
Combine gems to form combos! In the Strategic Gem Match roguelite "Anthem#9", you’ll fight thrilling and puzzle-like combo battles. Assume the role of an agent of the secret organization known as Anthem#9 and confront powerful foes! Strategic deck construction is the key to unleashing lots of combos
Modeled estimate, not a reported figure. How we estimate →
Media

About

Match gems to activate skills and destroy foes with a flurry of combos!
Creating a deck that unleashes maximum damage and triggers high-speed combos within a limited time window is the key to victory.
ANTHEM#9 delivers strategic depth and a kinetic rush as a Gem-Match roguelite experience that’s both cerebral and thrilling.
Match three colors of gems like in a match 3 puzzle style game to activate powerful skills. Chain combos to ramp up damage—and satisfaction.
Choose the optimal order to trigger explosive sequences and crush bosses with style!
In randomly generated dungeons, collect Attack Skills and "Blessings", and build your deck that tips the scale of battle in your favor..
Customize which colored gems your skills require, fine-tune your strategy, and take down formidable foes as you climb deeper into the dungeon.
Clear the standard modes "Mission 1" through "Mission 4" to unlock the high-difficulty mode "Extra Mission"! Complete "Extra-1" to unlock "Extra-2," and with each increasing number, enemy stats are drastically enhanced and new restrictions are imposed on players to make clearing even more challenging. Exclusive skills and abilities that only appear here provide exceptional replay value! Will you be able to clear it all...!?

Anthem#9 is an international secret organization that seeks to maintain global stability through balance and harmony.
Play as an agent of Anthem#9 and purge those who threaten the world’s balance.

Rubit

Our protagonist. An agent of Anthem#9.
Her cunning combat style utilizes a dagger and poison skills.
Rubit’s specialty lies in adaptability—by spending AP, she can change the color of her gems on the fly. Even when the board isn’t in her favor, she can recover from tight situations and keep the combos flowing.
Phannie

A hedonistic gambler.
Uses a gun for his flashy and bold fighting style.
He can spend AP to split double gems.
Increasing his total gems synergizes perfectly with skills that trigger multiple times!
With a high-risk high-reward approach, he can unleash massive combos that no other character could!
Beni

A martial artist who fights for the pride of her people.
She's a self-proclaimed hero!
She can use AP to consume gems in exchange for Shield, healing, Attack buffs, and more.
Her fighting style involves packing a lot into a single hit, and she can stack buffs to accomplish that or to give herself ironclad defense.
Swearing to punish evil, she uses her overwhelming power to pursue justice!


A game creator who began working in 2021.
Has no experience in the industry and isn’t a programmer. But unable to give up on his dreams of game development, he picked up a beginner's guide past the age of thirty and worked tirelessly. He didn’t know left from right, but he had the passion to keep going. He was also proactive about presenting at events.
His debut game, Anthem#9, received the grand prize in the Shueisha Game Creators Camp Game BBQ vol.2 No Demo Division.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
TLDR,本作是轻度肉鸽休闲游戏,重点是休闲,亮点是花式休闲。预期复杂卡牌构筑的朋友大概率失望,因为玩家能发挥的东西并不多,内容量、机制、平衡性都有缺憾。但开发者的确在有限的内容中做出了有趣的差异,尤其角色间的能力差异——所以我能想到最贴切的形容是,本作很像Puzzle Quest/战神的挑战,不完美但没关系,有得可爽。 [b]玩法大致是这样:[/b] 1,爬塔式路线选择,进入战斗后随着回合推进,玩家在红蓝两组技能间打循环(商店图4、图5),每个回合开始前可抽选“祝福卡”来强化能力或补给资源(商店图2); 2,特色的“宝石接龙”玩法即是将每回合获得的宝石,按照技能消耗排列好,比如技能A要红绿宝石,技能B要绿蓝宝石,那么打出红绿蓝三个宝石即可依次触发A和B; 3,宝石获取一部分来自系统发牌,特定数量、随机颜色,另一部分来自使用祝福卡的固定宝石(图2卡牌右下方); 4,不同角色拥有各自角色技来让宝石利用最大化,并且地图上还有洗技能宝石的地点,所以宝石随机性不会带来太大麻烦。 所以构筑涉及到三个方面,一是技能,要注意技能所需宝石的接龙(技能所需宝石数固定但颜色随机),要考虑流派(直伤、dot、叠buff等),也要顾及随回合自动切换技能组时的攻防转换问题;二是对祝福卡的构筑,这部分类似一般卡牌构筑逻辑,但发挥的是辅助效果(无伤害输出);三是挂件式被动道具,红蓝技能组最多各带三个,但只对本组技能生效。 所以虽然宝石接龙这个特色玩法不难理解,但想要取胜,构筑起来并不容易——接龙意味着循环及相应的效率,而整个内容尤其数值都是围绕循环做的,如此无法循环便是巨大劣势:伤害不足,也无法靠连击打断敌人攻击。这还没算上发牌员的恶意。 目前开发者简单粗暴的应对办法,一是从数值层面降低了游戏难度,也就是控制构筑过程的战损,且低进阶难度的完赛不依赖完美构筑(满级技能接龙),确实见效但也削弱了精妙感和爽感,而且高进阶依旧难受。二是支持无惩罚重开/SL,不是重开当前战斗,而是退回到选择地点之前(不会改变敌我RNG,包括战后奖励),所以可以打出一些针对性决策,比如规避特定敌人或者根据开局抽牌安排攻防。 [b]以进阶Extra8+难度为前提,我对后续版本的一些期待:[/b] 1,增加内容量,用新内容甚至新机制想办法去盘活技能的构筑。现在每个角色的三四种流派之间近乎泾渭分明,缺少互动就很容易坐牢。 2,平衡性欠推敲,比如前期不顺基本等于浪费时间慢性自杀,有些道具适用太窄、太不稳定,部分敌人也过于烦人,不是难而是因为玩家构筑过程很被动,不天糊真拿这些敌人没脾气。 3,关卡中部分地点打磨或重做,比如随机事件,多数情况收益过低;又比如锻造区(升级技能或改技能宝石颜色)和休息区(+25%hp),对于逆风局随机性的恶意很难帮上忙。 4,关卡生成的规则也可微调,目前有些路线明显与游戏逻辑、节奏脱节。 5,美术还能再肝,立绘没看够,敌人形象风格不够统一,随机事件插图画风出戏了。 QOL方面,宝石排序真的花时间,建议可点击技能(或快捷键)自动选取所需宝石、完成接龙,并支持直接点击交换宝石位置。另外有一些技能、特效的说明不够清晰,不知道是不是翻译原因,比如角色Rubit的与花朵相关的毒技能,以及稀有的小丑BOSS奖励,我到最后也没明白具体效果。 说起来集英社游戏之前翻了不少车,但从去年开始突然发力,发行排得满满当当,区域定价也合理,这势头可喜可贺。本作因为类型和玩法对开发经验、周期有更高要求,有所缺憾而销量热度平平倒也不是什么跌份的事,何况新人作者koeda做出了想法和趣味,也保障了基本体验的流畅,我的话是很高兴看到有作者和发行愿意推出这样的作品的。 [url=https://store.steampowered.com/curator/34646096-80-Days/]更多评测 [/url]@[url=https://steamcommunity.com/groups/80days]80days[/url]
[h1]ANTHEM#9[/h1] 🎮 [b][u]Gameplay[/u][/b] In diesem Roguelite Deckbuilder könnt ihr euch mit 3 Charakteren, die sich auch sehr unterschiedlich spielen, durch 4 Missionen kämpfen. Im Anschluss folgt dann der Aufstiegsmodus, in welchem euch von Durchlauf zu Durchlauf immer mehr Mali aufgebürdet werden, die es deutlich schwieriger machen. Kämpfen könnt ihr dabei mit euren 2 Decks die sich rundenbasiert immer wieder abwechseln und aus 3 bis 4 Karten bestehen und immer dann ausgespeilt werden, wenn ihr die Kosten zahlt. Bei diesen handelt es sich mal nicht um Aktionspunkte oder ähnliches wie in den meisten Kartenspielen. ANTHEM#9 geht hier einen anderen Weg. https://steamcommunity.com/sharedfiles/filedetails/?id=3715951522 Zu Spielbeginn erhaltet ihr Edelsteine in Rot, Grün und Blau. Jede Karte benötigt zwischen 1 und 5 dieser Steine, welche genau, ist auf der Karte abgebildet. Bereits hier, kann man sein Deck dann optimieren, denn die Steine werden immer für alle Karten ausgespielt. Heißt: Kostet Karte 1 einen grünen, blauen und roten Stein und Karte 2 verlangt blau und rot, könnt ihr durch das ausspielen der drei Steine beide Karten aktivieren. Allerdings muss auf die richtige Reihenfolge geachtet werden. Würde Karte 2 also nicht blau und rot, sondern rot und blau einfordern, geht es nicht. Neben diesen Kombinationsmöglichkeiten, sollten man natürlich auch darauf achten, wie viel Schaden die Karten anrichten und welche Sondereffekte wie Gift, Rüstungsdurchdringung, Heilung etc. die Karten haben um beide Decks möglichst effektiv zu gestalten. Auch der SP (Aktionspunkte des Gegners) Schaden beim Gegner ist wichtig. Dieser agiert natürlich auch in seiner Runde mit Angriffen oder anderen Aktionen. Diesen kann man begegnen indem man Schilde aufbaut oder mit Angriffen die SP des Gegners beseitigt. Sinken diese auf 0 wird eine gegnerische Aktion abgebrochen und bekommt man sie mehrfach auf 0 kann der gegnerische Zug sogar komplett behindert werden. Mittels Segen zu Beginn jeder Runde und permanenten Boni durch Artefakte, welche einem Deck gezielt zugeordnet werden müssen, kann man seine Decks und Strategie dann noch mehr optimieren. Und natürlich auch durch neue Karten, die einem nach jedem Kampf angeboten werden oder genutzt werden können, um bereits vorhandene aufzuleveln. 🎥 [b][u]Grafik[/u][/b] 🎶 [b][u]Sound[/u][/b] Das Spiel ist optisch nicht so sehr mein Geschmack. Viele der Gegner sehen sehr merkwürdig aus, Elitegegner haben kein extra Design sondern sind einfach nur stärkere Formen der normalen und auch die Bosse machen nicht wirklich viel her. Animationen gibt es auch nur wenige. Wenigstens sehen die Skills ganz nett aus. Akustisch macht das Spiel anfangs Lust auf mehr, da der Sound gut ins Ohr geht und sehr stimmungsvoll ist. Leider hat sich das nach einigen Stunden erledigt und es wurde mir zumindest zu nervig. Eine Vertonung der wenigen Texte gibt es nicht. 🤷♂️ [b][u]Fazit [/u][/b] Das Spiel macht am Anfang ein sehr gute Figur, nach hinten heraus wird es in vielen Bereichen aber recht eintönig und auf den höheren Schwierigkeiten sinkt durch schlechtes Balancing auch rapide der Spielspaß. In meinen Augen nur etwas für Genrekenner. [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.
体験版で遊んだ事を4ステージやっておしまい なんかステージ事に新要素みたいのはあるんだけど、毎度毎度そのせいで各ステージチュートリアルを挟む チュートリアル4ステージやったらお終いみたいになって、え?本編は何処!?みたいになった 別に面白くないわけじゃないんだけど、ステージ事に毎回チュートリアルを挟むからテンポが悪くて、体験として微妙なんだよ、世界観に入り込ませてくれないというか…… チュートリアル終了でいざはじまるぞ!くらいのタイミングでゲームが終わるから、うん……評価し辛いというか、ボリューム不足ではないんだけど消化不良というか、クリアした感想がそんな感じのゲームです
UPDATE: Timer can now be toggled off. Very good. Still too hard in proper roguelike mode though. It's fundamentally a fun game. However, the timer is annoying and I wish it wasn't there. Also - an even bigger issue - the proper roguelike mode is restricted to Very Hard difficulty. If you're an Average Joe (like me), fun is only found on Normal difficulty. Which you can only access in the 4 regular missions: those are handcrafted and less varied than the Extra Missions (proper roguelike). They are a well made introduction to the game, but lacking in longevity. So if you want a few hours of cool gameplay and are able to stomach playing on a timer, it's good. But as a roguelike, it has failed in my opinion.
[h1][b]寶石三消與Rogue牌組製作的有趣碰撞,美術有潮,戰鬥陽春。[/b][/h1] [h2][b]簡評:[/b][/h2] [b]《第九聖詩》是一款以「寶石三消」來進行的牌組製作類型的Roguelike作品,遊戲中的卡牌要打出,需要消耗對應寶石,雖然只有三色寶石,但要按卡牌順序排列,因此有很強的策略性,遊戲的三位角色有完全獨立的牌組、能力,連三消的風格也有所不同,這讓Build變化還不錯,而遊戲的整體風格第一眼,不論角色、UI、怪物造型與配樂都會讓人有P5、暗喻幻想這類「潮GAME」的印象,但核心的戰鬥表現演出全靠UI碰撞,長期下來會讓人疲乏,戰鬥爽快但視覺的回饋感受不足,如果喜歡遊戲性>畫面的玩家,會推薦試試![/b] [hr][/hr] [h1][b]優缺點整理:[/b][/h1] [h3]✔️優點[/h3] [olist] [*]美術出色,人設、UI都很好看 [*]整體風格很潮,音樂、怪物造型、UI風格都很有潮GAME的設計 [*]卡牌製作策略性高,兩組牌輪替增加變化與策略性 [*]三消結合打牌意外的搭,戰鬥很流暢、爽快 [/olist] [h3]❌缺點[/h3] [olist] [*]戰鬥的表現過於陽春,純技能牌UI的碰撞演出,長期看下來很單調 [*]敵我都有3D模型,還有CV配音,沒有劇情有點可惜… [*]商店購買卡牌後發現不符合牌組,不能取消或拋棄,要強制替換有點不合理 [/olist] [hr][/hr] [h1][b]結論:好玩、有趣,但是不太耐看。[/b][/h1] 整體來說是一款還不錯的卡牌製作類的Rogue作品,三名角色玩起來都是不一樣的風格,每人四關對上的四名BOSS也不同,破完四關還能開啟EXTRA的挑戰模式,進行長線的BOSS車輪戰,遊戲設有三個難度,最簡單的模式不需要花太多腦袋就能玩的很輕鬆,困難模式則要對每一顆寶石斤斤計較才能順利破關,難度上下限很高,可以選擇適合自己的遊玩方式,遊戲最大的問題還是落在戰鬥的表現上面,建議看看商店宣傳,如果能接受比較陽春的設計,那這會是讓你玩上一段時間的作品。 [quote] 歡迎參觀[url=https://store.steampowered.com/curator/31470152/] 遊戲私房菜[/url] 或是[url=https://www.facebook.com/PrivateKitchenGames] 我的FB粉專 [/url] 喜歡這篇評論,在請按讚跟關注啦~ [/quote]
[h1]不一样的宝石连连看~我的回合!肘击降临!man![/h1] 《第九圣诗》是一款融合了肉鸽抽卡,立体式漫画人物形象的宝石连连看爬塔游戏。 游戏在保留了宝石连连看的时间限制机制和宝石组合的玩法基础上,增加了精美的立体式漫画人物立绘,有着时停时间的天赋抽卡以及肉鸽类型的爬塔挑战玩法。游戏内共有三个角色,每个角色具有一定的专属技能和专属宝石攻击效果,并且每个角色的关卡挑战都是独立分开的,每个关卡的头目也都有着让玩家感受到无穷快乐的秘密能力(头目不一定要绑定什么高伤高防限定要求以及特殊伤害的特性,换位思考一下,用独门绝技绕过角色肘击玩家也不是不可以。什么污染屏幕,宝石变色,ban你攻击,除你宝石四大独门绝技,每一个都能让玩家感到无穷的乐趣。),然后是敌人有着耐力条的设计,玩家的宝石攻击可以顺带攻击到敌人的耐力条,耐力条归零则会封印敌人的一次行动(从上往下,但是部分攻击不会被封印,每回合都开场效果也不会封印,只能封印一下攻击,大幅加强了玩家的生存能力。这点挺好的) 游戏在难度设计上也比较有意思,简单和标准就是卡组数量上的差距,简单模式下玩家只有一组卡组,而标准难度下玩家有两组卡组。简单模式下的一组卡组看似能让玩家省下很多不必要的冗杂卡组搭配,但这省掉的卡组实际上反而是个陷阱。因为玩家不一定能保证自己能一直稳定摸到需要的宝石,多出来的宝石会很卡手(能丢掉或者用技能整掉),黑皮有烧宝石的能力还好,红毛的改宝石不能自选反而有点鸡肋必须得宝石攻击主动去配合技能而不是技能配合攻击,运气差的话会卡宝石卡到死。而且还少了很多挂饰效果,一组卡组可以装不少挂饰,不能爽赤挂饰效果。(挂饰效果有些能让宝石攻击次数翻倍还有永久增加一些东西和卡组内加宝石,用处很大的。) 攻略小贴士:红色怪物关卡打赢会给一个宝石攻击三选一(有时候会刷一张万能升级),不选给金币。紫色是头目和精英怪的关卡,精英怪强度有限,但是胜利奖励非常丰富,必打。橙色宝箱关则是单张宝石攻击(可不要宝石攻击),以及三个好东西。(有宝箱优先往宝箱那边走),蓝色事件是改宝石颜色和无条件升级二选一(宝石攻击的宝石改色对于部分组合可以说是改变战局的神器了,所以组卡组的时候可以差那么一两个颜色,后面找蓝关改色,不改色直接升级也是好东西。必进,紫蓝二选一优先蓝色,除非你卡组满配了,不然优先蓝色)。黄色是商店,可以买加宝石和各种抽卡天赋(还能删掉一些没用的天赋)以及各种宝石攻击(买宝石攻击前记得先看一下自己的攻击,买了撤销不了,容易炸卡组搭配),绿色回血(用处不大,回的不多,还不如回血的天赋抽卡回的多。一般不推荐进)。粉色是随机事件,想赌运气可以进。 总的来说本作的画风比较优秀,而且立体式漫画形象非常的不错就是有一点比较可惜:这么好看的画风美术,结果没得剧情。美术85分,挺好看的。游戏虽然是宝石连连看的玩法,但是天赋抽卡和卡组挂饰搭配以及各种宝石攻击搭配的肉鸽爬塔玩法都很好玩,头目的能力也比较有意思,还好没有星际争霸二的那种旋转游戏屏幕(庆幸),游戏性90分。相对于游戏目前的玩法体量上来看,游戏性价比一般,推荐骨折入,性价比70分。整体上来说本作非常推荐喜欢宝石连连看的复古玩法爱好者入手还有喜欢爬塔和抽卡的玩家入手。 [code]欢迎关注[url=https://store.steampowered.com/curator/45467420/]琴音社[/url] 让我们听见游戏的每一个音符♪~[/code]
《第九圣诗》是一款无论是美术画面还是战斗玩法都相当有特色的肉鸽卡牌爬塔游戏。 《第九圣诗》的主角都是制作还算不错的3D二次元角色,走动起来还有一晃一晃的LSP狂喜设计,而且无论是角色移动、战斗特写、UI分镜,甚至敌人被打断行动时的动画,都带着一种漫画分镜式的节奏感。鲜艳到几乎有点张扬的配色,加上动感很强的音乐,让整场战斗显得相当热闹。 游戏整体结构是典型的肉鸽爬塔流程。进入关卡后,我们会在网状路线中逐步爬塔推进。选择路线、进入战斗、拿奖励、继续往上爬,途中会遇到商店、事件、宝箱以及精英敌人。整条路线并不算特别长,从起点到最终BOSS的资源选择其实相当有限,这也让每一步选择都显得比较关键。 最为特色的还是它的战斗系统!它没有采用传统卡牌游戏常见的能量行动点,而是通过红、蓝、绿三色宝石的排列来触发各种卡牌技能。 游戏里每个角色拥有两套牌组,每套只有三张技能卡,每回合轮流切换。技能卡上标注着触发需要的宝石颜色顺序。每回合系统会随机抽取红、蓝、绿三色宝石,玩家需要在限定时间内排列它们来触发技能。卡牌之间如果存在首尾衔接关系,还能共享宝石进一步压缩消耗。看似简单的三色排列,实际上隐藏着不小的组合空间,特别是当技能升级后触发次数增加,爆发回合往往会突然膨胀。 《第九圣诗》还给敌人在HP生命条之外设计了一条ST耐力条,我们的每次攻击除了伤害HP条,还会削弱敌人的ST耐力条,只要在一回合内把敌人的ST条打空,就能封锁敌人的当次行动,操作得当的情况下,还能在同一回合内连续打断敌人的多个行动。配合AP值调整敌人攻击顺序的机制,很多时候防御并不是靠护盾,而是靠主动压制敌人行动来实现,真正的演绎了什么叫“进攻就是最好的防守”! 每场战斗结束会提供三选一祝福,其中既有直接提升伤害的效果,也有增加宝石数量、恢复AP或提供护盾的各种增益效果。选择合适的祝福既能用来弥补短板,也可能成为某个流派的关键组件。从某个方向来说,祝福既是构筑的一部分,其实也在一定程度上决定了整局战斗的走向。 整体而言,宝石连携带来的计算和节奏爽感、技能连锁时产生的爆发场景,以及颇具风格的3D二次元角色设计,这些种种都在表明《第九圣诗》就是一款很有想法且相当有特色的肉鸽卡牌爬塔游戏。小伙伴们可以体验一下的! [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]
[H2]Yes, you can disable the timer[/h2] Now that your greatest concern have been assuaged, let's talk about this Persona flavored roguelike deckbuilder. [h3]GEMinal![/h3] - Keeping it stylish with vibrant mangaka-like art and a slick soundtrack. - Leverages its gem gimmick well. Tons of interesting interactions with cards, skills, events and enemies. - Plenty of replay thanks to Extra modes & higher difficulties. - Developer highly engaged in the community pages. [h3]ConGEMned![/h3] - Lots of untogglable strobing and flashing effects. - Some skill and character mechanics might take a few reads to grok (Upgrading a skill increases the number of casts per trigger. Hold onto that factoid. It'll save you some bewilderment later). - Needs a difficulty between Normal and Hard. - Doesn't really get dancing until Mission 4. [h3]Recommend To:[/h3] - Persona fans who enjoy the palace puzzles. - SMT fans upset that I referenced Persona instead of its inferior step cousin. - Adventurous fans of roguelike deckbuilders who are willing to give a game time to breathe. - I was just kidding SMT fans. I just wanted your engagement. Please put down the mall katana. - Lets play streamers looking to bag a Gamer Advantage Eyewear sponsorship. I was surprised by the thoughtfulness of Anthem#9's signature gem system, and I suspect you will be as well. Easy recommendation from me, particularly if the art direction already has you 1/2 way towards hitting the purchase button. [hr][/hr] Looking for other hidden gems? I might have dug up a few more for you [url=https://store.steampowered.com/curator/43226863/]on my curator page[/url]
A tricky game to recommend. (Note: I have run each character and finish Extra 10 for each) Style (Art): 100/10 Gameplay: 7/10 (needs more cooking and baking in the kitchen) ---------------- The Weaknesses: The idea itself of mixing gem matching and a roguelike sounds interesting and fun but a major weakness is how random the gem generation gets. The first character the game lets you play, Rubit, mitigates the frustration but allowing you to change the gem colors. The second character, Phannie, mitigates this frustration buy giving the chance of getting double gems and extra gems. The RNG is starting to get frustrating but playable. But the last character, Beni, is extremely frustrating to play (which is felt by Extra: 6-10) in which you are just praying the RNG is kind to you, you'll generally get stuck around Stage 2 or hard lock at Extra Stage Boss Battle. This frustration is compounded by having two major RNG base mechanic: the Skill (deck) Building, and the Blessing (deck) Building. So this forces you to juggle two controlable mechanics with one that is sole based on RNG. This makes the deckbuilding generalized on just picking two gem skills (picking non-elite battles) and choosing a good 3 gem skill for a late game push. The 4 gem cards are generally not that good except if you get the "Dreamer" charm or that 4 gem card complete a synergy with the other two skills you have. That is another major issue, 4 gem card, generally, you want to choose at the end of Stage 2 but you only have 3 skill slots, but at the start of Stage 3 you get a fourth skill slot in which a bit of a bad design decision, because by the end of Stage 2 you generally have a fix deck with almost all Skills at (+) level so its hard to choose a reward at by the end of Stage 2 unless it level up your skill, and unlocking a forth skill at Stage 3 is so hard to use because normal combats generally gives you gem combinations that are already in your deck (the common and uncommon skill cards) and taking an elite combat just gives you a higher chance of getting defeated or setting your HP so low that it becomes impossible to defeat the boss at stage 3 or at the extra stage. ----------- The Strengths: The art direction is on fire in this game. It very tantalizing and memorable that it leaves an impression just after playing it once. And my ears were in heaven listening to the music of this game of a mix of jazz, orchestra and pop punk. The gameplay is easy to understand but difficult to master (generally because of the multiple layers of RNG but you're skills mitigate such randomness). Each character's identity is unique, and the difficulty progresses by each character. You'll easily find a favorite you like playing again and again just to practice the mechanics. --------------------- Some things I want to see but not a hard demand to implement: - In Skill Room when "Arranging" gems of cards, allow 4 gem skills to have 2 of that skill's gems to be arrange in one room. (4 gem skills are rarely chosen on how hard it is to fit into a deck in a run) - In the starting skill selection increase the pool from 3 skills to 6 skills but still just present 3 choices. (The 3 skills pool forces you to not choose any other common cards in Stage 1). - The "Aim" Skills of Phannie needs a bit of a rework, its generally the weakest skill set for not just Phannie but all characters. - Beni needs a common or uncommon reroll blessing that gives the effect of not consuming your gem using her AP ability for the turn. (The rare that gives you such effect of the entire battle is great, I just want to see a weaker version of it that gives only a 1 turn effect) - Rubin needs a slight nerf, its to easy to win with her.
ex之前都行,ex之后的关卡不是人设计的,刷新需要钱导致成型极慢,未知boss导致存在完全无法对策的boss出现,对面的数值过高了基本很难打出取消
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Game Tycoon 2 | $70.6K | 248 | 49% | $7.99 |
| GW: Legacy | $70.6K | 142 | 59% | $15.99 |
| Abode | $70.6K | 373 | 92% | $9.99 |
| Hero Emblems II | $70.6K | 272 | 59% | $11.99 |
| Global Magnates: Shipping Tycoon | $70.6K | 152 | 70% | $12.99 |
| Maestro's Cold War 2 | $70.6K | 152 | 96% | $12.99 |
Related
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 293.9K | 88% | $49.99 |
| Squad | $166.3M | 240.4K | 81% | $39.99 |
| Don't Starve Together | $164.6M | 539.5K | 95% | $14.99 |
| Satisfactory | $164.4M | 275.8K | 97% | $27.99 |
| Kerbal Space Program | $154.7M | 144.7K | 96% | $39.99 |