This ingenious blend of RPG mechanics, visual novel-style storytelling, and deck-building roguelike gameplay is a beautiful recipe for a kind of game I never knew I wanted. Even though I’ve already spent the past week getting through each of Griftlands’ campaigns multiple times, I’m still looking forward to my next run – and the run after that. Campaigns are short and challenging, making them highly replayable and memorable adventures that reward your time. It’s kinda absurd that such an eclectic group of mechanics work together in such harmony, but once you’re bitten by their charms it’s quite hard to put Griftlands down.
Griftlands does what it sets out to do, offering a wholly compelling and unique take on its genre influences. It's yet another excellent entry into roguelike deckbuilding experiences and is immediately memorable thanks to its reliance on world-building and character depth. Even better, the story of Griftlands is a fun jaunt through a sci-fi world that is buoyed by an even more exciting card game. Those who loved Hades, Slay the Spire, or similar games will find just as much to love in Griftlands.
Dumb players give low votes because they can't understand the rules of the game.
As if one could blame chess because he isn't able to play properly... this is silly
As in pure Klei tradition (Don't Starve & Oxygen not included) this game Griftland is a shining gem.
Even if I am not a fan of deck games, this one was able to entrap me within its innovative and deep mechanics
The part of negotiaion is completely refreshing for me and the flavour of the game is really nice, as the story background, very nice. I also love the graphics, but this is of secondary importance.
Griftlands is an atypical deckbuilding roguelite with an addictive gameplay formula and a top notch narrative. I can see myself playing this game for a very long time while trying to master everyone of its aspects.
Shortcomings aside, Griftlands is another slice of low-key brilliance from developers Klei. Is there a genre they can't do? The balance of narrative and deck-building made for a much more engaging experience than I often have with card-based titles, even if it feels like more could be done to connect those systems and bolster the storytelling. Still, I'm going to remember my adventures with Sal and the little moments of friendship and betrayal throughout each run. I like playing as a grifter; it ain't much but it's a living.
A good deck builder needs good variety. This is where Griftlands falls short, core gameplay is simply unsatisfying long term and gets stale too quickly. Slay the Spire or Monster Train are much more engaging in this element. The main thing Griftlands does get right is the story elements. The heists are and jobs are rather engaging and there is some variety that makes you want to do at least one more run. But once I had the perfect genocide and pacifist runs, I lost all interest in rerunning the game.
It was okay. The fight system was very unique. But the enemies were way too overpowered making the game extremely unfair. The story was okay. The main plotline made sense. The rest of it did not. The graphics were okay. Overall, skip it unless you're really into the genre of visual novels and dark-souls kind of tough fights but in a different mechanic with turn-based manner.
Appalling experience and very overrated game defines Griftlands for me. The stories are rather uninspiring, short to enjoy them and too long for the type of gameplay. The game is repetitive and very slow.
The cards offer no enjoyable synergies nor mechanics, poorly explained and unnecessarily complicated. All classes do pretty much the same things just cards are reworded.
Negotiation battles are original but don´t add that much value to the overall experience and it´s hard to fully understand what is going on. These just drag the gameplay.
Variety of monsters and graphics are about right. Unfortunately, this game looks good but all the mechanics feel very bland, it lacks depth.