Info about Endgame of Devil:

Official game description:
Arcane Trigger Now Available!
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About the Game
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Welcome to the Devil's Castle! Endgame of Devil is a casual game that combines the gameplay of auto chess with a roguelike style. Utilize your wisdom and strategic skills to achieve victory, while also acknowledging the role of luck in your journey!
Unlike other fantasy games where you strive to become a champion or hero, in Endgame of Devil, you embody the role of a devil! Facing the adventurers who keep coming for your treasure, you need to summon powerful minions and build a troop to shoo them away!
Defeat the adventurers within certain rounds, or the gems will be stolen!
There are 240 different minions that can be summoned now, and they will appear randomly before each battle begins. Choose your right-hand man according to the situation, build a strong lineup that supports each other, and defend yourself against the enemy's attack!
Furthermore, there are 201 kinds of treasures, 19 legendary treasures, and 13 adventurer treasures you can have. Each round after you defeat the adventurers, you can choose an appropriate treasure to turn the tables!
The game is beginner-friendly, but protecting your jewels can be challenging. Experiment with various lineups to overcome adventurers and complete the game! With its extensive content, this small game is perfect for leisurely play.
Thanks
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Thank you to all those who offered valuable advice or direct assistance during the game development process! (In no specific order): GaoDaRen (高达人), BanFan (拌饭), MingHuang (茗凰), HuaLaiShiYuRen (华莱士鱼人), QiuYe (秋夜), DaShui (大睡), DaLian (大脸), SiErNaNa (斯尔娜娜), Faumi, blue, Obrean.
**\-AI Content Disclosure**
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All the programs, designs and artworks of the game are all created manually and contain no AI elements.

Release date: Apr 8, 2023

Categories: Auto-battler, Roguelike, Deckbuilding, Single-player, Casual Game, Pixel Art Style, Endless Mode


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $5.00 - $8.00
  - Reasoning: The community generally views the game as a strong value at its current price, with multiple reviews praising its affordability and worth. One review suggests waiting for a discount, indicating that the full price may be slightly steep for some players, but the overall sentiment supports a fair price around the current $6.99. Given the positive value comments and the hesitation from one user, a reasonable fair price range is $5 to $8, balancing affordability with perceived quality.
- Playtime Metrics:
  - Game completion: 9.0h
  - Story completion: 8.0h
  - Session length: 0.3h
  - Endgame: N/A
  - Reasoning: The 9-hour all-difficulties quote directly supports gameCompletion, while the 8+ hour beat-the-game quote supports both gameCompletion and storyCompletion (the latter as the base campaign clear). The 10-20 minutes per run quote supports sessionLength, indicating a typical run duration. The 22-hour all-achievements quote is additional context for total playtime but does not specify endgame content time, so endgame is left null due to lack of direct evidence.
- Time-to-fun:
  - Summary: Endgame of Devil becomes addictive after a short learning curve where players understand how to build powerful setups, despite early friction from a shallow tutorial and unexplained meta progression.
  - Stance: Clicks after
  - Anchor: Understanding how to build a powerful setup
  - Time to anchor: N/A
  - Friction: Lack of in-depth tutorial; Meta progression not explained; Difficulty understanding how to build powerful setups; Unreliable Spanish translation; Random unit placement can cause frustration; Difficulty balancing issues
  - Unlock drivers: Understanding how to build a powerful setup; Learning the game mechanics; Unlocking rings; Trying different builds; Mastering various playstyles
  - Conditions: Once it clicks; After a few runs; When you understand the mechanics; When you have enough variety of monsters and treasures; When you can form a suitable lineup; When you have time to explore builds; When playing in a supported language; When you have enough content to avoid boredom
- Player Archetypes:
  - Luck be a Landlord Enthusiasts (buy)
    - Motivation: Enjoying a chill, luck-based drafting experience with incremental progress.
    - Playstyle: Drafting and planning, making choices based on luck and synergy, short sessions.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Luck be a Landlord
  - Roguelite Depth Seekers (sale)
    - Motivation: Seeking deep strategic decision-making and meaningful build variety.
    - Playstyle: Analyzing synergies, optimizing builds, seeking consistency and control.
    - Experience: veteran
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: Slay the Spire; Peglin; Legendary Creatures
  - Casual Time-Fillers (buy)
    - Motivation: Fun, relaxation, and time-killing during breaks.
    - Playstyle: Casual, click-through, short sessions, not deeply invested in strategy.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: slot machine player
    - Reference games: N/A
  - Value-Conscious Critics (sale)
    - Motivation: Wanting a complete, polished game that justifies its price.
    - Playstyle: Playing through content but feeling shortchanged.
    - Experience: mixed
    - Purchase stance: sale
    - Labels: N/A
    - 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:
- Relaxing and fun casual gameplay (weight 0.43): Players consistently describe the game as relaxing, fun, and a good way to pass time. It is simple, addictive, and enjoyable without being difficult.
- Rich and varied builds (weight 0.29): The game offers a large variety of viable builds, synergies, and playstyles, keeping gameplay fresh and engaging across runs.
- Appealing art and audio (weight 0.24): Players like the pixel art style, cute minion designs, and fitting soundtrack, which enhance the overall atmosphere and immersion.
- Good value for price (weight 0.21): Many reviews highlight the game's affordability and good value, with content worth the price tag and a cheap cost for a small game.
- Great for short sessions (weight 0.17): The game fits a short, fast-paced rhythm, with runs that are brief and to the point, making it ideal for relaxing 10-20 minute sessions or playing at work.
- Positive overall reception (weight 0.17): The game is generally well-received, with players calling it a great game, a quality roguelike, and a top contender in the slot machine genre.
- Potential for future growth (weight 0.16): Players see great promise in the game, with potential for additional minions and content, and find it interesting as an early access title.

Common complaints:
- Heavy reliance on luck (weight 0.55): Many players report that the game is heavily luck-dependent, with randomness determining whether a viable build can be assembled. This leads to frequent restarts and frustration, especially in the early game.
- Poor balance and useless units (weight 0.46): Many units and items are considered near useless, while others are overpowered, leading to imbalanced gameplay. This makes many choices feel pointless and reduces strategic depth.
- High difficulty is unbalanced (weight 0.41): The difficulty curve is inconsistent, with some levels being too easy and others too hard, often depending on luck. Higher difficulties can be frustrating due to unfair mechanics and lack of player agency.
- Lack of strategic depth (weight 0.39): The game is criticized for having shallow strategy, with limited player decisions and little interaction with enemies. After learning the mechanics, the game becomes repetitive and lacks tension.
- Lack of explanations and tutorials (weight 0.39): Players complain that many mechanics, units, and items are not explained clearly, and the tutorial is insufficient. This makes the learning curve steep and forces players to guess how things work.
- Insufficient game content (weight 0.39): The game is criticized for having too little content, with short playthroughs and limited variety. Players feel that after a few hours, everything has been seen, reducing replayability.
- Rare cards too hard to obtain (weight 0.34): Certain cards, especially blue and rare ones, appear too infrequently, making it difficult to complete builds. This is exacerbated by the large card pool and lack of targeting mechanics.
- Lack of player agency (weight 0.29): The game offers little control over the outcome, with randomness dominating and few meaningful decisions. This makes players feel like they are just watching rather than playing.
- Repetitive and boring gameplay (weight 0.29): Many players find the gameplay repetitive, especially in endless mode, with little variation between runs. The lack of new content and mechanics leads to boredom over time.
- UI and readability issues (weight 0.29): The user interface is often unclear, with tooltips cut off, lack of in-run codex access, and poor visual feedback. This makes it hard to understand what is happening during battles.
- Endless mode has issues (weight 0.27): Endless mode is criticized for being repetitive, having excessive health scaling, and forcing cards, which reduces enjoyment. The daily endless mode also has difficulty spikes and feels unbalanced.
- Poor translation quality (weight 0.24): Translations, especially in English, are often awkward or incorrect, making it difficult to understand game mechanics and descriptions. This is a significant barrier for non-native speakers.
- Specific builds are problematic (weight 0.24): Certain builds, such as Vampire, Great Sage, and Goblin, are hard to assemble or underpowered, making them frustrating to play. This limits the variety of viable strategies.

Gameplay feedback:
- Roguelike auto-battler deckbuilder (weight 0.21): The game is consistently described as a roguelike auto-battler with deckbuilding and card-draw mechanics. It combines these genres into a single-player pixel-art experience.
- Multiple difficulty levels and maps (weight 0.11): The game offers multiple difficulty levels and maps, with up to 20 difficulty levels. There is also a difficulty mode and an endless mode.

Performance notes:
- No resolution above 1080P (weight 0.04): Players report that the game does not support resolutions higher than 1080P, limiting visual clarity on higher-end displays. This is a common complaint for those with 1440P or 4K monitors.

Recommendations:
- Try it but may not enjoy (weight 0.03): One reviewer suggests you can try it, but it passes time in a way you won't enjoy, indicating a lukewarm or negative experience.
- Take demon mix early for legendary unit (weight 0.03): A specific gameplay tip suggests taking a demon mix early to jump to a legendary unit and find a build, which could be useful for strategy.

Other player notes:
- Frequent comparisons to Luck be a Landlord (weight 0.4): Many reviews compare the game to Luck be a Landlord, noting similarities in gameplay. Some reviewers prefer this game for its richer mechanics and fantasy setting.
- Regular updates and developer activity (weight 0.27): Reviews highlight frequent official updates and an active developer. Some note major updates after long waits, while others feel updates are too slow or minor.
- Endless and daily modes (weight 0.2): Players mention the presence of endless and daily modes, with some noting they unlock later. The endless mode is considered more challenging and ends at 99 waves.
- Recent updates and expansions (weight 0.17): Recent updates added new bosses, a game mode, and a whole new expansion. One update featured Xiwangmu, and a new race is planned for September.
- Achievements and progression (weight 0.16): Achievements are not all obtainable, but they keep being updated. It takes at most 24 hours to get all achievements, and there are 20 difficulty levels.
- Platform and controller support (weight 0.09): The game is available on mobile and Steam, and one reviewer played on Steam Deck. However, there is no controller support, which may be a drawback.

Emotions:
- Frustration (weight 0.31): The game's heavy reliance on randomness and a large card pool makes it difficult to assemble viable builds, forcing frequent restarts and wasting time. Balance issues, weak units, and a lack of player control over runs further compound the frustration, along with UI and translation problems that hinder understanding.
- Enjoyment (weight 0.24): Players find the game fun and addictive once they become familiar with its various playstyles and mechanics. The diverse systems, simple builds, and satisfying synergies provide a relaxing and enjoyable experience, especially when discovering new combinations and winning with unconventional builds.
- Disappointment (weight 0.1): The game fails to meet expectations due to a lack of content, shallow depth, and slow updates, making it feel incomplete. Repetitive late-game builds and a short playthrough reduce long-term engagement, leaving players wanting more substance and variety.
- Satisfaction (weight 0.06): Players experience a real sense of progress as they learn synergies and achieve milestones like completing all achievements or beating the highest difficulty. The game's depth and the ability to win with specific builds provide a satisfying experience, especially after updates that improve balance.
- Excitement (weight 0.05): The game is described as insanely fun and addictive, with interesting units and synergies that keep players engaged. New updates, such as the third boss and unique mechanics, add excitement and potential for future content.
- Boredom (weight 0.03): The gameplay becomes boring over time due to limited interaction, as players mostly watch the game auto-resolve. The large card pool and strong archetypes make runs feel repetitive and random, reducing interest and making the experience feel sleepy.
- Addiction (weight 0.03): The game is highly addictive, with players finding it hard to close once opened and often saying 'just one more run'. Its engaging and enjoyable nature keeps players coming back for more.
- Confusion (weight 0.02): Players are confused by unclear mechanics, numbers, and probabilities, such as the refresh rate and hidden achievements. The large number of synergies makes the game hard to study deeply, leading to uncertainty about how systems work.
- Annoyance (weight 0.02): Annoyance arises from negative effects like deck pollution and slow attack animations, especially with the time hound at high speed. The game pausing when switching windows also disrupts the experience.
- Amusement (weight 0.01): Players find amusement in starting with weak units like zero-attack skeleton archers at high difficulty, and in accidentally winning without noticing the combos used. These unexpected moments provide humor and delight.
- Interest (weight 0.01): The game's constant updates and growth as an early access title spark interest, as players look forward to seeing how it evolves. The potential for future content keeps them engaged.
- Anticipation (weight 0.01): Players anticipate that the game will become more fun with future updates, given its current potential. The expectation of new content and improvements fuels excitement for what's to come.
- Anxiety (weight 0.01): Anxiety is caused by the difficulty of finding specific combinations, such as the calamity 30-layer setup, which took about 10 runs to achieve. The challenge and uncertainty can be stressful.
- Fatigue (weight 0.01): The game is tiring to play because each demon boss has different minion mechanics, requiring constant adaptation and mental effort. This variety, while interesting, can be exhausting over time.
- Admiration (weight 0.01): The reviewer admires the game as their favorite in the roguelike slot-style genre, indicating high regard for its design and execution. This strong positive sentiment reflects the game's quality.
- Relaxed (weight 0.01): The game is not difficult and provides a relaxing experience, making it a good way to unwind. Its low-stress nature appeals to players seeking a casual gaming session.
- Disgust (weight 0.01): Disgust arises from the game forcing players into unwanted playstyles, limiting their freedom to experiment. This lack of agency can be off-putting and frustrating.
- Anger (weight 0.01): Anger is triggered by useless minion upgrades and the lack of visible probability, which can make the game feel unfair and unresponsive to player choices. These issues undermine the strategic depth.
- Discouragement (weight 0.01): Players feel discouraged by the endless different keywords for attacks that seem to do the exact same thing, making the game feel convoluted and hard to master. This complexity without clear differentiation reduces motivation.
- Enthusiasm (weight 0.01): The game is praised as the best Luck be a Landlord-inspired game, generating enthusiasm among players. Its quality and innovation in the genre excite and motivate continued play.}