I also fail to see how this is "automation", "creature collector", "auto battler", or "idle", tags added to cover more exposure?
Lucky Hunter
by 159 Studio · Published by indienova
Media
Lucky Hunter combines deck-building with auto-battling roguelike progression, where your pieces fight autonomously while you manage synergies and artifact combinations to overcome escalating hunts. The procedurally generated maps let you chart your own course through battles and encounters, discovering how different piece combinations interact. It's built for players who enjoy the strategic depth of synergy-crafting and don't mind letting the combat resolve itself while they focus on deck optimization.
About this game
Lucky Hunter is a deck-building auto battler Roguelike game. Your pieces are automatically played on the board, and players will focus on building unique decks and artifacts, making the best of the synergies between pieces to defeat increasingly powerful prey.
Players, last 30 days
Peak 8 · Low 0Daily peak concurrent players, sampled once a night from Steam.
What players are saying
I also fail to see how this is "automation", "creature collector", "auto battler", or "idle", tags added to cover more exposure?
1. Many elements were haphazardly thrown together without much thought. Enchantments are terrible unless you're doing the build that lets you scale to thousands of them randomly. Most advanced piece combinations don't make any sense to do, and a lot of potentially good ones aren't even options. Some pieces, like the dumbells, are straight up useless (you can max out your crit in so many ways). Due to confusing wording, it's very difficult to even know what a lot of things even mean, especially the coder/maid, because the piece combinations get so complex to the point of arbitrary results. I could go on, but the point is a great idea was really lost in the lack of details.
2. The game just doesn't scale well. First of all, I despise fusion pills with a passion. They screw up any semblance of a rational/controlled build, but they're also necessary to get past a certain point. Also, the fact that enemy health/damage scales with YOU means no build or strategy really matters because the enemy always rises to meet it. If the game had just been balanced to begin with, that wouldn't be necessary. I could definitely get to stage 500 and possibly beyond, but it'd be the result of thousands of nonsensical combinations fused together outward into infinity. It stops being fun by stage 300, as fights drag on and you stop planning out your build so there's nothing really left to do. Then your computer starts to lag because a thousand pieces fused together with a thousand enchantments each does not a happy make the CPU happy.
So yeah, that's my gripe. A game I like has a terrible end game and strategy component, and I want to keep playing but I feel like there's no satisfaction to be had in doing so.
Reviews are by Steam users, hosted on Steam.
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