It's not uncommon for games to pit players against seemingly impossible odds. But it's another thing for games like The Last Spell to put players into genuinely impossible odds. Make no mistake, you're probably going to die in the game -- often. The gameplay is carried out over days, which are divvied up into three phases: Deployment, Battle, and Production. Players plan a strategy around the impending hordes' movements and brace for attack during Deployment. Once the Battle phase starts, it continues until either all the enemies are defeated, all the player's characters are defeated, or the enemies break through and wipe out the haven's mages. Finally, the Production stage is where players collect their loot for surviving the night and spend resources on personal equipment, building upgrades, and fortifications. Maintaining a well-defended haven is key to progress, because keeping baddies out of town keeps the populace less panicked, resulting in better loot. Unfortunately, the flood of enemies have a different idea, and players will often get overwhelmed.
Each instance of the game is procedurally generated, meaning that each time players start a game, elements are chosen randomly. This includes available items, characters, even the layout of the haven. While the heroes are technically classless, they do gain defined roles based off of their equipment. This means that at any given time, players might start off with a group that's perfectly in sync with one another, capable of slicing through early waves of enemies like a hot knife through demonic butter. Then again, players might start with their backs against the proverbial wall with three heroes that couldn't mesh well together if their lives depended on it ... which they do. While the procedurally generated content might make the game much more replayable over time, it's hard to get past the frustration of having the odds stacked more against you based on some random mix of weapons and stats. And it's hard to really learn much in the way of a lesson if the next go-round has completely changed the lineup. It just seems to rely a bit too much on the luck of the draw to get the ball rolling.