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Neurodeck – A Roguelike Deckbuilder About Mental Health and Wellness

Intro

I’m no stranger to mental health issues. Neither is Neurodeck.

I’m diagnosed with Autism, Bipolar Type II, and Inattentive ADHD, and that’s just the stuff I know about. Lord knows, there’s probably stuff wrong with my head they don’t even have a name for.

I have a history of mood swings, hypomania, anxiety, and depression. I also grew up in an abusive household and have a generational family history marked by domestic abuse, substance problems, gaslighting and manipulation, severe personality disorders, and suicidal depression.

This is stuff that carries a lot of weight for me.

Neurodeck is a game made by Tavrox, who I interviewed in my post about what gamedevs should do during the coronavirus pandemic.

So when I learned he was working on a new game about mental health, I was almost immediately on board.

Given that it’s still just a playable alpha and not all the pieces are in place yet: I like Neurodeck. I like it a lot. I can’t wait for the full version to be released at the end of the year. The bugs (part and parcel for an alpha) just make me more excited to see what the game is going to be like when they’re fixed.

Games like this are my jam. Let’s take it from the top.

Neurodeck Story, Gameplay and Rules

Neurodeck is a roguelike deckbuilder with RPG elements. The closet comparisons I’m familiar with would probably be Cultist Simulator and maybe Slay the Spire (neither of which I’ve played).

The premise is this: you’re given a Neurodeck, a product made by a startup in the near future. Neurodeck is a product that allows you to explore your subconscious, unpack your past, meet important people in your life, and literally battle your inner demons.

There’s a catch though. The product is still in the experimental phase and can cause side effects like ear and noise bleeds and comas.

You start by choosing a character. Currently the only playable character is Jupiter, a middle-age woman adjusting to being an empty nester.

Then, you choose an emotion to explore, each of which determine what cards and buffs you start with. When you first start the game there are two to choose from: anger and joy. Each gives you a unique deck of cards to start your playthrough.

You then explore the “maze” of your inner mind. There are 20 doors to unlock in a playthrough. You choose branching pathways to one of a number of rooms. Go to a gym and boost your stats. Go to a classroom and expand your mind by converting one of the cards in your deck for another. Or choose to enter combat with one of your inner demons for an extra card.

Combat is turn-based, similar to many card games you’re familiar with such as Yu-Gi-Oh and Magic: The Gathering. Enemies are called “Phobias.” Such as Tokopobia (the fear of pregnancy) or Entomophobia (the fear of insects). There are also more standard RPG enemies such as spiders and giant slugs.

You start with three cards in your hand. You have three action points, actions typically cost one point (draw card, play card, use equipped item, or end turn).-

You have two stats: health and sanity. Sanity allows you to play cards. Playing cards costs sanity. Health is straightforward. When it gets to 0 you lose the game.

Cards either do an action immediately, or let you equip them for multiple uses. Warm tea restores your sanity. Listening to a fairy tale damages your phobia a little each turn. Having a caring thought restores your HP. Self-harm (oof) damages both yourself and your enemy.

What I like about Neurodeck

This is a roguelike game, meaning no two playthroughs will be exactly alike. Playthroughs are also pretty short. Each one takes about 20 or 30 minutes, about as long as a TV episode.

The roguelike elements and short playthroughs make this game easy to pick up and play, VERY replayable and VERY addicting. I think Neurodeck might be my new obsession.

And the ART. Oh my gosh, the art in this game is GORGEOUS.

Somber, stark shades and whites. Pastel-colors for lighter-themed cards dealing with self-care. Darker, bolder colors for darker themed cards. The foreboding, eerie silhouettes of the enemies. This is a very visually appealing game to look at.

Also there is a playable card called “Comfort Food.” That’s about all I need to know.

This is a game that deals with issues like mental health, mindfulness, and self-care, and examines them with compassion, deliberation, thoughtfulness, wisdom, and depth. That alone makes Neurodeck worth looking at.

What Could Be Improved

I was prepared to put up with a few bugs and glitches given that the game is in alpha stages. However, at present there are some that need to be addressed before Neurodeck can be considered fit for market release.

Some of the passive benefits (called personality traits in-game) don’t work as intended. Some cards I felt were almost a waste because they didn’t do what they said they did. This was just in a few instances though.

There is also no fullscreen feature. A tiny niggle, but one that took a little bit away from my experience.

For more substantive niggles, I feel that some of the cards may be a bit problematic. I don’t know that cards named “self-harm” and “drugs” really should be included in a game about mental health and self-care. Then again, maybe they do.

Also, the game inexplicably froze occassionaly just as I got to the last door of the maze. This was frustrating if for no other reason than because by this time I was invested and really quite enjoying myself, and I wanted to see whether completing a run would unlock new content.

Recommendation

Neurodeck is still in alpha stages and it’ll be some time before it’s ready for release.

That being said, I’m excited about what Tavrox and Goblinz Studios are trying to accomplish. This is a game that not only deserves to be played, but to be celebrated.

Wishlist Neurodeck on Steam and be prepared for its release by the end of the year. You would do well to keep an eye on this one.

Disclaimer

Tavrox is a friend and colleague of mine and he invited me to play the Neurodeck Alpha in return for my feedback. I interviewed him in my recent article about Gamedev and Coronavirus.

Also, this review was made during an earlier build of the alpha. They’ve made some tweaks and improvements since then, and I intend to update this review once I’ve had a chance to do another run-through.

No, I wasn’t paid to write any of this.

travistaborek

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