Info about Oaken:

Official game description:
  
The world of Oaken is a mythical place, existing in a not easily defined space and time. It is stretched among the branches of the Great Oak. Its inhabitants are spirits which listen to the same voice, called the Oak Song. The loss of that voice starts a series of events leading into a struggle which may either heal or destroy the Great Oak.  
*   Roguelite, hero-oriented campaign with deck management.  
*   A mystical world inhabited by spirits with celtic and tribal vibes.  
*   A randomly generated world map with tons of levels, bosses and events to be discovered.  
*   Unique, highly tactical battles on a hexagonal grid, where position and rotation is everything.  
*   Upgrade your spells and spirits the way you want.  
*   Easy to learn, hard to master - chill and challenge modes suitable for any player.

Release date: Jul 20, 2023

Categories: Turn-based Tactical, Roguelite, Deckbuilding, Hex-grid Combat, Progression System, Deck-building


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $10.00 - $15.00
  - Reasoning: The evidence shows mixed opinions: one reviewer considers the current full price worth it, but three others advise waiting for a discount or not buying at full price. This indicates that while some find $19.99 fair, the majority of the community believes the fair value is lower. Typical Steam discounts range from 20-50%, suggesting a fair price between $10 and $15. The first review supports a higher bound, but the prevailing sentiment points to a lower range.
- Playtime Metrics:
  - Game completion: 30.0h
  - Story completion: 3.5h
  - Session length: 4.0h
  - Endgame: N/A
  - Reasoning: The 30-hour figure from a review mentioning 100% achievements provides gameCompletion. The campaign clear time of 3-4 hours (translated from Japanese) gives storyCompletion. SessionLength is derived from two sources: 'most runs lasted 3+ hours' and a Chinese review stating a single session is 5 hours; the average suggests a typical session length around 4 hours. No clear endgame completion time is reported, so endgame is null.
- Time-to-fun:
  - Summary: Players often find the early game boring or overwhelming due to a lengthy tutorial and confusing mechanics, but fun typically clicks after completing the tutorial (around 40 minutes) when the game becomes more challenging and strategic. Some later report repetitive gameplay.
  - Stance: Clicks after
  - Anchor: Completing the tutorial
  - Time to anchor: 0h 40m
  - Friction: Lengthy tutorial (~40 minutes); Confusing mechanics (e.g., drag to attack); Early stages feel boring or too easy; Overwhelming complexity for some players
  - Unlock drivers: Completing the tutorial; Game becoming more challenging and opening up new strategies; Getting accustomed to game mechanics
  - Conditions: Preference for turn-based tactical RPGs; Patience for a slow start; Solo play; Enjoying strategic depth over raw variety; Cozy game mindset
- Player Archetypes:
  - Tactical Roguelike Veteran (buy)
    - Motivation: Enjoyment of tactical hex-grid combat and roguelike deckbuilding progression.
    - Playstyle: Methodical tactical positioning, deck optimization, and multiple runs to explore strategies.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: tactics roguelike fan; Slay the Spire veteran; hex-grid enthusiast; deckbuilder lover
    - Reference games: Slay the Spire; Into the Breach; Faeria
  - Casual Frustrated Player (no buy)
    - Motivation: Relaxation or casual fun, but disappointed by lack of depth and high luck factor.
    - Playstyle: Casual, single-run, may abandon after first play due to simplicity or frustration.
    - Experience: newcomer
    - Purchase stance: no buy
    - Labels: casual gamer; single-run player; strategy seeker; non-hardcore player
    - Reference games: N/A
  - Achievement Completionist (buy)
    - Motivation: Completion of all achievements and game content within an estimated 30 hours.
    - Playstyle: Achievement-focused, multiple runs for 100%, values vibe and atmosphere over gameplay depth.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: achievement hunter; completionist; 100%er; vibe-driven gamer
    - Reference games: N/A
  - Early Access Skeptic (deep sale)
    - Motivation: Polished, bug-free experience with full content before purchase.
    - Playstyle: Cautious, waits for full release or significant updates before buying or playing.
    - Experience: mixed
    - Purchase stance: deep sale
    - Labels: early access critic; patient gamer; quality-conscious buyer
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Beautiful art style (weight 0.57): Players consistently praise the gorgeous and captivating art style.
- Engaging turn-based roguelike (weight 0.44): The turn-based roguelike gameplay is described as fun, addictive, and challenging.
- Hex-grid tactical combat (weight 0.21): The hex-grid based tactical combat is deep and strategic.
- Satisfying deckbuilding system (weight 0.2): The deckbuilding provides satisfying upgrades and strategic choices.
- Unique combat mechanics (weight 0.17): The directional combat system and perception vision are unique innovations.
- Great value for money (weight 0.17): The game is considered worth its price and offers good value.
- Charming and good music (weight 0.13): The music is described as charming and good.
- Stable and bug-free (weight 0.1): Players report almost no bugs encountered during play.
- Flawless translation quality (weight 0.07): The translation is praised as flawless and good.

Common complaints:
- Fatigue system frustrating (weight 0.34): The fatigue mechanic is restrictive, punishing, and reduces max HP, creating excessive pressure and limiting room for error. Recovery is costly.
- UI needs improvement (weight 0.22): The user interface is reported as poor, causing frequent mistakes. It looks cheap, unintuitive, and lacks polish.
- Story is lacking (weight 0.21): The story is described as rudimentary, bland, and almost nonexistent, with no voice acting to compensate.
- High difficulty overall (weight 0.17): The game is considered very hard, with a steep learning curve and difficulty that cannot be lowered externally.
- Too little content (weight 0.17): The game currently has limited content, especially for an early access title.
- Fights take too long (weight 0.15): Each encounter and overall run takes an excessive amount of time, even on the easiest difficulty, with one run exceeding one hour.
- Low replayability (weight 0.1): Due to long playthroughs, there is little motivation to replay the game, reducing its longevity.
- Missing Traditional Chinese (weight 0.1): The game lacks Traditional Chinese language support, only offering Simplified Chinese.
- Facing direction mechanic bad (weight 0.1): The facing direction mechanic is considered unintuitive and frustrating to use.
- Most wisps are useless (weight 0.1): Attachable upgrades called wisps are mostly considered useless or ineffective.
- Not fun to play (weight 0.09): Some players found the overall experience not enjoyable or fun.
- Missing Russian language support (weight 0.09): Russian language is not supported, making the game inaccessible for Russian-speaking players.
- Large calculation amount (weight 0.09): The game involves a large amount of manual calculation, which some find cumbersome.

Gameplay feedback:
- Turn-based tactical roguelike (weight 0.96): Multiple reviews highlight the turn-based tactical combat system with roguelike elements, including randomly generated maps or runs. It is often compared to Slay the Spire or other tile-based strategy games.
- Card-based deckbuilding with hex grid (weight 0.87): The game is described as a card-based tactical deckbuilder featuring hex grid movement and combat, similar to Faeria or Slay the Spire. It combines turn-based strategy with card mechanics for summoning units and casting spells.
- Fatigue system reduces max HP (weight 0.23): The game includes a fatigue mechanic that permanently lowers the maximum HP of units during a chapter or run. This adds strategic depth and attrition management.
- Unit facing affects combat (weight 0.22): Units have a directional facing system where attacks from the front allow counterattacks, but attacks from behind do not. This adds tactical positioning requirements.
- Lumi energy resource per turn (weight 0.16): The game uses a resource called Lumi (or AP) that increases each turn and does not reset, used to summon units, cast spells, and activate hero abilities.
- Boss fights at chapter end (weight 0.16): Each chapter concludes with a boss fight, with a world map showing branching paths leading to these encounters.
- Unit actions per turn limited (weight 0.09): Each unit can move one step and perform one attack or use an ability per turn, emphasizing careful positioning and resource allocation.
- Permanent upgrades through achievements (weight 0.09): Players earn points to unlock permanent upgrades based on achievements, providing long-term progression.
- Deckbuilding feels loose (weight 0.08): Some reviews note that deckbuilding aspects are not tight because upgrades and discards are always available, reducing the challenge of building a focused deck.

Performance notes:
- Ultrawidescreen support works (weight 0.06): Ultrawidescreen is reported to work fine for players.
- Decent performance reported (weight 0.06): Players report that performance is generally smooth on most setups.

Recommendations:
- Recommended for genre fans (weight 0.61): Many players recommend this game to fans of tactical turn-based strategy, roguelike deckbuilders, and hex-based combat. It appeals to those who enjoy Slay the Spire and similar games.
- Worth playing generally (weight 0.33): Several reviews state the game is worth playing, especially for genre fans, and offers good value at its price point.
- Wait for sale or updates (weight 0.31): A significant number of reviews suggest waiting for a discount or more content before purchasing. Some feel the current volume is not enough for full price.
- Strongly not recommended (weight 0.22): Multiple reviews express strong negative opinions, with some saying 'cannot recommend' or 'do not buy.' These reflect serious dissatisfaction.
- Not for all players (weight 0.18): Several reviews indicate the game is not recommended for casual gamers or those seeking pure fun, but may appeal to hardcore strategy fans.
- Must-play for strategy fans (weight 0.11): A few reviews strongly endorse the game as a must-play for strategy game enthusiasts, praising its tactical depth.
- Better alternatives exist (weight 0.1): Reviews mention better alternatives like Slay the Spire, Monster Train, or Faeria, suggesting the game does not compete well.
- Lacks strategic variety (weight 0.09): Some players feel the game lacks meaningful progression and strategic variety, making it less engaging for those seeking depth.
- Great value on sale (weight 0.09): Some reviews highlight that the game offers great content and quality at a discounted price, especially at 50% off.
- Balance issues unresolved (weight 0.08): One review notes that balance needs adjustment and the user will change their review if fixed, indicating ongoing issues.
- Avoid if hating RNG (weight 0.05): One review strongly advises avoiding the game if you dislike randomness (RNG), indicating that luck plays a notable role.
- Not for one-run players (weight 0.05): One review notes the game is not recommended for those who only play one run and then quit, suggesting it requires multiple playthroughs.
- Good for achievement hunters (weight 0.05): The game is strongly recommended for players aiming for 100% achievements if they enjoy the vibe.
- Try demo first (weight 0.05): A review suggests playing the demo before purchasing, implying the game may not be for everyone.

Other player notes:
No miscpoints

Emotions:
- Frustration (weight 0.21): Players are frustrated by high difficulty spikes, unfair card RNG, and a punishing fatigue system that permanently reduces max HP within a run. The lack of a tutorial, unclear UI, missing Russian translation, and overly long runs without auto-save compound the negative experience. Numerous other issues like unreliable mechanics, poor resource balance, and repetitive quests contribute to a sense of constant unfair punishment.
- Disappointment (weight 0.13): Disappointment stems from the game failing to deliver on its strategic potential, with bland story, rough graphics, and a punishing fatigue mechanic. Players feel the game is too short, has too little content, and lacks meaningful upgrades, making builds unenjoyable. The absence of traditional Chinese support, bugs, and a weak last boss further undermine an otherwise interesting core concept.
- Satisfaction (weight 0.09): Satisfied players praise the game's tactical depth, meaningful decisions, and well-designed progression systems. They enjoy the variety offered through upgrades and wisps, the risk-reward balance, and fun synergy combos during challenging boss fights. The art style, good localization, and solid tactical gameplay create a complete and rewarding experience.
- Boredom (weight 0.06): Boredom arises from repetitive gameplay, a lack of variety in enemies, bosses, and random events, and the game becoming too easy too quickly. The repetitive elf forest theme and similar UI cause aesthetic fatigue, while a loss of purpose during the tutorial and a lack of dynamic back-and-forth lead to players feeling unengaged.
- Enjoyment (weight 0.06): Players enjoy the game for its beautiful art style, atmospheric music, and engaging, strategic gameplay. The achievement-based permanent upgrade system, well-balanced difficulty, and variety in deck building provide a satisfying and addictive experience. The unique design and fun choices between summoning spirits and using magic are highlighted as key enjoyments.
- Confusion (weight 0.04): Confusion is caused by a sluggish introduction, complex mechanics with unclear rules, and unintuitive UI elements such as the preview interface. Specific issues like broken shield calculations and the final boss's second form not explaining its actions leave players struggling to understand the game's systems, despite enjoying the genre.
- Annoyance (weight 0.03): Annoying issues include excessively long runs lasting over three hours, missing skill descriptions in the Chinese version, and game-freezing bugs caused by displacement or amber ground. The sanctuary bug requiring a restart and a frozen tutorial pop-up further disrupt the experience and create frustration.
- Anticipation (weight 0.03): Anticipation is driven by planned expansions featuring more heroes and bosses, as well as the developers' active roadmap for future improvements. Players are hopeful for the game's potential upon full release and look forward to future innovators in the genre building on this foundation.
- Admiration (weight 0.03): Admiration is directed at the game's gorgeous art, unbelievable graphical fidelity, and beautiful music. Players are impressed by the high quality of the visual and audio presentation, which stands out as a key strength.
- Appreciation (weight 0.03): Players appreciate the unique experience created by focusing on unit deployment and spellcasting, along with coherent graphics and good music. The game's competitive quality and depth of mechanics among card roguelikes are also recognized as notable achievements.
- Optimism (weight 0.03): Optimism is fueled by the game's promising foundation, active developer updates, and a released roadmap showing future improvements. Players look forward to new content and believe the team is working to enhance the game further.
- Excitement (weight 0.03): Excitement results from the detailed tactical systems and strategic depth, with players getting hooked after just a few minutes of the demo. The anticipation of planned content and the fun direction of the game generate high enthusiasm for future updates.
- Regret (weight 0.01): Regret is expressed by players who find the game overcomplicated and not suited to their personal taste, or who feel they made poor choices like unlocking achievements instead of increasing difficulty. This leads to a sense of missed potential for a more tailored experience.
- Anger (weight 0.01): Anger is directed at the facing direction mechanic and controls, which are perceived as idiotic and clumsy. The difficult balance that makes the game feel unfair further fuels this negative emotion.
- Engagement (weight 0.01): Engagement is maintained through complex strategy and resource management that hook players for hours. A genuine progression system provides a compelling loop that keeps them invested in the game's challenges.
- Liking (weight 0.01): Players like the game for its diverse missions and multiple approaches to gameplay, as well as its adorable and relaxing style. This creates a positive, enjoyable experience that appeals to a wide audience.
- Approval (weight 0.01): Approval is given for the smooth and polished gameplay paired with a great soundtrack, as well as the unique combat mechanics and visual style. These elements combine to create a refined and distinctive game.
- Mild satisfaction (weight 0.01): Mild satisfaction is expressed by players who feel the game works properly for strategy fans, offering a functional but not exceptional experience that meets basic expectations.
- Pressure (weight 0.01): Pressure is felt due to the fatigue system causing unit loss, forcing players to constantly minimize battle losses. This creates a tense atmosphere that drives frustration.
- Surprise (weight 0.01): Surprise comes from winning the first run due to excessive simplicity, contradicting expectations of difficulty. Some players are also pleasantly surprised by how fun the game is despite being in early access.}