
3 Minute Heroes is a real-time strategy game that combines tower defense, deck building, and rogue-like genres. Place your champions, use cards, and keep your home safe for 3 minutes!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, French, German, Japanese, Russian, Simplified Chinese, Traditional Chinese, Spanish - Latin America, Spanish - Spain
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Tower defence crossed with light elements of deck building. Lots of different classes with distinct playstyles. This is amplified further as you pair up your main class with a second class and will need to alter your playstyle and the cards you draft accordingly. There is definitely a high degree of replayability here. The main issues I've found so far are: - Can't place cards when paused - Unable to see cards in your deck or discard pile - The game seems too easy (but supposedly a hard mode is coming in 2021) These can impact on the fluidity of gameplay but the developers have been extremely active so if you are a prospective buyer, don't be to worried about this.
It is kind of a hybrid of between Plant vs Zombie and Slay the spire. I would say it is like 80% Plant and 20% Slay. Interesting and fun for a little while. However, once you played through a couple of cycles, you will realized there are not much to it, there are too little depths with the game. It doesn't have much builds per class, it is pretty much just a single good build per main hero. Some classes just doesn't make sense or interesting to play. the developers should condense those classes into less heroes instead of having a bunch of classes but most likely rubbish and uninteresting. The game also forces you to keep point and click due to the nature of real time battle... very weird. Also, the game is too easy so if you are hardcore Slay the spire and STS alike games, this might not be too enjoyable for you but if you are just getting into roguelike deckbuilding games, this is an ok entry point so you wont get too discouraged (this game is really easy and doesn't have much builds varieties, if at all).
This game felt like a huge grind, nothing else. The game is easy, it is extremely repetetive and I personally found the deck system boring. I'm a huge TD fan, and perhaps thats on me - for expecting something other than what it is.
Charming, entertaining, and fun! It vaguely reminds me of Plants vs Zombies, before it became terrible. There's some neat versatility to the character cards, and the class you choose as the 'lead' actually has a pretty huge impact on playstyle. I was pretty tepid on Farmer for instance, until I choose them as the primary class, and oh boy are all those chickens fun. Additional content for early access is always welcome, though I think the UI needs a bit of work. Being unable to play cards while paused is probably the biggest problem for me; later stages can get pretty chaotic, and trying to make sure I've grabbed the right card from a hand of a dozen of them can lead to a panicked mess.
[h1]3 Minute Heroes[/h1] Vorab möchte ich anmerken, dass ich die deutsche Fassung des Spieles eher nicht empfehlen würde. Die Übersetzung in die deutsche Sprache ist voller Fehler, teilweise auch gravierende. Die englische Version ist deutlich besser. https://steamcommunity.com/sharedfiles/filedetails/?id=3246316070 🎮 [b][u]Gameplay[/u][/b] 3 Minute Heroes ist eine Mischung aus Tower Defense und Kartenspiel. Ihr wählt aus insgesamt 20 Helden einen Haupt- und einen Nebenhelden. Diese beiden bestimmen die Karten in eurem Startdeck. Zudem bestimmen sie, welche weiteren Karten euch als Belohnung vorgeschlagen werden. Allerdings könnt ihr im Laufe des Abenteuers weitere Helden erhalten, was die Kartenauswahl vergrößert. Jeder Durchlauf besteht aus 12 Runden, sofern ihr nicht vorher scheitert. Jede dieser Runden ist genau 3 Minuten lang. Auf 3 Reihen erscheinen nach und nach Monster, die euer Haus angreifen wollen und ihr müsst sie davon abhalten. Dafür platziert ihr eure Helden mittels Karten und setzt verschiedene Skills ein, ebenfalls über Karten. Dabei spielen sich alle Helden sehr verschieden, haben eigene Mechaniken und so weiter. https://steamcommunity.com/sharedfiles/filedetails/?id=3246316057 Nach jeder abgeschlossenen Runde könnt ihr eine Karte zum Deck hinzufügen. Zudem habt ihr die Wahl, ob ihr einen weiteren Helden erhalten möchtet, lieber Karten verbessert oder eure Chance auf Beute erhöht. Neben dem normalen Spielmodus könnt ihr auch andere Modi testen, welche die Schwierigkeit erhöhen oder euch zufällige Helden aufs Auge drücken. 🎥 [b][u]Grafik[/u][/b] Es gibt viele, eher niedlich gestaltete Charaktere und auch zahlreiche Gegner. Diese sind auch meist farbenfroh designed und besitzen flüssige Animationen für ihre Angriffe und Fähigkeiten. Hinzu kommen die vielen Karten mit zu den Klassen passenden Bildern und ebenfalls guten Animationen. Leider wird die Map manchmal etwas unübersichtlich, wenn zu viele Zauber und Skills gleichzeitig auslösen. 🎶 [b][u]Sound[/u][/b] Die Vertonung ist ok, wobei diese auch nur aus einer Hand voll Musikstücken sowie passenden Soundeffekten besteht. Eine Vertonung von Texten gibt es nicht. Zudem hätte ich mir ein paar mehr Sounds gewünscht, gerade für wichtige Anlässe, z.B. wenn ein Held stirbt. Das ist mir im Effektgewitter der Skills nämlich tatsächlich manchmal entgangen. ❤︎[b][u]Fazit [/u][/b] Wer sich für eines der beiden Genre interessiert oder gar beide, wird hier auf seine Kosten kommen, auch wenn das Spiel ein paar Schwächen hat. Einsteigern würde ich aber eher davon abraten, da dieser Titel doch recht komplex ist. Leider wird das Spiel, trotz der vielen Charaktere, nach einigen Stunden recht eintönig. Wenn man zwischen den Durchläufen aber Pausen lässt, kann es einen recht lange Unterhalten. [quote]Wenn euch die Review gefallen hat dann folgt doch unserem [url=http://store.steampowered.com/curator/8049466/] Reviewprogramm[/url] Lasst doch einen Daumen nach oben da, wenn euch die Review geholfen hat und wenn nicht dann schreibt mir gerne, was ich verbessern kann.[/quote] Das Spiel wurde der GGC für Reviewzwecke zur Verfügung gestellt.
[table] [tr] [th]Category[/th] [th]Rating[/th] [th]Description[/th] [/tr] [tr] [td]🎮 Gameplay[/td] [td]5[/td] [td]Enjoyable at first, but quickly became dull[/td] [/tr] [tr] [td]📷 Graphics[/td] [td]7[/td] [td]No glitches, inconsistencies, or performance issues to be found[/td] [/tr] [tr] [td]🎧 Audio[/td] [td]5[/td] [td]The audio loop restart was noticeable, other than that, it was pleasant, but nothing special[/td] [/tr] [tr] [td]💲 Value[/td] [td]5.5[/td] [td]A lot of heroes, game modes, and elements to explore. It didn't hold my attention (hence the lower score), especially for the price, this is a subjective take. Some may find 3 Minute Heroes to be infinitely replayable[/td] [/tr] [tr] [td]😔 Overall[/td] [td]5.5[/td] [td]While I didn't enjoy it, I feel like I wasn't the intended target for the game. I'm sure many will love it, but I do not[/td] [/tr] [/table] [i]Reminding me of Plants vs Zombies, which was clearly the inspiration behind 3 Minute Heroes, I was excited when first launching the game. With the addition of deck building, many, many heroes, and a handful of other intriguing features, I expected big things. Unfortunately, it falls short, and in all honesty, I’m disappointed.[/i] [h1]📝 Main Pros, Cons, and Suggestions:[/h1] 🟩 Pros: + Many heroes to unlock, each with their own unique mechanics + Cards, crafting, abilities and spells, multiple lanes, there are so many things to keep you busy + Humour is brilliant, especially when you survive until the end - I won’t spoil it, but even though the outcome was predictable, I laughed out loud 🟥 Cons: - The audio loop restarting is noticeable - Could be too many heroes for some (overwhelming) - Upgrading hero units in game feels like a loss rather than a gain (discussed in the review) - Can’t perform any actions while paused, which is a massive negative considering how chaotic later stages can get 🏷️ Suggestions: ~ Allow players to take actions when the game is paused ~ Remove reduced loot spawns when enabling auto collect [h2]Did I find it fun? Yes, at first. Will I ever return to it? No. Why? Read on![/h2] Combining tower defence, deck building, and rogue-like genres is a brilliant idea, which has produced many successful titles (think Slay the Spire or Ring of Pain). With more heroes, elements, and (on the surface) things to do, I expected a hidden gem. What I received however, was a short lived experience which showed its imperfections early on. 3 Minute Heroes is a simple game at its core - You defend three lanes against waves of enemies, choosing between standard, hard, and circus (random) difficulties. There are daily challenges along with multiplayer, which was a surprising addition! In all honesty, it’s a great concept once you add in all of the additional elements. There are many heroes to unlock (both free and paid) of which you can use two in battle (primary and secondary), with each having their own difficulty rating. On the surface, this system offers near endless replayability as you can mix and match heroes to your hearts content. Now, maybe it’s my relatively short gameplay time, but some heroes feel noticeably worse than others, both from the cards they bring along with the special ability they have. [h2]Great ideas, poor execution.[/h2] From here, everything slowly goes downhill as you realise how shallow 3 Minute Heroes feels. The gameplay lacks any real purpose, for me at least. Cards are limited to their respective heroes, with no further unlocks. I found myself always using the same strategy with each specific hero, as the game didn’t give me an opportunity to play differently. Between rounds you have the chance to choose a different hero, remodel a card, or adjust loot drops (what drop, and the percentage chance of drops to occur). This choice felt irrelevant however, as loot drops are much more powerful and can clear enemies much faster than any benefits you’ll receive from upgrading cards or choosing different heroes. This is disappointing as on the surface you have an element of choice, but is executed poorly leading to the same choice being made regardless of the situation. Hero upgrades occur during normal gameplay, which is yet another element I feel was executed poorly. If you place three heroes, they automatically combine into a single, more powerful version. In theory this sounds great, in execution however, you’ve just gone from protecting three lanes to only protecting one. Overall, this is a net loss and makes the game harder. [h2]It doesn’t stop there.[/h2] These poor design decisions also flow into loot drops. You can enable auto pick up to help remove the tediousness of manually clicking on drops, but this reduces their drop chance by 50%. Why punish players when they choose to remove tediousness from the game? You can pause the game whenever you like, allowing you to quickly collect loot once you unpause. This isn’t fun, however, neither is being punished for automating the process. Poor design decisions are also seen with the way difficulty is implemented. Increasing the number of enemies spawned in later waves does make 3 Minute Heroes more difficult, but not in a fun way. Introducing unique elements to impact how you play, such as special enemies or events would be much more engaging. This quickly detracted from the initial fun and excitement I experienced with the game. Overall, the game has some interesting concepts, but all were executed poorly. Does this mean I think the game is bad? No, I just think this game just isn’t for me. My expectations were too high for what the game delivers, but the elements are there to keep others engaged for much longer than I was. [quote][url=https://store.steampowered.com/curator/44931904-Bite-Sized-Reviews//]Follow [b]BSR[/b] for more bite sized reviews.[/url][/quote] [quote][url=https://store.steampowered.com/curator/32732116-IndieGems/]Follow our curator page: [b]IndieGems[/b] if you like and want to see more reviews like this one.[/url][/quote]
세일이라 DLC로 캐릭터바로 풀려서 스무스하게 잘했는데 처음한두시간은 정말재밌다가 나락으로 떨어지는 느낌 일단 잔버그 아직도 개많음 마우스가 멋대로 올라가고 잘막고있다 튕김 게다가 무슨 버프헀는지 마우스갖대대도 툴팁안나옴 지금나온지 2년넘었는데 기능추가를 넘어서 아직도 완성이 안된 병신게임 다시는 안킬거같다 워낙 끔찍해서 2년 지났다고 나아진게 하나도 없음
Macht Spaß Mehr aber auch nicht. Zu einem wirklich guten Spiel mit Langzeitmotivation gibt es dann doch ein paar Probleme. Die Übersetzung ist Käse und man muss sich irgendwie reinfummeln, was die Helden, Fähigkeiten, die Karten und Spielfunktionen zu bedeuten haben. Man hat versucht Plants vs Zombies mit einem Kartendeckspiel zu vermischen, was an sich eine nette Idee ist, aber auch voll verwirrend sein kann. Man wählt einen Haupthelden und einen Nebenhelden (fragt mich nicht, was was bedeutet, siehe oben) und diese setzt man wie üblich auf die Felder, aber wann und ob man neue Heldenkarten bekommt, weiß ich bis heute nicht (siehe oben). Die Helden haben eigene Fähigkeiten, aktiv oder passiv. Sie produzieren vielleicht Karten fürs Deck, greifen selber an, oder machen sonstwas. Hat man genug Goldcoins produziert oder gesammelt, kann man Karten ausspielen, oder aber neue ziehen. Ziel ist es, die ankommenden Monster 3 Minuten aufzuhalten, ohne dass das Haus zerstört wird. Es geht also weiter, auch wenn keine Verteidigung mehr da ist, man kann aber Karten ziehen und auch ausspielen. Nach 12 Runden ist Schluss. Dazwischen kann man z.B. Kristalle gegen besondere Karten, Heldenaufwertungen, oder verschiedene Belohnungen wählen, die Monster fallen lassen, wählen. Mit jedem der ca. 20 sehr unterschiedlichen und einfallsreichen Helden kann man als Hauptheld Errungenschaften erzielen, was motivierend sein kann. Dass es Errungenschaften dafür gibt, wenn man alles untereinander kombiniert haben soll, wird man sich aber auch in die Hände beißen können. Ich habe es auch nicht geschafft die Edelsteinupgrades bei den Helden durchzuführen, die kleinen schon, aber man soll ja auch große Upgrades machen können. Und tägliche Herausforderungen gehen auch nicht, andere haben sich ebenfalls schon beschwert. Vielleicht ist ja der Spieleserver der Macher schon abgestellt. Wer mit dem normalen Modus noch nicht genug Zeit verpulvert hat, der kann noch zwei weitere Modi wählen, einer ist ein Zufallsmodus, wo man Punkte einsetzt und vielleicht am Ende einen dicken Gewinn dafür bekommt, falls man es packt. Wie gesagt, ich hatte meinen Spaß, aber ich habe nun nach etlichen Stunden keine Lust mehr, die ganzen letzten Errungenschaften machen zu wollen, da es wohl noch sehr viel Zeit kosten würde. Ich habe auch noch nicht alle Helden freigespielt, keine Ahnung, wann man die bekommt. Fazit: ziehen, ziehen, ziehen ;-)
It's a modern take on Plants vs Zombies. You race through a number of 3-minute rounds with increasing difficulty to win a game. It takes some of the roguelike elements of games like Slay the Spire; card-based actions with a tendency to be a choose-three between cards, options and upgrades. There are some permanent upgrades and a lot of heroes (main cards) to unlock. It's replayable but very simplistic and mildly unbalanced in its current state. For example when you collect three of a hero during the game, they combine to form a more advanced version of that hero. However this is a net loss when you first achieve this, because the three bodies protecting your three lanes becomes one body protecting a single lane. From my perspective the game looks like it's gone a bit too wide and not deep enough. I don't feel satisfied with the way I can use my heroes, and the upgrades I can utilise. For example they have an option to half your drop rate for loot inside a round to in turn have it picked up automatically. This is a tax on the lazy. It doesn't make sense as an idea because it's not changing the way the player approaches the game, but on whether they want to invest the effort into something (i.e. manually pickup drops). If you're interested in the concept, or the novelty, I'd recommend getting it The bones of the game is good and there's a lot to like about it. The game is worth playing. There's just a lot that can be worked on.
This is a cool concept, I like this game. The game is fun and the variation in class options is pretty good, though there is definitely some overlap. One of my favorite elements in how different the game becomes when you pair up different heroes. I've beaten the game through all 12 floors which took about eight or nine hours (my play time is inflated by AFK) so I have to say the game is pretty easy overall. It's definitely not a hard TD / rogue like, but it for sure has its charm and it's frenetic challenging moments. I'd definitely recommend this game, straight up. But I won't deny it, I think there are other games out there with much more polish and substance for a similar price point. There's room for improvement in terms of the UI and menus. Depending on the class you pick it can be tough to pick and play the card you want quickly, and you can't queue up cards in pause mode. Another issue is that the number of enemies is definitely too low. Their themes are really really good IMO, but the game should have double or triple the amount. The enemy types just loop after the fourth floor I think so while it gets tougher by the number of enemies they throw at you, it could be way cooler if difficulty increased by actual enemy design. All that being said the dev is actively working and updating the game. Really enjoyed this will come back to it depending on updates that come down the road. Cheers!
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