
Hello everyone, this is my second game "Meta Card 2". Based on the rich card entries of the first generation, it innovatively incorporates the concept of projectiles. Through the strategic combination of cards and projectile targeting, the control of movement is replaced.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese, Korean
Engagement
Hours played at review time, across 39 reviews with recorded playtime.
Reviews
[h1] 有所创新但有些冗杂的肉鸽卡牌游戏 [/h1] 《元卡牌2》是一款卡牌+幸存者+塔防集合多种玩法的游戏,这是一次很好的尝试,也是比较不错的创新,游戏亮点是双主角战斗,回合制和即时战略相互糅合,完美的把二者结合在了一起,但是这就使得操作变得比一般的肉鸽卡牌更冗杂,这也是美中不足的地方。 进入界面后点击游戏进入自走棋模式,此模式共有20个关卡,玩家在通过关卡之后也会像其他肉鸽卡牌游戏一样获得奖励,例如神器或者是金币,在不断战斗的过程中,逐渐获得新的神器来形成强力的搭配,神器的种类还是比较丰富的,但是在这20个关卡之中,往往在神器完全成型之前就通关了,这时候可以进入无尽模式继续推进游戏,发挥神器搭配的余热! 游戏背景音乐比较不错,代入感较强;画风方面AI风浓重,个人不是很喜欢;游戏模式共有三种:自走棋、战略、无尽模式,其中战略模式更像是平常玩的回合制抽卡游戏;单单通关一次的难度不高,时长较短,但如果想精通各个搭配,还需要好好下下功夫。 整体来说,游戏做的非常的用心,其玩法也比较创新,丰富的卡牌机制和神器模组的搭配带给我们很多惊喜,但游戏仍然需要更加精细的打磨,舍弃掉一些可操作的即时战略方式玩法,可能会更加有趣! [quote]关注&加入[url=https://store.steampowered.com/curator/32969453/]大众点评[/url],了解并体验更多好玩游戏[/quote]
《元卡牌2》独特的卡牌+幸存者+塔防玩法,带来了全新的游戏体验。双角色操作和丰富的卡牌组合技,让战斗策略更加多元和深入。创新的玩法和自走棋模式的潜力,让我十分上瘾。作为个人开发者的作品,其创意和勇气值得赞赏。期待游戏的进一步优化和完善,相信它将成为卡牌游戏领域的一款神作。 [url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url]
MetaCard2 is an ambitious roguelite that takes inspiration from several popular genres and blends them into a surprisingly cohesive experience. Developed and published by KY Games, the title combines deckbuilding, survivor-style combat, tower defense concepts, and auto-battler elements into a single package. Rather than focusing on one dominant mechanic, the game encourages players to engage with multiple interconnected systems, creating a gameplay loop that feels both strategic and highly customizable. Its unusual approach helps it stand out in a crowded indie market where many roguelites often rely on familiar formulas. At the center of the experience is a card-based combat system that goes beyond simply choosing abilities from a deck. Cards directly influence attacks, projectile behavior, and special effects, allowing players to shape the flow of combat through carefully selected combinations. Every run presents opportunities to experiment with different builds, and the game rewards creativity by offering numerous ways to modify attacks. Projectiles can be split, redirected, rotated, chained, or enhanced through various effects, resulting in combat encounters that constantly evolve as a run progresses. This level of flexibility gives players a strong sense of ownership over their strategies. One of the game's most distinctive features is its dual-character mechanic. Instead of controlling a single hero, players command two separate characters that each possess their own cards and abilities. This design greatly expands the strategic depth because skills from both characters can interact with one another in powerful ways. The game emphasizes synergy, encouraging players to discover combinations that transform ordinary abilities into devastating attacks. These interactions create memorable moments and give experimentation a meaningful purpose. Building around complementary skills becomes one of the most satisfying aspects of the overall experience. MetaCard2 also succeeds in balancing active decision-making with automation. Players who enjoy direct control can manually manage actions and carefully position attacks, while those who prefer more passive strategies can build systems that automatically trigger powerful effects. The inclusion of automated mechanics such as chain reactions and conditional activations allows advanced builds to function almost like intricate machines. This flexibility means the game can accommodate different playstyles without sacrificing depth or challenge. Another noteworthy aspect is the way combat integrates real-time action with strategic planning. The game slows down when cards are being manipulated, giving players a chance to think through their decisions without completely halting the action. This design choice prevents the battlefield from becoming overwhelming and allows strategic choices to remain meaningful even during intense encounters. The result is a combat system that feels energetic while still rewarding careful planning and tactical foresight. The roguelite structure further enhances replayability. With numerous cards, artifacts, upgrades, and character combinations available, no two runs feel exactly alike. Players are constantly encouraged to test new approaches and discover unexpected synergies. This experimentation-driven design is one of the game's greatest strengths, as it creates a strong incentive to continue playing long after the basic mechanics have been learned. The satisfaction of finding a powerful build or uncovering a new combination remains consistently engaging across multiple sessions. Visually, MetaCard2 prioritizes readability over flashy presentation. The graphics are functional and effective, ensuring that players can easily track enemies, projectiles, and effects during chaotic battles. While it may not impress those seeking cutting-edge visuals, the art style serves the gameplay well and keeps the focus on strategic decision-making. The game's presentation supports its systems rather than distracting from them, which ultimately benefits the overall experience. The biggest challenge for some players will likely be the learning curve. Because the game combines several genres and mechanics simultaneously, newcomers may initially feel overwhelmed by the number of systems at play. Understanding how cards, projectiles, artifacts, and dual-character interactions work together requires patience and experimentation. However, players who enjoy mastering complex systems will likely find this depth rewarding rather than intimidating. Overall, MetaCard2 delivers a fresh and inventive take on the roguelite genre by successfully merging deckbuilding, action combat, and strategic customization into a highly replayable package. Its dual-character system, extensive build variety, and emphasis on experimentation create an experience that feels unique among modern indie releases. While the presentation is relatively modest and the mechanics can be demanding at first, the game's creativity and strategic depth make it a compelling choice for players seeking something beyond a conventional roguelite. Rating: 7/10
第一次玩卡牌类游戏,也是第一次写测评,这游戏还是挺有难度的,需要慢慢摸索体会其中的乐趣。
《元卡牌2 》双角色卡牌即时策略游戏,画面简约,操作简单,卡牌搞即时,纯拼手速,英雄自动索敌,只需看准时间打出卡牌即可,坚持一定时间即可过关,游戏有着丰富的卡牌和神器机制,而卡牌投射物的分裂、旋转、反弹、击退、吸附等多种特性,为手动瞄准增添了无限可能,自动触发、连锁触发、条件触发等多种全自动机制,则与召唤流完美融合,在忙碌之余也能享受游戏带来的乐趣与放松。无尽模式召唤流派略显不足。
价格不贵,打发时间挺好的
金币不会自动拾取,也不能控制人物移动。教程也不说掉地上金币怎么拿?嗯?让我猜吗?还有结束回合功能是不是还没加上?我怎么没看见有结束回合按钮,四五张牌用完然后看戏……
看似是卡牌游戏,其实是自走棋外加作为MASTER的你场外施法帮助,可以给角色添加装备,可以释放技能帮助他们,这些装备和技能和角色也都能很搭配的组合在一起形成BD,比如增加角色闪避和闪避后自动释放伤害的,比如增加护盾,和护盾状态下攻击回血的,作者在这里也设置了一些陷阱,让你无法无脑施法,比如有一张卡牌是增加本场战斗角色的攻击回血,可是它的负面效果是自动按时间减少护盾层数,如果你之前释放了护盾下攻击回血这些卡牌就等会白费了,我就疯狂给第一个女战士组成BD,法师角色全场的技能在我定位里就是辅助我这个战士成型,弄得最后法师开局十几秒给自己方和敌方叠满了BUFF就死,而我这个女战士可以一挑N,顺利通关!注意有些卡牌比如自动释放是放在手牌里自动释放,一旦你打出,就失去效果了 说个小BUG,我手里放了一张释放后自动回手牌的卡牌,而我的神器是手里没卡牌可以从抽卡堆里自动抽三张卡牌,结果因为有这个自动回手的卡牌,我手里永远都有牌,这样就激活不了之前说的特效,望作者看到!
建议: 卡牌加上快捷键,比如12345+67890,12345+QWERT…… 鼠标滚轴加上镜头缩放。 多加一些音效,比如领取物品和购买的时候加音效。
《元卡牌2》是由肉鸽鸽独立游戏工作室研发的一款肉鸽卡牌自走棋,游戏较为有创意的将自走棋与卡牌融合到一起,用类似塔防战斗的形式让所选角色在时间内面对敌人不断的进攻,坚持到时间结束进入下一关,不断的进击直到最后。 游戏看着是3D立体的构筑,但其实还是较为粗糙的,除了女战士的角色立绘,无论是队友、怪物、场景、还是UI,都没有什么更好看更能入眼的了。 游戏有意思的是可以从战士、法师和虚空行者三个职业中选择俩位出场战斗(可同职业),俩角色会按各自的职业性质进行行动,面对汹涌而来的敌人,玩家能使用有数的职业技能卡牌进行干预,让角色使用对应的职业技能进行战斗。坚持到时间倒数结束则进入下一关。胜利后会以多选一的形式获得神器或金币和进入商店,利用战斗获得的金币购买卡牌或神器等,让角色能力更为符合构筑的战斗BD。 整体来说,游戏难度不高,并且可构筑BD也较为简单,战斗模式也较为生硬,虽说游戏名字显示这已经是2代产品,但游戏目前的表现来看,感觉依然是一个练手作品,不知1代时候还在更新,如已不再更新,那。。。。游戏虽说有自走棋模式和战略模式可供选择进行游戏,但整体玩法区别不大,个人建议还不如专精一样,让游戏更为好玩耐玩有吸引力,不然展现铺设太广,能力跟不上反而得不偿失的。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
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