Reviews from

in the past


True to its name, Aces & Adventures has both aces and adventures. Your main deck is the classic 52-card pack, so, of course, there would be aces. You'll also get wild cards and a separate deck for your abilities, the latter being dependent or your character.

Speaking of character, the adventure is about the character going on a journey to regain their lost memories. The conflict arises from enemies that you encounter along the way.

Here are my thoughts about the game:

The ambiance: Instead of rushing through levels, the game encourages me to take it slow and enjoy the sights, the sounds, the words and how they're written, and the voiceover.

I spent like five minutes appreciating the port, and how the background noises capture its nature. The chatter, the kids squeal, the merchants shouting, the bells randomly ringing, the seagulls and the waves. That moment, I feel like the sea is calling me...

Oh, did I mention the subtle change in lighting depending on the setting? The artwork on cards (both playing and narrative ones) that fits the overall theme of the game?

The visuals are stunning, and not being stuck in a dreary dungeon certainly helped! A lot of places are still dark and eerie, but not like dungeon's repetitive dark and eerie.

The adventure elements: While I'm not the biggest fan of the adventure genre, I love that the game gives nods to familiar aspects of it. The sirens luring men with their singing, the mandible, the mimic. (Spoiler Incoming in 3, 2, 1...) Oh, and BTW, thank goodness it's a mimic and not the merchant! I knew it, the merchant ain't a weaksauce like that!

The gameplay: Balatro has been on my wishlist since its release, and Aces & Adventures is able to scratch some of that poker/big two gameplay itch. Unlike Balatro, it's not about making a hand that gives the most impressive score, it's about picking one that's most appropriate in the situation.

Still, I won't pass an opportunity to score a flush or better. The opportunity doesn't come so often, so might as well grab it if presented. Just a personal thing.

Another thing I love is how the game didn't introduce a separate currency to purchase stuff from the merchant. Instead, it's by discarding abilities in your hand. No need to wonder why defeating monsters grants you gold.

I have some thoughts about what I'd like to see in the future updates like improving the draw/discard mechanics, adding more options to "thin" the deck, and so on. However, I better complete the entirety of the game first, the minimum being completing the adventure mode with all the characters available.

One thing I can't help but suggest now: Please make the leaf upgrades more obvious. Perhaps, notify players that they have unused points for upgrades. I wasn't able to unlock nineteen until the Muspelheim level. Having these unlocked makes adventure mode soooo much easier, and I'm fine with it. This ain't no Dark Souls, and I'd rather be cozy.

The merchant: The game pointed out how comical it is to have this fella be wherever you are. Dread it, run from it, the merchant still arrives (except on Invernus, man know his limits).

The credits: As I've said earlier, I thoroughly enjoyed the visuals and sounds of the game. The credits enabled me to see the artworks and hear the voices again. Love it.

The cerulean: The narrator pronounces it in a way I don't. Is it wrong? I don't know. Although, I can point out some typos like Heiroglyph and Challanges.

My Verdict:

I enjoyed playing Aces & Adventures, and I'd recommend it if you're interested in the adventure aspect.

For its roguelike aspect, however, don't ask me, I'm still on the fence about it. I need to play the game more and I will soon! I just need to recover from the frustration brought by replaying the Dire Mire level, haha.