Developer: Seenapsis Studio
Publisher: Forever Entertainment
Platforms: Switch, PC
Reviewed On: Switch
Release Date: 01/04/2021
Reviewed By: Keith Lavelle
Review Rush was kindly supplied with a review code.
A Long Way Down is a mix of different game styles (Deck building, RPG) with a lot of potential to be something special. It does however, fail to be something amazing for one minor aspect of the game.
You take the role of Sam, who is trapped in a dark maze by an evil mastermind. You must fight your way out of the maze all the while trying to outsmart the mastermind.
The story is nothing great and adds substance to the game, it won’t be winning any awards. It does enough to move the game along.
A long Way Down is a mix of RPG, Deck building with a simple puzzle element. With each element coming together to in a nice wee package and all seem to work well together.
The whole gameplay revolves around card of one shape or another. First, I will look at the map and moving around the maze’s levels. THe Long Way Down takes turn based movement to the next level with a simple tile function. When outside of battle Sam will need to navigate the maze, not only by moving across tiles but also placing them to make alternative routes.
Each tike has its own use, from placing walls, to placing tile that will give more tiles to use and removing tiles. So there is a small amount of forward planning is needed. Not only is Sam placing tiles, the evil mastermind is also taking tiles and placing them. Ususally to help the monsters on each level to get to you and start a fight.
The map area is where the biggest flaw comes in unless you enjoy replaying levels repeatedly. There are missions to complete in each maze, for instance, do not activate campfires or kill X amount of an enemy. However, you can have missions that contradict each other I had activate no campfires then activate two campfires, making it so to get everything I had to replay each level over and over. (Campfires replenish health) These missions are not bad, just daft.
Now we get to the best part of A Long Way Down, the card management and battles. A lot of the time Sam will be engaged in battles and managing the card sets, equipment. Like all good turn based RPGs equipment is necessary, here is no exception, as Sam is weak but gear will boost his defence and offence and give him access to different spells without being in the card deck. I arranged decks depending on some of these spells.
Cards are your abilities throughout Sam’s journey and a vital to keeping him alive. Cards can be broken down in to four main categories, attack, defence, buff/debuff and heal. With each being simple to understand. It is, however, getting the right mix of these cards that makes your deck powerful. You need a good mix of each to handle any situation.
Each card has a set number of action points it will use when activated, and the more powerful the card, the more points it uses. We can upgrade each card providing you have enough resources, this may increase the action points of the card. I found this to be set out fairly as to limit the amount of over the top cards being spammed per fight. IT also makes battles epically boss battles more tactical rather than being super over powered.
Overall A Long Way Down is a decent deck building RPG, that will have you thinking about your next move. The story is decent, and the levels are fun and innovative. With the one downside of the missions they set you. If these missions were not so daft at times, it be a better game.
IF you played other deck building games, then it’s worth a look see.