
Adventure and Cards now back together! And remember, it's always night in space.
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Card City Nights 2 is a mobile app that's been dumped on Steam as if it was a real PC game (it's not)... it's a cash grab from greedy mobile devs. The game is a simplistic, dumbed down CCG/deckbuilder with a loose sci-fi/cartoon theme. There's online multiplayer but no players, because it's a crappy mobile app that was dumped on Steam, which leaves the single player story component, and that'll be the main focus of this review. Apart from the numerous technical defects, the gameplay itself is lackluster, with small decks and a simple system of "activating" cards by placing three cards adjacently. This leaves little in the way of deep strategy, as deckbuilding is mostly a function of getting the best cards and ignoring poor ones... deep and rich combo building that you'll see in free to play games like Hearthstone and MTG is absent in this paid mobile app. From a technical perspective, as a mobile app, this doesn't meet basic minimum requirements that most PC gamers expect as standard. While there are options to change the resolution for the mobile app, all this does is scale up the simplistic 2D art assets used to make the mobile app, which makes little or no difference to the graphics quality. Without any other substantial graphics tweaks, it's not possible for gamers to improve the lacklustre 2D visuals. The mobile app features simple, cartoony 2D graphics, of the type you normally expect to see in low effort mobile apps. 3D graphics programming does require a degree of skill and competence and unfortunately not all developers have the budget or talent to deliver this, despite 3D graphics cards hitting the mainstream in the 1990's. Considering this is being evaluated as a PC game, having the graphics phoned in like this isn't going to result in a high quality, visually impressive game that PC gamers are used to seeing. The controls can't be customised because the game has such a dumbed down, simplified interface that it's just iPhone screen tapping stuff. The fact that the interface is this dumbed down might be seen as a problem in itself, however... this is a fairly shallow experience if you're the kind of gamer that likes to play games with deep, rich control schemes and interaction. You'll get none of that here. Because this is a mobile app, it carries a number of deliberate design deficiencies. Compromises were made to cater to the iPhones that the mobile app was designed for. These are unfortunate handicaps and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was an afterthought for the iPhone developers who are to blame for this. The mobile app is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for mobile phones forces upon a game. Once more, mobile devs have made gaming worse for everyone. I didn't spend thousands on building a gaming rig just so I could pretend it's an iPhone. These technical defects push this mobile app below acceptable standards for any modern PC game. Reviewing SteamDB to check how popular this mobile app was with players reveals a surprise... there's a modest spike in player counts for the mobile app. But this only happened once, around the same time that trading cards were applied to the mobile app... so this is just card idlers getting their cards and moving on. A closer look at the numbers shows the mobile app just has a couple of players every week running up the mobile app and idling it for cards, then deleting it. We must ask how it benefits gamers for there to be so many mobile apps like this, with no merit as a serious game, that only generate sales from people idling and selling the trading cards. Once more we see greedy mobile devs trying to scam PC gamers. On Steam, this is $8 USD, on app stores, it's $4.50. For comparison, the $8 asking price for this game could get you games like "DOOM", "Rainbow 6 Siege" or "Civilization VI". Quality, professionally made games like those are frequently on sale cheaper than this. There's also thousands of free, superior quality games on Steam. Mobile devs must learn PC gamers are not here to be gouged, and can't be expected to pay almost twice the price for a cheap mobile app just because it's been lazily dumped on Steam. This is unacceptable disrespect for PC gamers. Because this is a mobile app, is priced to insult and gouge PC gamers, and because of the other defects, it's impossible to recommend. Just who do they think we are?
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
🟢[b] Plug and Play [/b] Game doesn't have controller support, but mouse steam input works pretty well. Using touchscreen is also good option. Tested on: OnexPlayer Mini Pro 6800U [url=https://store.steampowered.com/curator/42772030-Handheld-Friendly/] Follow Handheld Friendly [/url]
4/10 really not much strategy here. just make the arrows touch if you could see each others hands, i feel like it would be more fun and less random just make the arrows touch
The premise and concept are great, but can't really recommend it for two reasons: 1) the cards themselves are unbalanced with so many potentially good but useless setups 2) single player opponents card behavior are sometimes unclear, on multiple occasions their cards activated with only 2 connected cards, like how? do they have special powers or what? I'd be fine if this is explained but I just have to accept it without any heads-up? maybe someone can clarify this for me
Je joue sur Linux. Version Linux : pas d'achievements. Proton : de rares crashs. [h1]Le jeu[/h1] C'est comme le premier du nom, en plus complet. Les cartes sont globablement mieux pensées pour fonctionner à peu près correctement en multijoueur (que je n'ai pas testé, le multi est mort vu l'âge du jeu). Une différence majeure est aussi qu'au lieu d'avoir chacun son plateau de jeu, il est partagé... on peut donc bloquer l'adversaire et l'empêcher d'activer ses cartes. Ce dont certains PNJ abusent vers la fin de la campagne, d'ailleurs. Niveau stratégie, c'est variable. On peut certes créer des decks avec de bonnes synergies, mais il n'est pas rare de ne jamais arriver à les déclencher, les cartes clés ne tombant qu'à la fin. Plusieurs archétypes sont jouables, gros deck aggro ou bien à l'opposé un deck fatigue, en passant par les decks contrôle. A voir lequel utiliser suivant l'adversaire rencontré. Obtenir toutes les cartes est assez long, bien qu'on puisse exploiter l'achat de booster bas niveau et recyclage pour obtenir plus qu'on a dépensé, ça prends un temps fou... mais moins que faire des combats sans intérêt en boucle. On retrouve l'univers déjanté de Ludosity, toujours aussi amusant, c'est pour moi l'un des gros points forts du jeu. Graphiquement c'est correct. Suivant l'endroit où on se trouve, la musique va de pénible à clairement agréable. La campagne n'est pas très difficile... mais peut devenir un peu agaçante sur la fin quand le rng est contre nous. Une fois le jeu terminé au moins une fois, on débloque 7 nouveaux personnages proposant un challenge spécial : deck miroir, deux cartes par tour, cartes communes seulement, ... Sur les septs, certains sont clairement beaucoup plus faciles que les autres. On peut faire tous les adversaires optionnels avec les "faciles". Certains sont nettement plus durs, comme les cartes communes seulement ou encore celui qui ne nous permet d'avoir qu'une seule carte en main (ce qui réduit très fortement les possibilités...), on passe alors notre temps à recommencer jusqu'à avoir de la chance sur le tirage. Je n'ai pas testé celui qui demande de jouer en 3s chaque tour, je n'en vois pas bien l'intérêt. Le jeu a quelques bugs quand on change de personnage de challenge, comme le deck à 16 cartes qui n'est pas reconnu par le jeu comme valide, et comme il n'est pas possible de revenir en arrière une fois un combat déclenché, on se retrouve bloqué sans autre possibilité que redémarrer le jeu. C'est un peu agaçant. [h1]Rejouabilité, achievements[/h1] Les achievements sont obtenus en finissant l'histoire principale. Il y a quelques combats supplémentaires une fois celle-ci finie pour deux achievements additionels. Il faut aussi rejouer toute la campagne jusqu'à la fin avec l'un des personnages challenge pour obtenir le dernier achievement. Suivant le challenge choisi ça varie de facile à pénible. [h1]En bref[/h1] Si niveau stratégie, le jeu est plutôt moyen, l'univers un peu barré de Ludosity est toujours aussi sympathique. [h1]GNU/Linux[/h1] Les achievements ne se déclenchent pas avec la version native. A noter aussi un bug avec l'affichage des cartes en mode recyclage et hacking, qui est réglé avec le paramètre "-force-vulkan" en ligne de commande. Les achievements se déclenchent comme attendu avec Proton 8.0-4, mais le jeu crash de temps à autre, souvent après quelques heures de jeu. OS: Linux Mint 21.3, MATE edition. Hardware : 5950x, AMD RX 6900XT, 64GB ram. Screens : Dualscreen, 1x 4K & 1x 1920x1200, un seul screen X.
If you liked the gameplay of the first game, don't bother playing this one. Not separating the boards, essentially makes the game function completely different and by far worse. I was a huge fan of the Card City Nights, and this is a major disappointment.
[b]Cute, light, and fun[/b] If you like cards more than you like random online players, it's a glorious time to be alive with all the great single-player card-based games out there. This one is a CCG rather than a deckbuilder or hybrid, but a strange CCG where you're connecting cards on a board. The original Card City Nights felt a bit more like FFVIII's "Triple Triad" in terms of having cards all be relevant immediately on placement, whereas this one evolves the formula to give each player's cards their own color arrows that need connecting on a shared board -- as well as needing to "activate" cards in order for them to begin counting down to have their main effect. Activation is achieved by either getting a string of 3 of your cards all connected to each other, or simply connecting to another one of your cards that is already active. That's the game in a nutshell, although of course there are various exception mechanics to the above because otherwise it wouldn't be a CCG. But you place a network of cards on the board, attempting to block opposing runs and connect your arrows, as your cards count down to do damage, heal yourself, provide shields, or manipulate the board. While some cards clearly outclass others, powerful abilities can be balanced somewhat by the number of available connection arrows, and/or the length of the countdown until the card fires. Well, that's the card game in a nutshell. If you've played Ittle Dew, Swords of Ditto, or really anything by this developer, you'll be familiar with the weird-cute and colorful art style, and various characters from previous games make an appearance. The game itself is a tourney aboard a spaceship, as you start with a basic deck and slowly climb the ranks by defeating opponents to win money and boosters, and continuously improve your deck. While I did beat the game and get the credits roll, there's apparently some post-game play available that I may or may not try in the future -- some of the cards and deck archetypes pretty clearly involve going all-in with a certain tribe of cards, which I wasn't able to assemble in my playthrough. Since there's no crafting or singles-purchases in the game (only trading with other players who have a limited stock), you basically need to grind out boosters (and money to buy more boosters) if you want to make a full fishbun horsegun deck. Or if you want to make an Apathetic Frog deck based on super-rare cards I never acquired even one of. But while I may not rush back to this game over my roguelite deckbuilders, I'm very glad to have played it, and indeed, found the whole thing addictive enough to beat within a week. There's something inherently appealing about starting from the most basic deck, and defeating opponents to slowly expand your collection and refine your deck. While I think MtG's Shandalar remains unmatched in terms of single player CCG campaign games, this one is still pleasant, a nice casual card game to play lazily over dinner (and then get addicted to and keep playing into the evening so you can just beat one more guy). Not a deep endless experience, but recommended as a cute and fun casual card game.
Pretty cool! The artwork belies the depth - this has an impressive amount of cards and strategy, offset by the fun and very goofy characters, story, dialogue and illustrations. It's all rendered in a style that I don't love, that bold Flash illustration quality, but it works well with the narrative style. ~Nine hours for me to get through the story (I brute forced my way through a few matches, I'm sure deck building aficionados could apply a bunch of clever strategies and do it quicker - though you'll want to be on keyboard and mouse if you want to spend a lot of time putting decks together), and there's still plenty of post-story challenges and new dialogue and so on. The people saying 'the strategy is just matching card arrows together' are doing it a disservice. There are lots of different deck types to get your teeth into, though it's no Magic the Gathering in balance. It didn't get its teeth into me enough to do the post-game content, but hey, still much cooler than I expected. A nice and gentle balance of story and collecting new cards. If you liked Pokemon Trading Card Game on Gameboy (of course you did, what a gem of a game!), treat yourself to a play-through of this.
Card City Nights is a cute deck building game. while the balance on certain decks isn't always the best, where this game really shines are the fun and quirky characters, and the interactions you have with them. This game really makes you want to talk to all the various characters to see what they have to say, You'll definitively get a chuckle out of this one!
ソロDCGゲーの第2弾。ルールは前作と変わっている。 あいかわらず癖のあるイラスト&BGMともに素晴らしい。 未翻訳なのだけが残念。ただカード効果の文は簡潔なの問題ない。
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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