt;
which is a roundabout way of saying that your agent is dead.&lt;br /&gt;
&lt;br /&gt;
So it's all about finding the sweet spot, in other words,&lt;br /&gt;
&lt;br /&gt;
Tip #7: Work on the riskiest Abnormalities that you can handle.&lt;br /&gt;
&lt;br /&gt;
Look, we all love Skull Bro, but you shouldn't waste your meltdown gauge on it if you've got other Tet and He around that you can farm just fine.&lt;br /&gt;
&lt;br /&gt;
On the flip side, if you still have trouble with Waw and Aleph, you can just avoid them until your agents have leveled up, crossing your fingers every Meltdown that they don't get pinged.&lt;br /&gt;
&lt;br /&gt;
But what if you get an Abnormality that can't be ignored, and you're out of LOB points to pump an agent high enough to deal with them?&lt;br /&gt;
&lt;br /&gt;
The answer is...&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #8&lt;br /&gt;
|-&lt;br /&gt;
| Tip #8: Lobotomy Corporation is a rogue-like.&lt;br /&gt;
&lt;br /&gt;
To this day, it still baffles me that this key aspect of the game is hidden in an easily missed part of the Manual.&lt;br /&gt;
&lt;br /&gt;
Basically, you're NOT meant to play the game in a single cycle, but through multiple cycles and sub-cycles, via the First Day and the Rewind to Memory Repository options, respectively.&lt;br /&gt;
&lt;br /&gt;
Unlike the Retry option which does a full reset like the day never happened, both of those options retain some of your progress, namely:&lt;br /&gt;
&lt;br /&gt;
Unlocked department tech&lt;br /&gt;
&lt;br /&gt;
Researched Abnormality Info&lt;br /&gt;
&lt;br /&gt;
And your EGO Weapons and Suits&lt;br /&gt;
&lt;br /&gt;
These let you do things like play the first week with 2 times speed and HP display, see abnormality names in the pick screen to give you a better idea which to choose, and overall be in a better position than the previous cycle.&lt;br /&gt;
&lt;br /&gt;
What you don't retain is your Agents, for Rewind to Memory Repository, all your agents are rolled back to their saved Memory Imprint state.&lt;br /&gt;
&lt;br /&gt;
For First Day, your roster is wiped clean and you're given a new first employee.&lt;br /&gt;
&lt;br /&gt;
While this may seem to reinforce the idea that all your Agents are all expendable, it's actually the opposite, at least for your top Agents.&lt;br /&gt;
&lt;br /&gt;
You want your strongest, best equipped Agents to live to the end of the cycle so you can farm info and EGO efficiently.&lt;br /&gt;
&lt;br /&gt;
You'll also find yourself restarting days not because you want to save your Agents, but to save their EGO, especially if they were extracted from another cycle.&lt;br /&gt;
&lt;br /&gt;
Some of you might be thinking, can't I abuse this mechanic and just keep looping back trying to get the easiest Abnos for my run?&lt;br /&gt;
&lt;br /&gt;
Yes, you can, but remember the previous tips - by avoiding Waw and Aleph, not only do you slow down your agents' growth in the current cycle, the low PE box output also means that you're more likely to have to face harder Ordeals in order to reach the daily quota.&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video. This is more of a personal challenge if I can make a short video with the tips I've given to new players recently, and I'm not happy with how I have to add so much text on screen so I could squeeze this down to around 11 minutes.&lt;br /&gt;
&lt;br /&gt;
Maybe I'd make a proper non-squeezed version later, and if I do, you've been seeing it recommended on the right.&lt;br /&gt;
&lt;br /&gt;
Either way, on the left is my older run of the game where you can see most of the tips in action. Skip the first video to go straight to the action.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/LobCorpTips.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=125</id>
		<title>Lobotomy Corporation Essential Beginner Tips script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=125"/>
		<updated>2024-03-15T06:39:11Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Alright so here's the list. Out of all the tips I could give to new players, these are the ones I consider absolutely essential to learn ASAP. ||  || &lt;br /&gt;
|-&lt;br /&gt;
| While most of these tips fall into your usual “tips I wish I knew before playing [whatever]”, I do have to point out that a big part of why I even have to make this list  - is because the tutorial doesn't give enough focus on important mechanics, while the manual is vague on others.  ||  || The videos are: &amp;lt;/br&amp;gt;&lt;br /&gt;
Trupen - [https://www.youtube.com/watch?v=tD2nOjn3ffs  Things I Wish I Knew Before Playing Factorio (Tips And Tricks Tutorial)]&lt;br /&gt;
Pr1vateLime - [https://www.youtube.com/watch?v=aMOxhT9SFPE  Top 10 Things I Wish I Knew Before Playing Project Zomboid Build 41 2020] &amp;lt;/br&amp;gt;&lt;br /&gt;
Pestily - [https://www.youtube.com/watch?v=o8yYwbUMWrk 5 Things I Wish I Knew Starting EFT - New Players Guide - Escape from Tarkov] &amp;lt;/br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| And this has been a recurring problem in the franchise.  || Library of Ruina manual entry for &amp;quot;Speed&amp;quot; - severely downplayed, poorly explained&amp;lt;/br&amp;gt;&lt;br /&gt;
Limbus Company Absolute Resonance tip - GREATLY misleading, though the tutorial has been updated to correctly say that Resonance is more for activating Skills than the Attack Level bonus &lt;br /&gt;
|-&lt;br /&gt;
| To be fair, Project Moon was and is still a small dev team, and having a weak tutorial is better than having nothing at all. Though I have to admit, getting to figure things out on your own is part of the charm of these games. || &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; we really do like figuring things out on our own, it's definitely not Stockholm Syndrome&lt;br /&gt;
|-&lt;br /&gt;
| Before we proceed, a quick warning: While I won't spoil anything story-wise, I can't avoid showing early game stuff.&lt;br /&gt;
So if you're planning to go in fully blind, consider yourself warned&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if you’re avoiding spoilers, maybe come back after 3-5 of playing&lt;br /&gt;
to check if what you figured out on your own matches with the tips&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #1&lt;br /&gt;
|-&lt;br /&gt;
| Tip #1: Keep an eye on the Kelipot Meltdown Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|A lot of new players ignore this UI element, but I can't really blame them as it's only briefly mentioned in the tutorial, and it really isn't important until a few hours into the game.&lt;br /&gt;
&lt;br /&gt;
For experienced players, however, this may just be the most important thing on screen.&lt;br /&gt;
&lt;br /&gt;
So what is it?&lt;br /&gt;
&lt;br /&gt;
Basically, this bar fills up every time one of your Agents starts working on an Abnormality.&lt;br /&gt;
&lt;br /&gt;
And once it's full, the game will throw something at you depending on what's displayed here: either you get Qliphoth Meltdowns, or Ordeals.&lt;br /&gt;
|-&lt;br /&gt;
|As to why you should keep an eye on it, there are two main reasons:&lt;br /&gt;
&lt;br /&gt;
First off, Meltdowns are the main source of tension in the game. By Day 11, the game will be more than just deducing how to handle Abnormalities and extracting enough energy - you'll also have to be ready for the ever increasing challenges as the  day progresses. And then there's the tough decision between ending the day early, or taking the risk and try to farm a bit more.&lt;br /&gt;
&lt;br /&gt;
And the other, more important, reason, is you have full control over when the Meltdowns will take place. Or in more blunt terms, it's all your fault if it unexpectedly pops, most likely because you sent too many Agents to work at the same time and you didn't see the bar was gonna be full.&lt;br /&gt;
&lt;br /&gt;
So yeah, keep an eye on this, and play accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #2&lt;br /&gt;
|-&lt;br /&gt;
|Tip #2: Pause and 2x speed are your friends.&lt;br /&gt;
|-&lt;br /&gt;
|If you've played a decent amount of Real Time with Pause games, especially those with lots of multitasking involved, feel free to skip to the next tip as you already know this.&lt;br /&gt;
|-&lt;br /&gt;
|But if you haven't, here's a quick rundown.&lt;br /&gt;
&lt;br /&gt;
These are the game's speed controls.&lt;br /&gt;
| 1.5x and 2x speed are unlocked through research&lt;br /&gt;
|-&lt;br /&gt;
|Normal speed is the default, but outside micro-ing situations, there's few reasons to stick with it.&lt;br /&gt;
&lt;br /&gt;
Pause is well, pause. &lt;br /&gt;
&lt;br /&gt;
With all the stuff happening at the same time, Normal speed just doesn't cut it.&lt;br /&gt;
&lt;br /&gt;
So stay paused and give out orders at your own pace, just make sure you don't accidentally trigger a Meltdown.&lt;br /&gt;
&lt;br /&gt;
The hotkey for toggling pause on and off is spacebar, and that will be your panic button for when the BGM changes.&lt;br /&gt;
&lt;br /&gt;
Spam toggling between pause and normal speed for combat micro also works well in this game.&lt;br /&gt;
&lt;br /&gt;
As for 2 times speed, it's useful not only because most of the time you'll be waiting for your agents to walk or work on Abnormalities, it's also because all it takes is one mistake and you'll be doing a day all over from the beginning.&lt;br /&gt;
&lt;br /&gt;
Sadly there's no hotkey directly going to 2x speed, only E and Q to speed up and slow down by one tick.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #3&lt;br /&gt;
|-&lt;br /&gt;
| Tip #3: Check the logs in case you forget or miss something.&lt;br /&gt;
&lt;br /&gt;
Don't want to keep track in your head what type of work you've already tried on a new Abnormality? Just check the logs.&lt;br /&gt;
&lt;br /&gt;
Want to be reminded that you screwed up again by sending the wrong unit while you weren't paying attention? Just check the logs.&lt;br /&gt;
&lt;br /&gt;
The game doesn't log everything though, though. For example, using Tool Abnormalities isn't logged so if that's where you screwed up, the logs won't say what caused the problem.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #4&lt;br /&gt;
|-&lt;br /&gt;
| Tip #4: Get to know the quirks around controlling units.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to control your Agents:&lt;br /&gt;
&lt;br /&gt;
Clicking or selecting them then right clicking to move, work, or attack. This should be familiar to anyone who has played an RTS or a MOBA.&lt;br /&gt;
&lt;br /&gt;
Then the opposite, clicking the target first, then choosing the agent to perform the action.&lt;br /&gt;
&lt;br /&gt;
Going over the tips and tricks here can be a video on its own, so for now we'll just cover 2 of the most important ones.&lt;br /&gt;
&lt;br /&gt;
First is how the select - move stations the selected units to the target room. This means that after finishing their next task, they'll return to that room instead of the Main Room.&lt;br /&gt;
&lt;br /&gt;
This is great if you want to work on an Abnormality over and over again. You can just send them back once their health is low.&lt;br /&gt;
&lt;br /&gt;
The other important tip is about how you can browse through different Departments in the work UI. While this is meant to allow you to give orders to Agents in other Departments, this is also a quick way to browse through all of your agents, say it's the end of a Day and you want to check if there's anyone panicked. It's also the only way to check your Agent's HP and SPs if you haven't researched HP UI yet.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #5&lt;br /&gt;
|-&lt;br /&gt;
| Tip # 5 - Your default order for unlocking Abnormality info should be:&lt;br /&gt;
&lt;br /&gt;
Management Tips - Work Preferences - Basic Information - Escape Information&lt;br /&gt;
&lt;br /&gt;
Management Tips should be the first because they will tell you important stuff like “IF YOU DO THIS, YOUR AGENT WILL DIE”&lt;br /&gt;
&lt;br /&gt;
Work Preferences next so you know if you're doing the right work and using the right agents.&lt;br /&gt;
&lt;br /&gt;
Then the Basic Information to get the rest of the important details &lt;br /&gt;
&lt;br /&gt;
And finally Escape Info last because it's mostly redundant.&lt;br /&gt;
&lt;br /&gt;
Note that this isn't a hard recommendation, you're free to change this order around as you please,&lt;br /&gt;
&lt;br /&gt;
For example, if you're planning to retry the day anyway, you can unlock a couple of Work Preference first, then retry the day until you find the easiest work.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #6&lt;br /&gt;
|-&lt;br /&gt;
| Tip #6 - Pick your battles&lt;br /&gt;
&lt;br /&gt;
This one overlaps with the next two tips, but I think it deserves its own entry.&lt;br /&gt;
&lt;br /&gt;
Simply put, you don't have to work on all of your abnormalities every day, unless of course if they're melting down.&lt;br /&gt;
&lt;br /&gt;
Similarly, if an Abnormality escapes or Ordeals arrive, you don't necessarily have to all suppress them; only those need to be suppressed ASAP before they can do more harm to the site.&lt;br /&gt;
&lt;br /&gt;
You get a LOB point penalty for having free roaming Abnormalities when you end the day, but that might be a price you're willing to pay. &lt;br /&gt;
&lt;br /&gt;
However, there's NO penalty for having active Ordeals when you end the day, so you can trigger that meltdown even though you don't plan to deal with the Ordeal.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #7&lt;br /&gt;
|-&lt;br /&gt;
| Before I can explain the next tip, we must first talk about farming stats.&lt;br /&gt;
&lt;br /&gt;
When an Agent works on an Abnormality, the Virtue they used for the work grows at the end of the day.&lt;br /&gt;
&lt;br /&gt;
Here's how that is calculated. Looks complicated, but it boils down to this simple equation:&lt;br /&gt;
&lt;br /&gt;
You get more experience per PE box the riskier the Abnormality, but there comes a point where it becomes too risky that the XP becomes negative&lt;br /&gt;
&lt;br /&gt;
which is a roundabout way of saying that your agent is dead.&lt;br /&gt;
&lt;br /&gt;
So it's all about finding the sweet spot, in other words,&lt;br /&gt;
&lt;br /&gt;
Tip #7: Work on the riskiest Abnormalities that you can handle.&lt;br /&gt;
&lt;br /&gt;
Look, we all love Skull Bro, but you shouldn't waste your meltdown gauge on it if you've got other Tet and He around that you can farm just fine.&lt;br /&gt;
&lt;br /&gt;
On the flip side, if you still have trouble with Waw and Aleph, you can just avoid them until your agents have leveled up, crossing your fingers every Meltdown that they don't get pinged.&lt;br /&gt;
&lt;br /&gt;
But what if you get an Abnormality that can't be ignored, and you're out of LOB points to pump an agent high enough to deal with them?&lt;br /&gt;
&lt;br /&gt;
The answer is...&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #8&lt;br /&gt;
|-&lt;br /&gt;
| Tip #8: Lobotomy Corporation is a rogue-like.&lt;br /&gt;
&lt;br /&gt;
To this day, it still baffles me that this key aspect of the game is hidden in an easily missed part of the Manual.&lt;br /&gt;
&lt;br /&gt;
Basically, you're NOT meant to play the game in a single cycle, but through multiple cycles and sub-cycles, via the First Day and the Rewind to Memory Repository options, respectively.&lt;br /&gt;
&lt;br /&gt;
Unlike the Retry option which does a full reset like the day never happened, both of those options retain some of your progress, namely:&lt;br /&gt;
&lt;br /&gt;
Unlocked department tech&lt;br /&gt;
&lt;br /&gt;
Researched Abnormality Info&lt;br /&gt;
&lt;br /&gt;
And your EGO Weapons and Suits&lt;br /&gt;
&lt;br /&gt;
These let you do things like play the first week with 2 times speed and HP display, see abnormality names in the pick screen to give you a better idea which to choose, and overall be in a better position than the previous cycle.&lt;br /&gt;
&lt;br /&gt;
What you don't retain is your Agents, for Rewind to Memory Repository, all your agents are rolled back to their saved Memory Imprint state.&lt;br /&gt;
&lt;br /&gt;
For First Day, your roster is wiped clean and you're given a new first employee.&lt;br /&gt;
&lt;br /&gt;
While this may seem to reinforce the idea that all your Agents are all expendable, it's actually the opposite, at least for your top Agents.&lt;br /&gt;
&lt;br /&gt;
You want your strongest, best equipped Agents to live to the end of the cycle so you can farm info and EGO efficiently.&lt;br /&gt;
&lt;br /&gt;
You'll also find yourself restarting days not because you want to save your Agents, but to save their EGO, especially if they were extracted from another cycle.&lt;br /&gt;
&lt;br /&gt;
Some of you might be thinking, can't I abuse this mechanic and just keep looping back trying to get the easiest Abnos for my run?&lt;br /&gt;
&lt;br /&gt;
Yes, you can, but remember the previous tips - by avoiding Waw and Aleph, not only do you slow down your agents' growth in the current cycle, the low PE box output also means that you're more likely to have to face harder Ordeals in order to reach the daily quota.&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video. This is more of a personal challenge if I can make a short video with the tips I've given to new players recently, and I'm not happy with how I have to add so much text on screen so I could squeeze this down to around 11 minutes.&lt;br /&gt;
&lt;br /&gt;
Maybe I'd make a proper non-squeezed version later, and if I do, you've been seeing it recommended on the right.&lt;br /&gt;
&lt;br /&gt;
Either way, on the left is my older run of the game where you can see most of the tips in action. Skip the first video to go straight to the action.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/LobCorpTips.vtt download WebVTT captions] &lt;br /&gt;
&lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=124</id>
		<title>Lobotomy Corporation Essential Beginner Tips script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=124"/>
		<updated>2024-03-15T06:38:00Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Alright so here's the list. Out of all the tips I could give to new players, these are the ones I consider absolutely essential to learn ASAP. ||  || &lt;br /&gt;
|-&lt;br /&gt;
| While most of these tips fall into your usual “tips I wish I knew before playing [whatever]”, I do have to point out that a big part of why I even have to make this list  - is because the tutorial doesn't give enough focus on important mechanics, while the manual is vague on others.  ||  || The videos are: &amp;lt;/br&amp;gt;&lt;br /&gt;
Trupen - [https://www.youtube.com/watch?v=tD2nOjn3ffs  Things I Wish I Knew Before Playing Factorio (Tips And Tricks Tutorial)]&lt;br /&gt;
Pr1vateLime - [https://www.youtube.com/watch?v=aMOxhT9SFPE  Top 10 Things I Wish I Knew Before Playing Project Zomboid Build 41 2020] &amp;lt;/br&amp;gt;&lt;br /&gt;
Pestily - [https://www.youtube.com/watch?v=o8yYwbUMWrk 5 Things I Wish I Knew Starting EFT - New Players Guide - Escape from Tarkov] &amp;lt;/br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| And this has been a recurring problem in the franchise.  || Library of Ruina manual entry for &amp;quot;Speed&amp;quot; - severely downplayed, poorly explained&amp;lt;/br&amp;gt;&lt;br /&gt;
Limbus Company Absolute Resonance tip - GREATLY misleading, though the tutorial has been updated to correctly say that Resonance is more for activating Skills than the Attack Level bonus &lt;br /&gt;
|-&lt;br /&gt;
| To be fair, Project Moon was and is still a small dev team, and having a weak tutorial is better than having nothing at all. Though I have to admit, getting to figure things out on your own is part of the charm of these games. || &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; we really do like figuring things out on our own, it's definitely not Stockholm Syndrome&lt;br /&gt;
|-&lt;br /&gt;
| Before we proceed, a quick warning: While I won't spoil anything story-wise, I can't avoid showing early game stuff.&lt;br /&gt;
So if you're planning to go in fully blind, consider yourself warned&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if you’re avoiding spoilers, maybe come back after 3-5 of playing&lt;br /&gt;
to check if what you figured out on your own matches with the tips&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #1&lt;br /&gt;
|-&lt;br /&gt;
| Tip #1: Keep an eye on the Kelipot Meltdown Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|A lot of new players ignore this UI element, but I can't really blame them as it's only briefly mentioned in the tutorial, and it really isn't important until a few hours into the game.&lt;br /&gt;
&lt;br /&gt;
For experienced players, however, this may just be the most important thing on screen.&lt;br /&gt;
&lt;br /&gt;
So what is it?&lt;br /&gt;
&lt;br /&gt;
Basically, this bar fills up every time one of your Agents starts working on an Abnormality.&lt;br /&gt;
&lt;br /&gt;
And once it's full, the game will throw something at you depending on what's displayed here: either you get Qliphoth Meltdowns, or Ordeals.&lt;br /&gt;
|-&lt;br /&gt;
|As to why you should keep an eye on it, there are two main reasons:&lt;br /&gt;
&lt;br /&gt;
First off, Meltdowns are the main source of tension in the game. By Day 11, the game will be more than just deducing how to handle Abnormalities and extracting enough energy - you'll also have to be ready for the ever increasing challenges as the  day progresses. And then there's the tough decision between ending the day early, or taking the risk and try to farm a bit more.&lt;br /&gt;
&lt;br /&gt;
And the other, more important, reason, is you have full control over when the Meltdowns will take place. Or in more blunt terms, it's all your fault if it unexpectedly pops, most likely because you sent too many Agents to work at the same time and you didn't see the bar was gonna be full.&lt;br /&gt;
&lt;br /&gt;
So yeah, keep an eye on this, and play accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #2&lt;br /&gt;
|-&lt;br /&gt;
|Tip #2: Pause and 2x speed are your friends.&lt;br /&gt;
|-&lt;br /&gt;
|If you've played a decent amount of Real Time with Pause games, especially those with lots of multitasking involved, feel free to skip to the next tip as you already know this.&lt;br /&gt;
|-&lt;br /&gt;
|But if you haven't, here's a quick rundown.&lt;br /&gt;
&lt;br /&gt;
These are the game's speed controls.&lt;br /&gt;
| 1.5x and 2x speed are unlocked through research&lt;br /&gt;
|-&lt;br /&gt;
|Normal speed is the default, but outside micro-ing situations, there's few reasons to stick with it.&lt;br /&gt;
&lt;br /&gt;
Pause is well, pause. &lt;br /&gt;
&lt;br /&gt;
With all the stuff happening at the same time, Normal speed just doesn't cut it.&lt;br /&gt;
&lt;br /&gt;
So stay paused and give out orders at your own pace, just make sure you don't accidentally trigger a Meltdown.&lt;br /&gt;
&lt;br /&gt;
The hotkey for toggling pause on and off is spacebar, and that will be your panic button for when the BGM changes.&lt;br /&gt;
&lt;br /&gt;
Spam toggling between pause and normal speed for combat micro also works well in this game.&lt;br /&gt;
&lt;br /&gt;
As for 2 times speed, it's useful not only because most of the time you'll be waiting for your agents to walk or work on Abnormalities, it's also because all it takes is one mistake and you'll be doing a day all over from the beginning.&lt;br /&gt;
&lt;br /&gt;
Sadly there's no hotkey directly going to 2x speed, only E and Q to speed up and slow down by one tick.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #3&lt;br /&gt;
|-&lt;br /&gt;
| Tip #3: Check the logs in case you forget or miss something.&lt;br /&gt;
&lt;br /&gt;
Don't want to keep track in your head what type of work you've already tried on a new Abnormality? Just check the logs.&lt;br /&gt;
&lt;br /&gt;
Want to be reminded that you screwed up again by sending the wrong unit while you weren't paying attention? Just check the logs.&lt;br /&gt;
&lt;br /&gt;
The game doesn't log everything though, though. For example, using Tool Abnormalities isn't logged so if that's where you screwed up, the logs won't say what caused the problem.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #4&lt;br /&gt;
|-&lt;br /&gt;
| Tip #4: Get to know the quirks around controlling units.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to control your Agents:&lt;br /&gt;
&lt;br /&gt;
Clicking or selecting them then right clicking to move, work, or attack. This should be familiar to anyone who has played an RTS or a MOBA.&lt;br /&gt;
&lt;br /&gt;
Then the opposite, clicking the target first, then choosing the agent to perform the action.&lt;br /&gt;
&lt;br /&gt;
Going over the tips and tricks here can be a video on its own, so for now we'll just cover 2 of the most important ones.&lt;br /&gt;
&lt;br /&gt;
First is how the select - move stations the selected units to the target room. This means that after finishing their next task, they'll return to that room instead of the Main Room.&lt;br /&gt;
&lt;br /&gt;
This is great if you want to work on an Abnormality over and over again. You can just send them back once their health is low.&lt;br /&gt;
&lt;br /&gt;
The other important tip is about how you can browse through different Departments in the work UI. While this is meant to allow you to give orders to Agents in other Departments, this is also a quick way to browse through all of your agents, say it's the end of a Day and you want to check if there's anyone panicked. It's also the only way to check your Agent's HP and SPs if you haven't researched HP UI yet.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #5&lt;br /&gt;
|-&lt;br /&gt;
| Tip # 5 - Your default order for unlocking Abnormality info should be:&lt;br /&gt;
&lt;br /&gt;
Management Tips - Work Preferences - Basic Information - Escape Information&lt;br /&gt;
&lt;br /&gt;
Management Tips should be the first because they will tell you important stuff like “IF YOU DO THIS, YOUR AGENT WILL DIE”&lt;br /&gt;
&lt;br /&gt;
Work Preferences next so you know if you're doing the right work and using the right agents.&lt;br /&gt;
&lt;br /&gt;
Then the Basic Information to get the rest of the important details &lt;br /&gt;
&lt;br /&gt;
And finally Escape Info last because it's mostly redundant.&lt;br /&gt;
&lt;br /&gt;
Note that this isn't a hard recommendation, you're free to change this order around as you please,&lt;br /&gt;
&lt;br /&gt;
For example, if you're planning to retry the day anyway, you can unlock a couple of Work Preference first, then retry the day until you find the easiest work.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #6&lt;br /&gt;
|-&lt;br /&gt;
| Tip #6 - Pick your battles&lt;br /&gt;
&lt;br /&gt;
This one overlaps with the next two tips, but I think it deserves its own entry.&lt;br /&gt;
&lt;br /&gt;
Simply put, you don't have to work on all of your abnormalities every day, unless of course if they're melting down.&lt;br /&gt;
&lt;br /&gt;
Similarly, if an Abnormality escapes or Ordeals arrive, you don't necessarily have to all suppress them; only those need to be suppressed ASAP before they can do more harm to the site.&lt;br /&gt;
&lt;br /&gt;
You get a LOB point penalty for having free roaming Abnormalities when you end the day, but that might be a price you're willing to pay. &lt;br /&gt;
&lt;br /&gt;
However, there's NO penalty for having active Ordeals when you end the day, so you can trigger that meltdown even though you don't plan to deal with the Ordeal.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #7&lt;br /&gt;
|-&lt;br /&gt;
| Before I can explain the next tip, we must first talk about farming stats.&lt;br /&gt;
&lt;br /&gt;
When an Agent works on an Abnormality, the Virtue they used for the work grows at the end of the day.&lt;br /&gt;
&lt;br /&gt;
Here's how that is calculated. Looks complicated, but it boils down to this simple equation:&lt;br /&gt;
&lt;br /&gt;
You get more experience per PE box the riskier the Abnormality, but there comes a point where it becomes too risky that the XP becomes negative&lt;br /&gt;
&lt;br /&gt;
which is a roundabout way of saying that your agent is dead.&lt;br /&gt;
&lt;br /&gt;
So it's all about finding the sweet spot, in other words,&lt;br /&gt;
&lt;br /&gt;
Tip #7: Work on the riskiest Abnormalities that you can handle.&lt;br /&gt;
&lt;br /&gt;
Look, we all love Skull Bro, but you shouldn't waste your meltdown gauge on it if you've got other Tet and He around that you can farm just fine.&lt;br /&gt;
&lt;br /&gt;
On the flip side, if you still have trouble with Waw and Aleph, you can just avoid them until your agents have leveled up, crossing your fingers every Meltdown that they don't get pinged.&lt;br /&gt;
&lt;br /&gt;
But what if you get an Abnormality that can't be ignored, and you're out of LOB points to pump an agent high enough to deal with them?&lt;br /&gt;
&lt;br /&gt;
The answer is...&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #8&lt;br /&gt;
|-&lt;br /&gt;
| Tip #8: Lobotomy Corporation is a rogue-like.&lt;br /&gt;
&lt;br /&gt;
To this day, it still baffles me that this key aspect of the game is hidden in an easily missed part of the Manual.&lt;br /&gt;
&lt;br /&gt;
Basically, you're NOT meant to play the game in a single cycle, but through multiple cycles and sub-cycles, via the First Day and the Rewind to Memory Repository options, respectively.&lt;br /&gt;
&lt;br /&gt;
Unlike the Retry option which does a full reset like the day never happened, both of those options retain some of your progress, namely:&lt;br /&gt;
&lt;br /&gt;
Unlocked department tech&lt;br /&gt;
&lt;br /&gt;
Researched Abnormality Info&lt;br /&gt;
&lt;br /&gt;
And your EGO Weapons and Suits&lt;br /&gt;
&lt;br /&gt;
These let you do things like play the first week with 2 times speed and HP display, see abnormality names in the pick screen to give you a better idea which to choose, and overall be in a better position than the previous cycle.&lt;br /&gt;
&lt;br /&gt;
What you don't retain is your Agents, for Rewind to Memory Repository, all your agents are rolled back to their saved Memory Imprint state.&lt;br /&gt;
&lt;br /&gt;
For First Day, your roster is wiped clean and you're given a new first employee.&lt;br /&gt;
&lt;br /&gt;
While this may seem to reinforce the idea that all your Agents are all expendable, it's actually the opposite, at least for your top Agents.&lt;br /&gt;
&lt;br /&gt;
You want your strongest, best equipped Agents to live to the end of the cycle so you can farm info and EGO efficiently.&lt;br /&gt;
&lt;br /&gt;
You'll also find yourself restarting days not because you want to save your Agents, but to save their EGO, especially if they were extracted from another cycle.&lt;br /&gt;
&lt;br /&gt;
Some of you might be thinking, can't I abuse this mechanic and just keep looping back trying to get the easiest Abnos for my run?&lt;br /&gt;
&lt;br /&gt;
Yes, you can, but remember the previous tips - by avoiding Waw and Aleph, not only do you slow down your agents' growth in the current cycle, the low PE box output also means that you're more likely to have to face harder Ordeals in order to reach the daily quota.&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video. This is more of a personal challenge if I can make a short video with the tips I've given to new players recently, and I'm not happy with how I have to add so much text on screen so I could squeeze this down to around 11 minutes.&lt;br /&gt;
&lt;br /&gt;
Maybe I'd make a proper non-squeezed version later, and if I do, you've been seeing it recommended on the right.&lt;br /&gt;
&lt;br /&gt;
Either way, on the left is my older run of the game where you can see most of the tips in action. Skip the first video to go straight to the action.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
WebVTT captions: [https://files.bryanbibat.net/LobCorpTips.vtt download WebVTT captions] &lt;br /&gt;
Translation are welcome, contact me at bry@bryanbibat.net if you're interested in submitting one.&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=123</id>
		<title>Lobotomy Corporation Essential Beginner Tips script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=123"/>
		<updated>2024-03-15T06:33:19Z</updated>

		<summary type="html">&lt;p&gt;Zero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Alright so here's the list. Out of all the tips I could give to new players, these are the ones I consider absolutely essential to learn ASAP. ||  || &lt;br /&gt;
|-&lt;br /&gt;
| While most of these tips fall into your usual “tips I wish I knew before playing [whatever]”, I do have to point out that a big part of why I even have to make this list  - is because the tutorial doesn't give enough focus on important mechanics, while the manual is vague on others.  ||  || The videos are: &amp;lt;/br&amp;gt;&lt;br /&gt;
Trupen - [https://www.youtube.com/watch?v=tD2nOjn3ffs  Things I Wish I Knew Before Playing Factorio (Tips And Tricks Tutorial)]&lt;br /&gt;
Pr1vateLime - [https://www.youtube.com/watch?v=aMOxhT9SFPE  Top 10 Things I Wish I Knew Before Playing Project Zomboid Build 41 2020] &amp;lt;/br&amp;gt;&lt;br /&gt;
Pestily - [https://www.youtube.com/watch?v=o8yYwbUMWrk 5 Things I Wish I Knew Starting EFT - New Players Guide - Escape from Tarkov] &amp;lt;/br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| And this has been a recurring problem in the franchise.  || Library of Ruina manual entry for &amp;quot;Speed&amp;quot; - severely downplayed, poorly explained&amp;lt;/br&amp;gt;&lt;br /&gt;
Limbus Company Absolute Resonance tip - GREATLY misleading, though the tutorial has been updated to correctly say that Resonance is more for activating Skills than the Attack Level bonus &lt;br /&gt;
|-&lt;br /&gt;
| To be fair, Project Moon was and is still a small dev team, and having a weak tutorial is better than having nothing at all. Though I have to admit, getting to figure things out on your own is part of the charm of these games. || &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; we really do like figuring things out on our own, it's definitely not Stockholm Syndrome&lt;br /&gt;
|-&lt;br /&gt;
| Before we proceed, a quick warning: While I won't spoil anything story-wise, I can't avoid showing early game stuff.&lt;br /&gt;
So if you're planning to go in fully blind, consider yourself warned&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if you’re avoiding spoilers, maybe come back after 3-5 of playing&lt;br /&gt;
to check if what you figured out on your own matches with the tips&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #1&lt;br /&gt;
|-&lt;br /&gt;
| Tip #1: Keep an eye on the Kelipot Meltdown Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|A lot of new players ignore this UI element, but I can't really blame them as it's only briefly mentioned in the tutorial, and it really isn't important until a few hours into the game.&lt;br /&gt;
&lt;br /&gt;
For experienced players, however, this may just be the most important thing on screen.&lt;br /&gt;
&lt;br /&gt;
So what is it?&lt;br /&gt;
&lt;br /&gt;
Basically, this bar fills up every time one of your Agents starts working on an Abnormality.&lt;br /&gt;
&lt;br /&gt;
And once it's full, the game will throw something at you depending on what's displayed here: either you get Qliphoth Meltdowns, or Ordeals.&lt;br /&gt;
|-&lt;br /&gt;
|As to why you should keep an eye on it, there are two main reasons:&lt;br /&gt;
&lt;br /&gt;
First off, Meltdowns are the main source of tension in the game. By Day 11, the game will be more than just deducing how to handle Abnormalities and extracting enough energy - you'll also have to be ready for the ever increasing challenges as the  day progresses. And then there's the tough decision between ending the day early, or taking the risk and try to farm a bit more.&lt;br /&gt;
&lt;br /&gt;
And the other, more important, reason, is you have full control over when the Meltdowns will take place. Or in more blunt terms, it's all your fault if it unexpectedly pops, most likely because you sent too many Agents to work at the same time and you didn't see the bar was gonna be full.&lt;br /&gt;
&lt;br /&gt;
So yeah, keep an eye on this, and play accordingly.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #2&lt;br /&gt;
|-&lt;br /&gt;
|Tip #2: Pause and 2x speed are your friends.&lt;br /&gt;
|-&lt;br /&gt;
|If you've played a decent amount of Real Time with Pause games, especially those with lots of multitasking involved, feel free to skip to the next tip as you already know this.&lt;br /&gt;
|-&lt;br /&gt;
|But if you haven't, here's a quick rundown.&lt;br /&gt;
&lt;br /&gt;
These are the game's speed controls.&lt;br /&gt;
| 1.5x and 2x speed are unlocked through research&lt;br /&gt;
|-&lt;br /&gt;
|Normal speed is the default, but outside micro-ing situations, there's few reasons to stick with it.&lt;br /&gt;
&lt;br /&gt;
Pause is well, pause. &lt;br /&gt;
&lt;br /&gt;
With all the stuff happening at the same time, Normal speed just doesn't cut it.&lt;br /&gt;
&lt;br /&gt;
So stay paused and give out orders at your own pace, just make sure you don't accidentally trigger a Meltdown.&lt;br /&gt;
&lt;br /&gt;
The hotkey for toggling pause on and off is spacebar, and that will be your panic button for when the BGM changes.&lt;br /&gt;
&lt;br /&gt;
Spam toggling between pause and normal speed for combat micro also works well in this game.&lt;br /&gt;
&lt;br /&gt;
As for 2 times speed, it's useful not only because most of the time you'll be waiting for your agents to walk or work on Abnormalities, it's also because all it takes is one mistake and you'll be doing a day all over from the beginning.&lt;br /&gt;
&lt;br /&gt;
Sadly there's no hotkey directly going to 2x speed, only E and Q to speed up and slow down by one tick.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #3&lt;br /&gt;
|-&lt;br /&gt;
| Tip #3: Check the logs in case you forget or miss something.&lt;br /&gt;
&lt;br /&gt;
Don't want to keep track in your head what type of work you've already tried on a new Abnormality? Just check the logs.&lt;br /&gt;
&lt;br /&gt;
Want to be reminded that you screwed up again by sending the wrong unit while you weren't paying attention? Just check the logs.&lt;br /&gt;
&lt;br /&gt;
The game doesn't log everything though, though. For example, using Tool Abnormalities isn't logged so if that's where you screwed up, the logs won't say what caused the problem.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #4&lt;br /&gt;
|-&lt;br /&gt;
| Tip #4: Get to know the quirks around controlling units.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to control your Agents:&lt;br /&gt;
&lt;br /&gt;
Clicking or selecting them then right clicking to move, work, or attack. This should be familiar to anyone who has played an RTS or a MOBA.&lt;br /&gt;
&lt;br /&gt;
Then the opposite, clicking the target first, then choosing the agent to perform the action.&lt;br /&gt;
&lt;br /&gt;
Going over the tips and tricks here can be a video on its own, so for now we'll just cover 2 of the most important ones.&lt;br /&gt;
&lt;br /&gt;
First is how the select - move stations the selected units to the target room. This means that after finishing their next task, they'll return to that room instead of the Main Room.&lt;br /&gt;
&lt;br /&gt;
This is great if you want to work on an Abnormality over and over again. You can just send them back once their health is low.&lt;br /&gt;
&lt;br /&gt;
The other important tip is about how you can browse through different Departments in the work UI. While this is meant to allow you to give orders to Agents in other Departments, this is also a quick way to browse through all of your agents, say it's the end of a Day and you want to check if there's anyone panicked. It's also the only way to check your Agent's HP and SPs if you haven't researched HP UI yet.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #5&lt;br /&gt;
|-&lt;br /&gt;
| Tip # 5 - Your default order for unlocking Abnormality info should be:&lt;br /&gt;
&lt;br /&gt;
Management Tips - Work Preferences - Basic Information - Escape Information&lt;br /&gt;
&lt;br /&gt;
Management Tips should be the first because they will tell you important stuff like “IF YOU DO THIS, YOUR AGENT WILL DIE”&lt;br /&gt;
&lt;br /&gt;
Work Preferences next so you know if you're doing the right work and using the right agents.&lt;br /&gt;
&lt;br /&gt;
Then the Basic Information to get the rest of the important details &lt;br /&gt;
&lt;br /&gt;
And finally Escape Info last because it's mostly redundant.&lt;br /&gt;
&lt;br /&gt;
Note that this isn't a hard recommendation, you're free to change this order around as you please,&lt;br /&gt;
&lt;br /&gt;
For example, if you're planning to retry the day anyway, you can unlock a couple of Work Preference first, then retry the day until you find the easiest work.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #6&lt;br /&gt;
|-&lt;br /&gt;
| Tip #6 - Pick your battles&lt;br /&gt;
&lt;br /&gt;
This one overlaps with the next two tips, but I think it deserves its own entry.&lt;br /&gt;
&lt;br /&gt;
Simply put, you don't have to work on all of your abnormalities every day, unless of course if they're melting down.&lt;br /&gt;
&lt;br /&gt;
Similarly, if an Abnormality escapes or Ordeals arrive, you don't necessarily have to all suppress them; only those need to be suppressed ASAP before they can do more harm to the site.&lt;br /&gt;
&lt;br /&gt;
You get a LOB point penalty for having free roaming Abnormalities when you end the day, but that might be a price you're willing to pay. &lt;br /&gt;
&lt;br /&gt;
However, there's NO penalty for having active Ordeals when you end the day, so you can trigger that meltdown even though you don't plan to deal with the Ordeal.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #7&lt;br /&gt;
|-&lt;br /&gt;
| Before I can explain the next tip, we must first talk about farming stats.&lt;br /&gt;
&lt;br /&gt;
When an Agent works on an Abnormality, the Virtue they used for the work grows at the end of the day.&lt;br /&gt;
&lt;br /&gt;
Here's how that is calculated. Looks complicated, but it boils down to this simple equation:&lt;br /&gt;
&lt;br /&gt;
You get more experience per PE box the riskier the Abnormality, but there comes a point where it becomes too risky that the XP becomes negative&lt;br /&gt;
&lt;br /&gt;
which is a roundabout way of saying that your agent is dead.&lt;br /&gt;
&lt;br /&gt;
So it's all about finding the sweet spot, in other words,&lt;br /&gt;
&lt;br /&gt;
Tip #7: Work on the riskiest Abnormalities that you can handle.&lt;br /&gt;
&lt;br /&gt;
Look, we all love Skull Bro, but you shouldn't waste your meltdown gauge on it if you've got other Tet and He around that you can farm just fine.&lt;br /&gt;
&lt;br /&gt;
On the flip side, if you still have trouble with Waw and Aleph, you can just avoid them until your agents have leveled up, crossing your fingers every Meltdown that they don't get pinged.&lt;br /&gt;
&lt;br /&gt;
But what if you get an Abnormality that can't be ignored, and you're out of LOB points to pump an agent high enough to deal with them?&lt;br /&gt;
&lt;br /&gt;
The answer is...&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #8&lt;br /&gt;
|-&lt;br /&gt;
| Tip #8: Lobotomy Corporation is a rogue-like.&lt;br /&gt;
&lt;br /&gt;
To this day, it still baffles me that this key aspect of the game is hidden in an easily missed part of the Manual.&lt;br /&gt;
&lt;br /&gt;
Basically, you're NOT meant to play the game in a single cycle, but through multiple cycles and sub-cycles, via the First Day and the Rewind to Memory Repository options, respectively.&lt;br /&gt;
&lt;br /&gt;
Unlike the Retry option which does a full reset like the day never happened, both of those options retain some of your progress, namely:&lt;br /&gt;
&lt;br /&gt;
Unlocked department tech&lt;br /&gt;
&lt;br /&gt;
Researched Abnormality Info&lt;br /&gt;
&lt;br /&gt;
And your EGO Weapons and Suits&lt;br /&gt;
&lt;br /&gt;
These let you do things like play the first week with 2 times speed and HP display, see abnormality names in the pick screen to give you a better idea which to choose, and overall be in a better position than the previous cycle.&lt;br /&gt;
&lt;br /&gt;
What you don't retain is your Agents, for Rewind to Memory Repository, all your agents are rolled back to their saved Memory Imprint state.&lt;br /&gt;
&lt;br /&gt;
For First Day, your roster is wiped clean and you're given a new first employee.&lt;br /&gt;
&lt;br /&gt;
While this may seem to reinforce the idea that all your Agents are all expendable, it's actually the opposite, at least for your top Agents.&lt;br /&gt;
&lt;br /&gt;
You want your strongest, best equipped Agents to live to the end of the cycle so you can farm info and EGO efficiently.&lt;br /&gt;
&lt;br /&gt;
You'll also find yourself restarting days not because you want to save your Agents, but to save their EGO, especially if they were extracted from another cycle.&lt;br /&gt;
&lt;br /&gt;
Some of you might be thinking, can't I abuse this mechanic and just keep looping back trying to get the easiest Abnos for my run?&lt;br /&gt;
&lt;br /&gt;
Yes, you can, but remember the previous tips - by avoiding Waw and Aleph, not only do you slow down your agents' growth in the current cycle, the low PE box output also means that you're more likely to have to face harder Ordeals in order to reach the daily quota.&lt;br /&gt;
|-&lt;br /&gt;
| And that's it for this video. This is more of a personal challenge if I can make a short video with the tips I've given to new players recently, and I'm not happy with how I have to add so much text on screen so I could squeeze this down to around 11 minutes.&lt;br /&gt;
&lt;br /&gt;
Maybe I'd make a proper non-squeezed version later, and if I do, you've been seeing it recommended on the right.&lt;br /&gt;
&lt;br /&gt;
Either way, on the left is my older run of the game where you can see most of the tips in action. Skip the first video to go straight to the action.&lt;br /&gt;
&lt;br /&gt;
Anyway, thanks for watching and see you in the next video.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
	<entry>
		<id>https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=122</id>
		<title>Lobotomy Corporation Essential Beginner Tips script</title>
		<link rel="alternate" type="text/html" href="https://wiki.bryanbibat.net/index.php?title=Lobotomy_Corporation_Essential_Beginner_Tips_script&amp;diff=122"/>
		<updated>2024-03-15T06:00:35Z</updated>

		<summary type="html">&lt;p&gt;Zero: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot;  |+ Caption text |- ! Script !! On-screen extra blurbs !! Additional notes |- | Alright so here's the list. Out of all the tips I could give to new player...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Script !! On-screen extra blurbs !! Additional notes&lt;br /&gt;
|-&lt;br /&gt;
| Alright so here's the list. Out of all the tips I could give to new players, these are the ones I consider absolutely essential to learn ASAP. ||  || &lt;br /&gt;
|-&lt;br /&gt;
| While most of these tips fall into your usual “tips I wish I knew before playing [whatever]”, I do have to point out that a big part of why I even have to make this list  - is because the tutorial doesn't give enough focus on important mechanics, while the manual is vague on others.  ||  || The videos are: &amp;lt;/br&amp;gt;&lt;br /&gt;
Trupen - [https://www.youtube.com/watch?v=tD2nOjn3ffs|Things I Wish I Knew Before Playing Factorio (Tips And Tricks Tutorial)]&lt;br /&gt;
Pr1vateLime - [https://www.youtube.com/watch?v=aMOxhT9SFPE|Top 10 Things I Wish I Knew Before Playing Project Zomboid Build 41 2020] &amp;lt;/br&amp;gt;&lt;br /&gt;
Pestily - [https://www.youtube.com/watch?v=o8yYwbUMWrk|5 Things I Wish I Knew Starting EFT - New Players Guide - Escape from Tarkov] &amp;lt;/br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| And this has been a recurring problem in the franchise.  || Library of Ruina manual entry for &amp;quot;Speed&amp;quot; - severely downplayed, poorly explained&amp;lt;/br&amp;gt;&lt;br /&gt;
Limbus Company Absolute Resonance tip - GREATLY misleading, though the tutorial has been updated to correctly say that Resonance is more for activating Skills than the Attack Level bonus &lt;br /&gt;
|-&lt;br /&gt;
| To be fair, Project Moon was and is still a small dev team, and having a weak tutorial is better than having nothing at all. Though I have to admit, getting to figure things out on your own is part of the charm of these games. || &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; we really do like figuring things out on our own, it's definitely not Stockholm Syndrome&lt;br /&gt;
|-&lt;br /&gt;
| Before we proceed, a quick warning: While I won't spoil anything story-wise, I can't avoid showing early game stuff.&lt;br /&gt;
So if you're planning to go in fully blind, consider yourself warned&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; if you’re avoiding spoilers, maybe come back after 3-5 of playing&lt;br /&gt;
to check if what you figured out on your own matches with the tips&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot;| Tip #1&lt;br /&gt;
|-&lt;br /&gt;
| Tip #1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zero</name></author>
	</entry>
</feed>