cards remixing the same pieces into new arrangements is thoroughly effective at keeping things interesting for the hefty play time that descent demands the app injects some of that freshness behind the scenes as well with the items and discoveries collected during each run randomized depending on your playthrough combined with what feel like meaningful narrative paths the players story decisions lead their characters down and the chance for failure or scenario to impact the ongoing world and its impact on the party this means there's value in starting a new campaign once you've seen the credits unfortunately this randomization can have its drawbacks during our main playthrough we were only able to upgrade a single item via the app's town menus which are accessed by the players between each scenario to equip new gear and enhance their loadout while we were able to collect a number of different attachments for weapons it was only ever a case of swapping one thing for another never a case of really improving what we had the limited number of equipment slots led to much of our inventory crafting materials going to waste with a frustrating sense that we've missed out on one of the game's key aspects solely as the result of poor luck it's worth saying that we actually contacted fancy flight to talk about my group's experience and they confirmed that the app's randomization does mean that some groups will see very few drops during a typical run while others might be laden with recipes and while the app is largely well designed and presented its flaws grow into deeper cracks in the experience as the result of legends of the dark scale and ambition we spent more than NUMBER_TOKEN hours across our full playthrough and several shorter comparison runs with the app around NUMBER_TOKEN hours of that time was spent with a pre-release version of the pc app with the remainder using the full release version which is available through steam during that time we suffered a number of bugs including the inability to complete certain quests one such experience which made it temporarily impossible for us to progress further in the story was actually reported to fantasy flight before release and subsequently patched in another issue we couldn't unlock any further skills for a character via in-game feats and there are also a multitude of smaller visual and user interface issues in an experience lasting a couple of hours these would be frustrating but possible to wipe clean by starting again but in a continuous campaign lasting dozens of hours the chance to find yourself stuck between muddling through to the end with a growing list of annoyances or starting again with no promise that you'll even see the same events or receive the same items it just ended up kind of souring the later hours of the campaign this is fate even worse by an apparent leaping difficulty around two-thirds of the way through the campaign having successfully completed all but one scenario in the game's first half which i'd like to point out we only lost by just about one turn and a couple of unlucky roles we suddenly found ourselves on a losing streak of over half a dozen separate scenarios enemies were suddenly able to drain characters health bars in a single round of combat while our increasingly desperate attempts to either fight scraping off a few points of damage each turn or run for the scenario's objectives what met equally in failure the difficulty spike was so extreme on even the standard difficulty level i ended up contacting fancy flight to ask whether the game scaled the experience to lower player accounts with players recommended to use one character per person or two if you're playing by yourself because the experience just felt so wildly
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