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Hand of Fate

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원문 · 영어Deckbuilding comes to life in Hand of Fate! An infinitely replayable series of quests - earn new cards, build your deck, then try to defeat it! In a cabin at the end of the world, the game of life and death is played. Draw your cards, play your hand, and discover your fate.

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플레이어 의견 요약

원문 · 영어A 2015 hybrid from Defiant Development in which you play through randomly dealt card-based dungeon quests against a talking Dealer, with real-time third-person action combat whenever a fight card turns up.

원문 · 영어Hand of Fate is widely regarded as a distinctive, charming genre mash-up that predates Slay the Spire and helped seed the roguelike deckbuilder space. Steam players rate it Very Positive (about 89% of roughly 10,700 reviews), and critics landed at a Metacritic 78 on PC (79 PS4, 80 Xbox One), with user score 7.9. The Dealer, the card-driven storytelling and the unlock loop are loved; the simple Arkham-style combat, heavy RNG, repetition and a harsh final boss are the standing complaints. Many current players recommend it mainly on sale and say the sequel is the better entry, though some prefer the original's looser deckbuilding and flavor. It is a finished game (studio closed in 2019) and is not early access.

플레이어가 칭찬한 점

  • 원문 · 영어The Dealer: a menacing, talkative, witty narrator whose voice acting and banter are the glue of the game and the most-praised element
  • 원문 · 영어Original concept: a physical-feeling card table that generates the dungeon, events and shops, with the cards acting as the storytelling layer
  • 원문 · 영어Unlock loop: completing encounters awards tokens that unlock new equipment and encounter cards, so each run feels like it grows your deck and gives a sense of progress
  • 원문 · 영어Risk/reward encounters, where choices, dice, and gambles on the board can pay off or punish, and failure still yields unlocks
  • 원문 · 영어Atmosphere and presentation: beautiful card art, dark-fantasy tone, and a thematic soundtrack that reviewers called strong for an indie budget
  • 원문 · 영어Over-the-top, satisfying combat effects and slow-motion finishers for players who like a simple action layer
  • 원문 · 영어Accessible deckbuilding that lets you stuff in newly found cards and experiment without heavy optimization
  • 원문 · 영어Good value and a long tail for completionists (users report 20-190 hours chasing unlocks, endless mode and achievements)

플레이어가 비판한 점

  • 원문 · 영어Combat is simplistic, Arkham-style button mashing with little depth, and many reviewers called it clunky, floaty or repetitive
  • 원문 · 영어Camera control is restrictive; players can be stuck with an angle that hides off-screen attacks and traps, both in combat and on the board
  • 원문 · 영어Heavy RNG: whether you assemble a workable kit before the boss can feel out of your control, and one reviewer alleges failed quests resurface more often
  • 원문 · 영어The final boss and final level are a sharp difficulty spike, described as a boss rush and unfair by several reviewers, and some never finished
  • 원문 · 영어Limited variety of encounters and enemies means the same fights and events repeat quickly
  • 원문 · 영어Jank and unpolished balance: unfixed bugs, inconsistent mouse/controller handling, endless-mode glitches, and uninterruptible attacks not clearly telegraphed
  • 원문 · 영어The Dealer's long lines and the slow card dealing animation grate on repeat runs
  • 원문 · 영어Marketing mismatch: several reviewers say it is an action game with cards as a storytelling layer, not a real card game or deckbuilder, so the roguelike-deckbuilder label disappoints

차별화된 특징

  • 원문 · 영어Two decks: one for equipment and one for the encounters that define the dungeon, so you literally choose the events you might face
  • 원문 · 영어A fusion of tabletop-style board progression with real-time action RPG combat, rare in its period
  • 원문 · 영어A personified adversary Dealer who narrates, taunts and reacts to your luck as the game master
  • 원문 · 영어Cards that both unlock and chain into follow-up encounters, weaving side quests into the main campaign through the deck
  • 원문 · 영어Predates Slay the Spire by about two years yet plays very differently from later roguelike deckbuilders, since cards are narrative and loadout rather than a combat hand
  • 원문 · 영어Spawned a physical companion board game (Hand of Fate: Ordeals) and a stronger sequel, and a new spin-off in the same universe is reported in development

의견이 갈리는 점

  • 원문 · 영어Combat: some enjoy the flashy, simple brawling as a fun counterpoint to the cards, while others call it the weakest part and overshadowing everything else
  • 원문 · 영어Dealer: loved by most as a charismatic villain, but a vocal minority find him an annoying over-talker
  • 원문 · 영어Deckbuilding: fans like its freedom and low barrier versus sequel's stricter approach, while critics call it too limited; some also object that it is not really a card game despite the marketing
  • 원문 · 영어Original vs sequel: many say Hand of Fate 2 is strictly better, others argue the first has more flavor and an easier, more brainless style they prefer

반복과 부담

  • 원문 · 영어Repeating the same encounters several times, sometimes with specific choices, to unlock certain upgrades
  • 원문 · 영어Early-game slog: several reviewers found the first half slow before it becomes engaging
  • 원문 · 영어Mashing through waves of swarming enemies, which feels repetitive and mindless to some
  • 원문 · 영어Endless mode after unlocking everything reduces to replaying similar runs for a better score
  • 원문 · 영어Long Dealer monologues and slow dealing animations that cannot be skipped easily
  • 원문 · 영어Grinding through RNG-dependent runs to land a viable build and non-crippling curses before the final boss

기대하는 개선 사항

  • 원문 · 영어Make combat deeper with better telegraphs and readable distinction between interruptible and non-interruptible attacks
  • 원문 · 영어Add camera control, or at least a better fixed angle in combat and on the board
  • 원문 · 영어Give the player more agency over builds and RNG, with a smoother difficulty curve into the final boss
  • 원문 · 영어Allow skipping or speeding up the initial deal and repeated Dealer dialogue
  • 원문 · 영어More encounter and enemy variety, and a more meaningful post-campaign/endless mode beyond repeating runs for score
  • 원문 · 영어Clean up the achievement list, which players say is bloated with build-specific or pure-luck entries

원문 · 영어Launched February 2015 to generally favorable reviews (Metacritic PC 78 from 28 critics; user score 7.9 from 213 ratings) praising the concept and Dealer while noting slow pacing, repetitive combat and a hard final level. Wikipedia cites about 400,000 copies sold across platforms plus over 1.5 million downloads from an Xbox Live giveaway; SteamSpy lists 500k-1M Steam owners and the steam-revenue-calculator Boxleiter-style estimate is about $5.7M gross and $1.7M net on Steam (order-of-magnitude only; no copies figure given). Released on Windows, macOS, Linux, PS4 and Xbox One; a Vita version was cancelled. Hand of Fate 2 (Nov 2017) improved on it and outsold it over comparable periods. Defiant Development ceased operations in July 2019. Today the game has a low player count on Steam (single-digit concurrent players in our data) but remains well regarded; recent reviews commonly say to buy it on sale. OpenCritic score could not be retrieved (search budget and site fetch failures), so it is left null.

보관된 제작자의 의견 1

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 1 (2023)

원문 · 영어Hand of Fate (2015) is a deck-building roguelite that mixes a tabletop card-and-dealer layer with real-time 3D action combat. He likes the concept and especially the narrator, but feels the two halves clash. The card sections are slow and low on visual information, while the action part feels like a generic 3D brawler. He finds the fighting underwhelming and places it in the middle of C tier.

제작자가 칭찬한 점

  • 원문 · 영어The narrator/dealer voice and how he verbally explains everything is really cool
  • 원문 · 영어The concept of combining deck building with 3D action is appealing
  • 원문 · 영어He respects what the developers were going for
  • 원문 · 영어Some players could reasonably enjoy the contrast between the two styles

제작자가 지적한 문제

  • 원문 · 영어The card section is very slow paced
  • 원문 · 영어You see little on screen during the card part since the dealer just explains verbally
  • 원문 · 영어The action portion is a traditional 3D action game that feels like stock Unity-store assets
  • 원문 · 영어The two halves are drastically different from each other and do not blend well
  • 원문 · 영어The combat is underwhelming

설계에 대한 관찰

  • 원문 · 영어Card layer is presented as you sitting at a table with a narrating dealer rather than a UI of cards
  • 원문 · 영어Design lesson: games that fuse deck building with action often fall short because the two modes feel disconnected
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