
Dark Mist is a card game that combines elements of the roguelike deckbuilder genre with enemies that appear in waves. Defeat monsters and level up during battle to keep yourself going.
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Languages: English, Simplified Chinese, Japanese, Traditional Chinese, Korean, Russian
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a pretty good hidden gem. - There are about 6 different "Heroes" to select and each has its own little mechanic that makes the gameplay unique. - I would say about 90% of the cards for each Hero is unique so there is very little card overlap, at least from what I could see. - I liked the "health" system. Your deck is your health. Every hit steals a card from you and if you reach 0 you die. duh! Killing the thieves returns your cards so it works quite well. - One of the biggest plus points for me was that there is no meta progression between runs. You fail the run and that's it. No cookies for trying and definitely no Sword+1 to help when you retry. The only thing I would comment on that was a bit irritating was that the scaling for my monitor wasnt great which caused some issues with the tooltips and accidentally clicking end turn when my Hand card count was high.
遊玩時數:11.2小時 卡牌爬塔 無法選路徑, 一次面對三隻以上的怪, 死掉後會替補 可以預先看到上方會面對的怪, 事件/寶箱也包含在小boss上 最大特色是沒有HP, 而怪攻擊會從棄牌堆中拿走你的卡片(存在體內, 死亡歸還) 拿完再從抽牌堆中拿, 直到拿光所有牌就死亡 也就是用掉的牌會變成類似HP的存在, 重要牌被拿走會很傷 六個職業, 解鎖條件單純簡單, 就是靠前一職業過完第一關就可解鎖 職業間玩法差異有做出來, 都有獨特系統 過完可以挑戰更高難度(類似Slay the spire)最高有十級 元素拆解: 特殊HP機制 爬塔卡牌 難度可控偏簡單 各職業差異化 主要學習點: 與其他卡牌遊戲的異同 -無限循環流(抽卡和能量)還是關鍵, 抽卡的牌, 加能量的牌(神器) -卡不是越少越好, 因為有防禦考量 -殺敵為優先, 因為會歸還卡 缺點: 創意有做出來, 但感覺玩完一輪所有職業也就完整體驗過了 沒啥動力挑戰第二難度以上
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Banger
I've Played a lot of rougelike deckbuilders and I have to say this is a unique one tha I'm really enjoying. You have a row with up to 4 enemies at a time. You have no health bar but inseated a Life(draw) pile and a Block(discard) pile. When an enemy attacks and does damage they instead take cards from your block pile first then your life pile second and put it under themselves. In order to get them back you have to defeat the enemy (or use some other means). If You have no cards left In your Life, Block and hand you lose. As you defeat and enemies another drops downuntil there is nothing left. As you defeat enemies you gain experience and level up earning anew crad from a choice of 3 or skipping and taking gold. Some enemies also drop relics. There are 5 floors with a shop inbetween. There is 6 different charcaters with vasly different play styles.
Great game, very different to other roguelike card games. Each character is very unique and gives a lot of replayability from that aspect. Music, effects and UI maybe needs a bit of work.
机制挺有意思的,慢慢玩了将近60个小时,还是值得买的。
這遊戲真的很噁心人 害我一直狂打
+
作为一款打破传统爬塔框架的肉鸽DBG佳作,《血牌2:浓雾》以“生命值=牌库”的核心设定,搭配浓雾末世的暗黑奇幻世界观,打造出兼具策略深度与挑战乐趣的卡牌冒险。极简2D界面风格克制而贴合主题,没有冗余动画干扰决策,仅通过氛围音效与雾中怪物的诡异设计,就将“浓雾锁城、绝境求生”的压抑感拉满,操作逻辑清晰,鼠标即可完成全部交互。 游戏的核心魅力在于创新机制与多元流派的深度融合:不同于常规卡牌游戏的血量设定,玩家的生命值直接等同于牌库容量,被攻击时会失去对应数量的卡牌,护甲堆与生命堆的双重防护机制,让每一次卡牌取舍都关乎生死。6大职业各具特色,狂战士的终结技爆发、预言师的星位占卜流、吸血鬼的续航吸血流等,搭配500余种卡牌与40+随机事件,可构筑出无限过牌、能量循环等脑洞流派,尤其是预言师的洗牌流与重拾的复制循环流,玩起来极具策略成就感。战斗中需针对敌人三列排布规划击杀顺序,部分怪物需依托“信仰”才能造成伤害的设定,更让战斗策略跳出单纯的数值对抗,与世界观形成巧妙呼应。此外,标准模式、每日挑战与难度递进设计,再加上极低的定价门槛,让重复游玩价值大幅提升。 遗憾同样明显:画面表现过于简陋,缺乏开场动画与剧情演出,仅靠文本碎片化呈现世界观,沉浸感不足;部分卡牌与词条说明模糊,新手引导缺失,星位流等复杂流派需自行摸索,入门门槛较高;后期敌人种类虽有80余种,但核心机制重复度高,15个BOSS的差异化设计不足;偶有恶性BUG影响体验,优化细节欠佳。对于追求画面与剧情的玩家而言,这些瑕疵可能影响体验,但对卡牌构筑爱好者来说,其创新玩法与策略深度足以弥补短板。
A big improvement on Blood Card 1 (not that BC1 was bad). Really cool to see this series and the mechanics it uses grow.
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Players by region
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