A Brilliant Bazaar Where Every Choice Can Make or Break a Run ★ 8/10 — Asynchronous construction is excellent, but the balance and commercialization always make me a little uncomfortable ⊕ BEST FOR: Roguelike auto-battlers, asynchronous PvP, hero building, item linkage, adaptability, risky pivots. ⊖ NOT FOR: Low learning cost, stable and balanced, easy to win, clean and commercial, simple guidance, and forcing the same build every run. ◆ Opening The Bazaar is actually not like a traditional card game. Although you can see the shadow of the construction of the card set, there is no process of drawing hands and taking turns to play cards. After choosing a hero, you just go to the store, encounter events, play PvE, slowly put together items and skills, then upgrade, enchant, and finally let this set of things go by itself to fight the Ghost left by other players. So I still prefer to call it Hero-Builder. The battle itself is not the point. The previous trade-offs are: whether to buy this one, whether to sell it now, whether to continue to wait for the missing things, whether to hold on to this run or quickly change direction. If you only look at this core gameplay, I am even willing to give 9 points. ◆ Strengths ⊕ I finally don't have to wait for someone in an auto-battler I really like this design. Shops, events, monster battles, and upgrades all go at their own pace, and there is no need to follow a hall to act together. PvP is still there, but the most annoying waiting has been removed a lot. It's obviously easier to play. ⊕ Automatic combat is not equal to just watching the action Although the battle of The Bazaar is completely automatic, it doesn't feel empty. Ammo reloads, Shield stacking, Poison, Burn, Crit, cooldown chains, a set of things is still very cool after it really runs. And after losing, it is usually possible to see what went wrong. The damage is not enough, the sustain is poor, the start is too slow, or the entire engine simply does not turn up. You can't operate on the spot, but why did you lose in this game, many times you buried the reason yourself earlier. ⊕ My favorite is not a high-roll The most interesting time is often when the store doesn't give you what you want at all. After waiting for a long time and unable to get the core components, the monster reward suddenly came in a different direction; an item that was originally considered useless may also be suddenly available because of skills or enchantment. At this time, there was the feeling of “this game seems to be able to be saved”. Of course it's cool to follow the fixed routine all the way, but I think what really makes The Bazaar interesting is the process of temporarily changing direction and pulling the bad run back. ⊕ Heroes have characteristics, but there is no standard answer Vanessa, Pygmalien, Dooley, Mak, and Stelle each have obvious things, such as weapons, ammunition, economy, healing, poison, Burn, potions, Friends, cooldowns, and various chains. However, choosing a hero does not mean that you have chosen the winning build of this run. What happens in the end depends on what the store and the event give you. ⊕ Piling up these small decisions is the depth of this game Which monster to fight, which store to go to, whether to spend the money or keep it now, whether you want to take the temporary item, whether there is enough board space, and whether the current set is worth continuing to raise. ◆ Weaknesses ⊖ Although it looks simple to get started, it is actually easy to be educated You can't expect to force the same build every run. The item you want may not come out, the right store may never come, or even a set of things that seem to have been formed, and in the end it is missing only one component, and then the whole strength is wrong. Of course leisure can be played, but this game does not always make casual players feel that they “can play”. ⊖ This randomness is very refreshing, and it's really disgusting when it's disgusting Something that fell out accidentally may directly bring a dead run to life; but conversely, you may have been waiting for something for the whole game, and you still didn't see it until the end. Then you can only pivot, and it is already too late. This feeling is especially obvious in Ranked. Of course it's cool to win 10, but if a game has taken a lot of time and a bunch of choices have been made before, and it ends with a low win in the end, that frustration will be a bit heavier than ordinary auto-battlers. ⊖ This balance change is what I am most dissatisfied with The problem is that a large part of the fun of The Bazaar originally came from “this set of things can be so connected.” It's hard to find a set of engines, and slowly figure out when it is strong, what is missing, and how to start it. The next balance adjustment may make the whole set of things unable to be played. And some builds rely on a few specific values, cooldown time, or trigger sequence. It really doesn't have to be a big nerf, a small change is enough for it to fall directly. While this game encourages players to find those exaggerated synergies, they must constantly fix these synergies. No way, but it really hurts. ⊖ Using paid heroes will make balance issues more sensitive Skin is good, Prize Pass is good, I actually don't care so much about these. What really makes me a little bit concerned is that you have to pay for the hero itself. I don't think having a paid hero is tantamount to Pay-to-Win. Whether you can play, whether you understand the system, and what this run gives you, these are obviously more important. But as long as a new paid hero is obviously more comfortable in the current version, and even its strength is more prominent, this question cannot be bypassed: does it just happen to be strong, or does the paid content just stand on top of the meta? Even if the final answer is not the latter, once this doubt appears, the balance adjustment itself will become more sensitive. ⊖ Ghost will still have very annoying counter matchups The current Ghost matchmaking is not completely random, but you still can't see the opponent in advance to adjust your board. The most annoying thing is that a game of The Bazaar itself is not particularly short. After making so many choices before, I finally encountered a build that particularly counters yours, and the experience would be very poor. ⊖ The UI and disconnect recovery are still a bit rough If you click too quickly in some places, it is easy to confirm the choice directly. Shops, rewards, events, and routes are all possible. I have also encountered strange situations with the network. After one disconnection, the whole game seemed to be gone directly, and the battle results and rewards could not be seen. Later, the progress came back by itself. The backend may actually be processing all the time, but the player can't see it. During that period of time, you didn't know what happened to this run. ◆ Conclusion The most powerful thing about The Bazaar is that after removing a lot of boring waiting in auto-battlers, it pulled all the attention back to the build itself. I like its core gameplay very much, and I even think there is room for upward scoring. But the cost of learning, the frustration caused by randomness, the balance of versions, and the concerns raised by paid heroes are indeed all there. There are many problems, but every time I lose, I still want to play another game. For this kind of game, this may already explain a lot. [url=https://store.steampowered.com/curator/43837750-Just-Game-Curator/]Follow my curator to get the latest review push! Your support is my greatest motivation!