Day 1105
Fortune Seller is a very straight forward roguelike, deck builder puzzle game that doesn't need a narrative to make the game fun, but it would have been nice to have.
It seriously though, doesn't need it, and if it really bothered me I could go write something for myself. Seriously, my brain kept thinking I would like some lore to the world of Fortune Seller, even though that isn't the driving force of the game.
And as much as I would like to yammer on how much I loved playing this game, I want to talk about the weirdness that is the genres of this game? This game is technically a roguelike deck building game, which is strange and doesn't really look like one, but here is why.
First of all, I am calling it a roguelike, instead of a roguelite. The reason for this is because while Fortune Sellar does unlock new tarot cards, spells, trades and items as you play through the game, they're not actually upgrades you can take with you into the next run to make your run easier.
In fact those new items might not even benefit you as their existence changes your strategy if they pop up in a run, or in the case of a Trade, it'll be a learning curve as you try to figure out the best way to make that Trade work for you. They are there to keep the game fresh, rather than to help you, because the way you level up in the game is by getting better at it.
The other thing I want to cover is why I am calling it a deck building game. This is a thing that has been coming up more frequently as developers are mixing genres. In terms of a literal meaning, Fortune Seller, does not have cards outside of the tarot and spell cards, but these are not part of a deck, they are existing power ups that can be used instantly once, or last throughout your run.
So why call it a deck builder?
Because while the name and objects are different, it functions like a deck builder.
In the game, instead of having a deck, you have your inventory, and in your inventory is your stock, which acts like your cards. When you start the game, you choose a Trade, which gives you a starting inventory full of stock. What sort of stock varies on the theme, but you have a few common items, a few junk items and one powerful specialty item that has a power specific to it, when it is played.
Each item is a particular shape and type that needs to be placed down into a customer's grid. The larger the item, the more expensive it is, but the harder it is to place into the grid. Fillin the grid up completely will give you bonus points for every square filled up to a 100%.
And at the end of each that you can modify your inventory. Either by buying more stock, using spells to improve or remove stock, or getting contracts or tarot cards that can make your inventory even better when played.
These are all hallmarks of deckbuilding games, it's just, instead of cards they are stock items, and instead of a deck they are using an inventory.
And Fortune Seller is not the first game to do this. The more recent twists on chance games like Cupiclaw, Dungeon Clawer and Raccoin are all technically deck builders in how they are designed. It is really interestingly, because roguelikes and roguelites, deck builders are not a genre I thought I would really like, but by accident of how the game is designed seem to be moving more and more towards those types of games.
My interest in this is how I ended up talking about this, instead of Fortune Seller's game mechanics.
Well⦠maybe next time.
















