
Dance of Cards is a tactical gambling RPG where you try to survive seven days of a deadly cruise by playing poker.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Spanish - Spain, Simplified Chinese, Japanese, German
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
[H1] デスゲームとテキサスホールデムの合体やいかに [/H1] JRPGとポーカー(テキサスホールデム)の融合・・・と言いたいところではあるが、まあ正直なところ、あまり上手く機能していないようだ。 ややシュールなストーリー展開が持ち味だと思うのだが、翻訳文が機械翻訳並みに硬く、話が頭に入ってこない。 戦闘の代わりにポーカーの勝負が始まるくだりも唐突で、仲間になるプレーヤーが目まぐるしく入れ替わるのも没入感を損なう。 ポーカー部分には期待していたのだが、各プレーヤーには魔法のような特殊スキルがあり、ハンドを交換したり相手のスタックを奪うなどの強力なアクションが可能。 ゆえにドローの確率やポットサイズの計算以前に大味なスキルに振り回されることが多く、細かい戦術を駆使することができない。 スキルそのものの存在がダメというのではなく、効果とコストのバランスや、プレーヤーの戦術とのシナジーが上手く効いていない印象だ。 また、多人数テーブルでは4ラウンドごとに最下位のプレーヤーがエリミネーションされていくため、序盤でトップに立ったら、あとはすべてのハンドをフォールドするという戦術が成立してしまう。 腕に覚えがあるプレーヤーほど、このギャップに落胆するのではないだろうか。 加えてストレスの要素があり、プレイの結果や相手のスキル発動により高ストレス状態になると、チェックやフォールドにペナルティがかかってしまうルールがある。 いかにもRPG的といえばその通りなのだけど、まっとうなポーカーゲームを期待していると、大きく肩透かしを食うことになる。 それなりに遊べるのでサムズアップしておくが、ポーカープレーヤーとして求めているものではなかった。 [table] [tr] [th]言語依存度[/th] [th]なし(日本語対応)[/th] [/tr] [tr] [td]難易度[/td] [td]★★★☆☆[/td] [/tr] [tr] [td]戦術度[/td] [td]★★★☆☆[/td] [/tr] [/table]
新手教程喊你梭哈的时候我就想fold了,果然是读博默示录的味道... 画风和演出都挺魔性的,没什么肝数值的内容,良心程度完全压过了隔壁的美少女德州,15以下推荐试试。
[h2]《卡牌之舞》——一款劝人远离赌博的像素类打扑克游戏[/h2] [b]前言[/b] 说实话,这种类型的游戏是第一次接触,毕竟像我这个非酋不论接触何种和“牌”沾边的游戏那都是基本赢不了,玩个抽卡游戏也只能眼巴巴地看着别人一次又一次地抽出稀有装备或道具[spoiler](所以我是彻底戒掉了抽卡游戏)[/spoiler],玩这个游戏属于机缘巧合,虽然我对于自己的非酋身份已经很了解了,但是一有朋友告诉我这是“非酋检验模拟器”,我还是忍不住想上手试试自己非酋得有多天怒人怨[spoiler](事实证明已经不仅仅是天怒人怨了,还得加上人神共愤)[/spoiler]。事实证明,我的感觉一点问题都没有,非酋的本质是一点没变。 [b]个人评分(满分10分)[/b] 像素类卡牌游戏中(8/10分)[spoiler](实在是太非了,导致我必须在关键节点上反复读档)[/spoiler]。 [b]背景[/b] 本作由Good Morning Mr Frog开发,由Pineapple Works于2023年4月14日发行;根据查到的资料,《卡牌之舞》是Good Morning Mr Frog首发作品,游戏没做宣发,所以比较冷门,但是并不影响游戏内容的趣味性。 [b]玩法[/b] 游戏的主要玩法集中在和别人的赌博上,但是又不仅限于赌博,最常规的打牌方式是玩家和对方手中各自持有2张底牌,2张底牌在状态正常的时候是不会被别人看到的,在下注之后,就会发放3张公共牌,玩家此时可以查看自己的“回合”界面,看看自己的卡牌成型的概率有多高,可能是什么牌型,再根据获胜概率决定自己是否要加注;不过就算是胜率90%以上,也要小心对方可能会绝地翻盘。 在赌博过程中,除了规规矩矩打牌以外,玩家和对手都可以通过消耗天赋点来使用天赋,每个人都有不同的天赋,有些人可以直接攻击对方,有些人会偷取别人的筹码,还有些人可以偷天换日……合理运用自己的天赋,甚至可以逆转死局。 除了常规打牌,游戏中还有21点、老虎机、石头剪刀布、猜大小等等等等类型的小游戏可以玩,每一种小游戏都有不一样的玩法,让玩家可以不断了解新的玩法和机制,很大程度上减少了反复打牌带来的枯燥感。 [b]剧情[/b] 游戏的剧情一开始是在一家大剧院中,男主马丁是表演团中的魔术师,为了缓解表演前的紧张感,演出助理多雷米表示可以来一局卡牌游戏放松一下,玩家可以在这个时候了解游戏的基本规则[spoiler](没打过牌的玩家这个时候可能还会和我一样赢得莫名其妙,输得云里雾里)[/spoiler]。 成功表演以后,老板就会交给玩家去市政厅盖章的任务(哦对了,老板家的狗也会打牌,为什么不让狗上台表演),结果工作人员表示上班快累死了,给你花7天时间能盖个章已经是超快了,知足吧,剩下排队的人处理都不会处理,给你处理了已经很给脸了[spoiler](原来这些人的嘴脸全球统一的??)[/spoiler]……百无聊赖的马丁就决定出去溜达溜达,于是就溜达到了赌场。玩家可以在里面花10块钱玩玩老虎机,也可以花50块钱玩玩21点,不过来都来了,怎么可能不赌一把呢? 从赌场出来以后,老板就催促着所有人上船,所有登船的人都异常期待,因为他们的目的地是所谓的“新世界”;原本大家也就在船上吃吃喝喝、打打牌,享受着机器人服务生的标准服务(没想到吧,多雷米也是机器人,怎么到处都有它);享受完美食以后,马丁的妹妹喊他一起去船头欣赏美景,结果就在这时,意外发生了,船长却压根不着急救人,而是将所有人拉入一场死亡赌局中,赢者生,输者死,所有人都要在这一叶扁舟上赌上性命,获得一线生机。 [b]配乐[/b] 配乐尚可,合成乐,很有特色;我最喜欢的就是配乐会有对应的填词,而且制作组还会压词根,就很好玩。 [b]画面[/b] 像素风,画面整体像素感很重,每一个像素点都很大,导致整体画风比较粗糙;但是细节却很到位,每个人物都有生动的表情,每一次赌博开始以后,后面的乐队都会演奏音乐,每个人乐队成员的动作都会和音乐中对应乐器的声音相对应,并不是随意循环的动作;即便在这么“粗糙”的画风中,每个人都通过非常具有特征性的线条勾勒构建出一个个非常具有辨识度的形象。画风简单,但是细节完全没有放松。 场景的搭建由于像素表达能力的有限,就显得相对简单,相对于复杂的场景构图,制作组很明显希望玩家把重点放在体验打牌上,而不是看风景。尽管如此,制作组还是根据剧情需要制作了很多不同类型的地图,从一开始的剧院、市政中心和赌场,慢慢发展到海上游轮,再随着天数的增加逐渐开放游乐场、占卜屋等等地点,给玩家不同的感受。 最精髓的就是赌博界面,游戏中设置了各种各样的游戏界面,除了最经典的圆桌赌博之外,还有老虎机、21点、猜大小、石头剪刀布等等玩法,每次进入这种界面,游戏画面已经没那么重要了,玩家会集中注意力在玩法上,尤其是中期是要用命作为赌注的,玩家就会尽可能用最快的速度研究玩法,力求保存优势,直到获胜[spoiler](当然,有的时候运气问题是真的没办法)[/spoiler]。 所以游戏虽然是不论何时都能感受到制作组的用心,游戏画面不精致,但是绝不粗糙。 [b]体验[/b] 和一个非酋谈打牌的乐趣?笑死,根本抽不到想要的牌,根本组成不了牌型,根本赢不了。谁能想到,连续7局,愣是凑不出一次好牌,7次有5次没成型,唯二成型的牌组成的还是“一对”,数字太小屁用没有;还有一次,抽到了JJQQ,组成了两对,胜率92%,于是我就自信满满地选择了全押,结果!结果对方是KKAA,没事了,瞬间倾家荡产,裤衩子都没剩下。 虽然话是那么说,游戏的乐趣还是有的,各种各样赌上性命的小游戏从心理层面还是紧迫感拉满了,所以玩家必须要在合适的时机选择释放自己的天赋[spoiler](这里就不得不吐槽男主那小垃圾一般的技能了,花费7点技能值不说,竟然只能换人家一张卡牌,是好是坏全看脸,还不如小狗的天赋“咬人”,被咬的人心理压力蹭蹭涨)[/spoiler],不同的角色点值合天赋都不一样,所以中期开始组队的时候,选择什么样的队友就很关键了。 每一次赌博都是心理层面的博弈(虽然我完全没有心理压力),尤其是逆风翻盘局,这一瞬间积压压力的释放会让人获得充足的满足感;当然,也有可能会被对手翻盘,这个时候心态就会和游戏中的角色一样开始逐渐爆炸。 优点: 1.配乐可,虽然都是合成乐,但是风格多样; 2.对于欧皇来说,乐趣满满; 3.每次圆桌赌博都会有乐队演奏,虽然是像素,但是很细心地填了词,而且每个人的动作和音乐是匹配的,并不是像动画一样重复播放一个片段; 4.各种各样的小游戏不会让玩家感到无聊。 缺点: 1.对于非酋来说,困难重重; 2.唱歌时的填词没有汉化; 3.各种各样的小游戏,让我充分体验了非酋该有的精神状态。 [b]总结[/b] 截至写稿,还没有打到结局,主要是从某些点来说,并不公平,比如游戏前期,主角和妹妹一起和一个小偷赌一局的时候,因为我方人多,所以小偷的筹码更多;但是到后面对方3打1的时候,我方的筹码和对方一样多,我简直是被对方的天赋按在地上起不来,自己的天赋被锁,卡牌被换,愣是被打成了残废。我就想不明白了,为什么对方的天赋可以一次只消耗2点TP,而我却要消耗7点?更何况还是3打1,每一局都要花费很多时间,玩了好几遍一样的结果,心态炸了,不玩了。 喜欢测试自己运气的可以试试,我个人心态裂了,谁能想到玩个游戏给自己的焦虑症还整严重了。 我选择弃牌。 [quote] 妙笔提手点墨花,妙语成章满纸纱。 欢迎关注[url=https://store.steampowered.com/curator/44852326/]猪式会社[/url],用心绘测游戏。[/quote]
they cooked with this one
Adore this game. The story is fine, but the poker mechanics are incredibly fun and creative, even if you're not already into card games.
Интересный симбиоз: в костяк игры про покер вплести сюжет, а по итогу годнота (при том что я не ценитель "12 негритят", но в данной игре их интерпретация мне понравилась). По карточной игре есть подозрения что если ты должен пройти по сюжету ты не проиграешь и тебе поддадутся, а где предполагается что проиграешь будешь рвать жопу, а может только кажется. Понравилось музыкальное сопровождение во время "игры за столом", и время на сюжет с собственно игрой поделено в правильном соотношении - одно другого не перевешивает. Если играть только по сюжету то игра вроде как и не напрягает, но если решиться выполнять достижения, то придётся повозиться с получением всех значков - это будет на порядок посложнее. Но даже если только играть "по сюжету" стирание сейва на финале при проигрыше тоже может порвать пердак от негодования (а запись одна и резервных не предусмотрено).
Good fun, even if you're seasoned at poker the game mechanics shake up enough to make it fresh. Plot is wild, but not helpful for playing the full roster in story mode. I guess, my only complaints is the limited extras mode roster. I wish it unlocked some of the opponents we face in story mode, mario-kart style.
Dance of Cards, developed by GoodMorningMrFrog and published by Pineapple Works, delivers an intriguing blend of role-playing mechanics, visual novel storytelling, and high-stakes poker that immediately distinguishes it from most indie releases. Set aboard the mysterious cruise ship Magnific, the game places players in the company of sixteen individuals who have been unwillingly drawn into a deadly tournament. Survival depends entirely on one's ability to outplay opponents at the card table, creating an atmosphere where every decision carries weight. The concept may sound unusual at first, but the game embraces its premise wholeheartedly and transforms a traditional card game into a suspenseful narrative filled with tension, betrayal, and unexpected alliances. What makes Dance of Cards particularly engaging is its interpretation of poker as a combat system. Rather than treating matches as simple luck-based encounters, the game introduces character-specific skills and mechanics that allow players to influence outcomes in creative ways. Certain party members excel at reading opponents, while others can subtly manipulate the rules or take calculated risks that dramatically alter a match. Building an effective team becomes an essential part of the experience, encouraging experimentation throughout the journey. Even players who are unfamiliar with poker can ease into the mechanics thanks to a thoughtful progression system that gradually introduces more advanced concepts without becoming overwhelming. The game's narrative is one of its strongest aspects. Across seven in-game days, players uncover the histories of the passengers and the sinister circumstances surrounding the Magnific. Each chapter steadily raises the stakes, revealing secrets that add depth to both allies and rivals. The writing effectively captures the desperation of individuals trapped in a life-or-death situation, while also providing moments of humor and humanity that prevent the experience from becoming relentlessly bleak. While some story beats follow familiar genre conventions, the overall mystery remains compelling enough to maintain interest until the final moments. From a presentation standpoint, Dance of Cards succeeds through atmosphere rather than technical ambition. The artwork conveys a sense of unease appropriate for the setting, with expressive character portraits helping sell emotional scenes. The ship itself feels like a character in its own right, serving as a haunting backdrop for the unfolding drama. Meanwhile, the soundtrack complements the experience with tracks that shift naturally between quiet introspection and nerve-wracking confrontations. Considering the game's independent origins, the level of consistency across its visuals, audio, and interface is commendable. Another noteworthy aspect is the amount of replay value hidden beneath the surface. Different party compositions and strategic approaches can significantly change how players tackle encounters, making subsequent playthroughs feel fresh. The title rewards those willing to learn its systems and discover synergies between characters. However, Dance of Cards is not entirely free of shortcomings. The inherent randomness of poker means that bad luck can occasionally undermine even the most carefully crafted strategies, and some players may find certain difficulty spikes frustrating. Additionally, while the ending offers closure to many plot threads, it leaves enough ambiguity to inspire mixed reactions depending on individual preferences. Despite these minor issues, Dance of Cards stands as an impressive example of how a unique concept can elevate an indie game. It combines card-based gameplay, RPG progression, and psychological storytelling into a cohesive package that feels unlike anything else currently available on Steam. Its willingness to take risks with both its mechanics and narrative ultimately becomes its greatest strength. Players seeking a conventional role-playing experience may be surprised by its unconventional structure, but those open to its blend of genres will find a memorable adventure that keeps them invested from beginning to end. Dance of Cards proves that originality still has an important place in modern game development. By turning poker into a matter of life and death and surrounding it with a compelling cast and mysterious setting, it delivers an experience that is both entertaining and distinctive. It may not appeal to everyone, particularly those who dislike games influenced by chance, but for fans of strategy, visual novels, and suspense-driven stories, it is an easy title to recommend. Rating: 8/10
A classic Death Game experience, with Texas Hold'em!
This game has had a lot of passion poured into it. The creator demonstrates talent in both game making, art, music and overall vision. Dance of Cards, clocking in at around 10 hours, is sold for $10 but on sale for $5, either price being a steal. Mr. Frog successfully made the poker mechanics in the game consistently fun by the following: [list] [*]diversifying the gameplay with different character abilities that can aid or hinder the player [*]various sudden death games that introduce new gameplay systems [*]having not just one on one poker games but multiple parties playing together [*]replicating the unpredictable luck of poker [/list] The pixel art is very well done and easy to the eyes. Pixel art in some games can be cluttered and can jeopardise the backgrounds and/or characters (Eastward being an example of this) however Mr. Frog's art is much more traditional with simple colours and smooth textures, reminiscent of Mother, specifically Mother 3. Animations are also good, and they are everywhere. Mr. Frog didn't slack when it came to animating character abilities and other visuals, in fact if you pay attention to the bands that play in the background of the poker games, their animations are tied to the music playing. Great touch. Soundtrack is excellent, it's so good that I have written a separate review for it on its [url=https://steamcommunity.com/profiles/76561198120905405/recommended/2403410/]Steam page.[/url] The setting is unique, being I believe in the 1930’s as the latest film mentioned in the game is Modern Times by Charlie Chaplin, which came out in 1936, so the more noir, early 20th century aesthetic gives a lot of charm and character to the game. The story has good ideas but along with not very skilled execution, overall has wasted potential. First, Martin being both a gambler and a magician doesn't really work. The magician role plays little significance in the story whereas the player (and Martin) is gambling all the time, so either Martin should have been exclusively a magician or exclusively a gambler. Making Martin only a gambler would have improved his character and focused the themes of the game rather than balancing magic and gambling at the same time, which has resulted in a strange inbetween. Martins character is also quite bland so by making him only a gambler these opportunities would have presented themselves: [list] [*]Martin could have been more sleazy and sneaky, making his character more despicable whilst also interesting [*]We could have seen a gradual development of him starting desperate and depraved but coming out a little more virtuous and wise, though done in a nuanced way, not simply bad to good but bad/misguided to complex [*]He would have had more stakes on the ship if he was only a gambler seeking money to pay off debts or whatever else, and through getting to know the other characters, over time gains more humanity [/list] It may seem strange to call for more mature theming when the game is seemingly more comedic in tone, but as you progress further on in the game, sometimes it's hard to tell whether a plot point is played for laughs or is being told seriously. This imbalance of comedy and drama makes some moments later on land badly. The player has come to expect whacky nonsense but because the tone flip-flops, it makes what's intended to be funny flat and what's serious ludicrous. Mr. Frog should have picked either a more serious, dark tone for the game or a completely whacky one, Earthbound being the best over the top example because it goes all in in comedy. And if a balance of humour and drama is wanted, how it was executed here was not effective. As a possible pitch for a darker story, using the elements that are present in the game, here is the following: [list] [*]Martin is an avid gambler who loses all of his money in town and is so desperate to shirk off debt that he decides to board a ship going to the New World to find a new fortune. On the ship he begins to swindle the other passengers and discovers that there are other accomplished gamblers who challenge him to different poker matches, escalating in intensity (similar to Kaiji, which is probably an inspiration to Dance of Cards) until the trip is made and Martin steps out a new man in a New World. [/list] Something like that keeps the themes contained and focused, rather than what is currently present: [list] [*]Martin is part of a travelling magician act (and is also a gambler), who's director had been tasked to give boat tickets to numerous characters for some type of conspiracy, and so drags Martin and his troupe to board a ship to the New World, only to discover that they have been trapped by robots who force them to play poker in death matches similar to Kaiji or any tournament anime (also Martin has supernatural playing cards), until finally Martin gets to the New World on his own without his troupe [/list] Nothing really harmonises in the present story and plays like a multitude of ideas incorrectly paired together. The ending is also puzzling. [spoiler]Why is a time loop suddenly introduced at the end of the game? The captain's dilemma is reminiscent of the plot in Madoka Magica but really has no place in the story. It comes out of nowhere and neither lands in a comedic way because it isn't very funny nor in a serious way because it's so ridiculous. Because this ending plot point also hinges on a character never introduced until the very end (captain’s wife), and is the reason for all of the events in the game up until that point, makes this last sequence specifically poor in regards to writing.[/spoiler] The dialogue throughout the game is also quite bland. A lot of lines said by the characters could be switched around and the player wouldn’t notice because the dialogue has hardly any flavour or intrigue. How character information is communicated is also bland, for example: you have only a few opportunities in the game to speak to a handful of people to build up trust and get to know them. What they tell you about themselves isn’t really done in an interesting way, like slowly roping out a confession or playing mind tricks with the truth, characters simply tell Martin their life story with little effort from Martin’s input. Mr. Frog had some decent ideas for characters but he erred in presenting them in a more interesting way. Also, it was probably for gameplay reasons later on with choosing party members, but it would have been preferable to have been able to talk to and understand fully every character, as in the end I didn’t really know anything about them and if this is done only to encourage replayability, then that’s understandable but from playing it once all the way through I haven’t the desire to replay it, hence it would have been better to understand the characters in one playthrough. Even so, Dance of Cards is the sum of its parts and was overall a great game made with a lot of passion, brimmed with neat little touches but carrying some tonal/story flaws. I recommend this game to anyone who wants something fresh and different. Also if you know nothing about poker, you will quickly learn and the game helps you out with hints in the poker matches (which you can turn off in the settings if you want the game to be more challenging). I am definitely interested to see what Mr. Frog will create in the future and I hope that these comments can be taken on board so that his next game will be even better.
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| 7 Days to Die | $425.3M | 403.6K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| Palworld | $279.6M | 447.5K | 94% | $20.99 |
| Project Zomboid | $239.1M | 461K | 94% | $19.99 |
| Clair Obscur: Expedition 33 | $233.9M | 273.3K | 95% | $47.99 |
| Terraria | $187.5M | 1.5M | 97% | $9.99 |