Ring Of Pain Review
“Ring of Pain” is a rogue-like card game. It is so creepy that the rent cannot be free for a long time after completing the game. Your role is trapped in the dark, unable to determine who can help you and who intends to cause you to go bankrupt. Continuous uncertainty makes you always guess at yourself, and when you try to meet the risk-reward options, this action can keep you firmly in control of this moment.
This sense of balance of power is both powerful and fragile, but will be managed in different ways based on your choices, thereby changing the potential for repetitive attempts to navigate your efforts to escape this creepy, turbulent world. Every time “Circle of Pain” starts the same thing: it’s just that you and a circle of cards may want to kill you. The two cards in the circle are in the foreground and can be viewed and interacted immediately.
There are a series of interesting weird creatures in the card that can fight or dodge, collect and equip items, increase attributes, potions, curses or doors that can lead to another new dungeon ring. There will be a variety of cards, which keeps you alert and never quite sure what to expect, but there are still crazy patterns and prompts, such as themed dungeons that make things purposeful rather than completely random.
The ring will continue to loop based on your actions-you may find a card that disrupts the ring, or a card may loop in the ring to chase you-and how you choose the navigation method will determine your play. You don’t have to clear the ring in order to move to the next stage. You have your own basic statistics, which will vary from item to item and will increase your level of discovery and equipment. It’s best to think of yourself as a customizable bio-card whose slots increase with what you find.
Most devices will have basic attribute enhancements, but other devices will provide interesting strategies, such as gaining health from a curse or knocking back creatures after an attack. Each small factor can greatly determine how efficiently you can change available strategies in a satisfactory way. Knockback ability can make slow but destructive powerful enemies completely okay, because they no longer have the opportunity to attack, and without it, even crossing the enemy may be a risky business.
All your statistics are matched with actual creatures to determine the damage you will take and endure during the battle, and you can really see the character’s strength constantly increasing as the body changes. The more cards you see may mean more objects or other useful things to find and increase your power, although they may also be traps or deadly enemies. You will gain souls for defeating creatures, which can be used to unlock chests and occasionally purchase items or upgrade attributes.
However, it can turn quickly. Some enemies can cause amazing damage, attack further back in the card sequence, explode, poison you, or just block your path. Usually, they look like hell of spherical spheres or weird spikes that are disturbing, or those terribly sharp people with too long arms are actively chasing you. Worse, they may be a cute puppy or frog, and you may need to decide their soul to steal.
When attacking, they also make disturbing noises, creaking screams and diagonal lines, adding to the otherwise ominous background music. Usually, you have never been as safe as you think, and there is a huge sense of risk and reward. Given the creepy and somewhat helpless environment, it feels like the right balance of power and uncertainty.
What makes it pleasant is how much you can change each time you run. Although it is a highly repetitive game in terms of design, different items and attribute enhancements will greatly affect the performance of things. Not only will they change basic things like your offense, defense, and speed (which will determine your performance when fighting cards), but they can also provide other interesting benefits such as earning souls faster, being hit by an explosion Time to restore life or do damage to health.
Your game knowledge usually grows with each gameplay in amazing and surprising ways (even up to several hours). You may turn around for a few games, usually trip in the dark, and may die as expected. However, as you experience more exercises and realize what you can accomplish, there will be a real sense of understanding.
The operation itself is very fast, usually you will at least add a new item to the trouble list. These add more options to your arsenal, some may be more powerful than others, but the absolute way to success is more how to use what you find than the power of the item itself. I still often die in less than a few minutes, and the time I have persisted to the end often takes 20 to 30 minutes.
Pick-up and playback are great, but this means that if you are going to complete multiple tasks in a row (which is most likely to do), it is easy to forget your loading. Your items are clearly displayed, even in small places, they look unique. Despite this, it is easy to forget in a few runs, for example, this breastplate is not like the one worn in previous runs to prevent explosions. This usually leads to an early and frustrating death.
Being able to jump back for a new run immediately helps reduce frustration, but dying is not always fair. Several times I did not fully understand why I died, whether it was due to different effects chaining together or accidental damage. Although the screen was helpful in the end, everything happened too fast to be sure what happened. Tell you what technically caused the final blow.
But I also got an absolutely important impression. The ring of pain does not fully hold your hand. Generally speaking, by showing the damage you will suffer and cause, it can tell you very well what your actions will do, but it does not explain all the problems. You usually need to die of a certain creature to understand it. For example, some will deform after turning, suddenly block your exit, and encounter them for the first time without knowing it is frustrating.
You will eventually learn what you might encounter when passing through different doors, but there is no real explanation or guarantee. It is often necessary to use it before discovering the hidden safety temple, sometimes it still needs to be used several times, sometimes even multiple times, to discover their meaning. Learning these things will bring a sense of proficiency, but it is not without frustration.
I’m still not sure what the ending means, what the world is, or actually there are many more. However, although “Circle of Pain” is dark, esoteric, and obscure, the game loop is simple and satisfying, and even if you are slightly confused, it is still fun. The Ring of Pain is both fun and enjoyable, and despite the almost identical thing after hours, it still fascinates you. Running fast is really good because it just jumps in and walks a few steps instead of oversaturating itself with the world. From the art and sound design to the way of playing, it is creepy.
No matter where you are in the game and how confident you are, it can make you feel a little uneasy. The ring of pain oscillates between frustration and satisfaction, but fortunately, in most cases, pain is severely inclined to the latter. It’s a mix of hooligan style and card game genre that is fascinating, and it is worth stumbling to discover in the dark.