
This is a hybrid between a card, board, and turn-based single-player game. Play cards in various ways, and discover iconic artifacts. Combine logical possibilities with an aspect of chance. Gradually map the world of this rogue-lite adventure. Walk through the portal and fight!
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Simplified Chinese, Czech, French, German, Japanese, Korean
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
First off, every background in this game moves with your mouse movements and there is no way to turn that off. Decks are filled with cards that require a ton of gold to play, of which you get very little of initially. If you have 4 of these cards in your hand, then your hand is basically dead. There are cards that requires runes instead of money, but they don't seem to show up that often. Also, they can have the same issue when you don't have said runes. At that point, you can keep clicking on the map tiles to reveal what's under them, which isn't much. If there is an enemy in front of you, you can also attack it. Often the enemy has way more defense and attack then you, so fighting them is pointless, but also there are no cards you can play, so you are just going to lose and there's nothing you can do about it. The game would have benefited from a tutorial. Not having a tutorial is not a great selling point. You can teach the player the first time they play without it even feeling like a tutorial. It could just be simple tooltip popups that explain you can do something, but not force the player to do it. The game has many elements that make it seem like it's a mobile game. Lack of options. There's no hover over tooltips. Obscene amounts of clicking required, which is common with tapping on phone games. The game rarely makes use of a widescreen monitor, but fully uses the vertical space, especially the map. Overall, not fun at all. Maybe it gets fun after leveling up characters so their stats aren't so low, but I don't feel like losing hundreds of games to finally have fun. Though, even with higher stats, I don't think the gameplay loop is fun at all, so I doubt I would enjoy it anyways.
1. Обучения нет, но можно закрыть глаза и разбираться методоми тыка, благодря тому, что правая кнопка по каждому объекту выдаёт подробное его описание; 2. Разрешение экрана в игре не меняется и на форуме разработчик заявлил ещё в июле 2023-го, что этой опции не будет; 3. В 4К нагружает видеокарты до 85%. Причём не какие-нибудь, а, например, RTX3060 или хотя бы 1070Ti. Или вот на форуме разраб пишет, что у него в Full HD на RTX 3070 загрузка ГПУ 35;. Ничего не ёкнуло у тебя, когда ты это писал? Это нонсенс, так не может и не должно быть в 2Д игре с графикой времён DOS-овских игр. Я даже для прикола пошёл на ноут, где летает на средних настройках Ведьмак 3 при 48 ФПС в 1080р и что я увидел там в этой игре? Верно, 26-29 кадров! Жалобу на страние игры отправил, указав, что системные требования не указаны либо указаны с потолка. 4. Отсутствуют облачные сохранения! Для рогалика это просто абсурдно! Другими словами, ни на новом, ни на втором компе вы продолжить не сможете. И Винду не вздумайте переустановить, иначе потеряете всю прокачку и прогресс. Рекомендовать можно со скидкой 90%, со скидкой 60%, как купил я, ни в коем случае! Арт прекрасный, геймплей тоже захватываюший, но вот с "коддером" не повезло...
This game seriously needs a tutorial, a rulebook or ANY kind of system that might help a player figure out how the game is played. What's my goal, what are these tiles, how do I play cards, when should I play cards, how do enemies spawn, how do you fight enemies, what do any of the terms mean and how do they affect gameplay, what do the symbols represent, etc. etc. etc. Oh, and the intro cinematic is written in Times New Roman. There are tens of thousands of fonts in the world and the developer(s) chose Times New Roman. Let that sink in.
There is quite literally no tutorial. Might be a cool game, but since it's not like anything I've ever seen before -- I have no idea what to do. Seriously, why would you not tell people how to play your game? It's like buying a board game from goodwill, and finding it's missing its instructions. Weird choice.
5/10 这款游戏的推荐原因完全在于其画风和较为创新的玩法。但是基于玩法的创新很容易招致不平衡——虽然这个玩法也没有很创新。在这个游戏中,攻击属性的作用显著大于护甲,因为每次攻击损失1点攻击力,而每次被攻击则损失与对方攻击力相当的护甲值,这使得在战斗中,护甲的作用非常有限——虽然我们能在战斗以外的任何地方发现护甲和攻击的价值是一样的。另外卡牌的设计也非常不平衡,作为在战斗前构造卡组的游戏,它含有一些令人无语的卡牌设计,比如,吸铁石这张牌显著强于单纯增加攻击或增加护甲的牌,虽然消耗较大,但这就反应出了这个游戏的另一个问题,就是资源牌也很牛逼,所以在很多场合下根本不缺资源。你完成一局游戏唯一需要做的就是把强力卡片升到满级。
[h1]説明不足感はあるが、繰り返し学びながら強くなるゲーム[/h1] ストアページの説明にもあるように、[b]面倒なチュートリアルはありません。[/b] 裏を返せば、[b]一切の説明なく[/b]プレイしながら覚えていくスタイルです。 とはいえ、ゲーム内で見つけたものは、百科事典に記録されていくので、あとから見返すこともできるのですべて記憶する必要はないでしょう。プレイ30分もあれば大体の仕様は理解できるはずです。 それでもコンボなど細かい仕様の説明は欲しかった気もしますが。 マップは周回しても引き継ぎ(各ステージ内のアイテムの配置はランダム)、キャラクターやカードの恒久的な強化もあるので、何度も死んで強化して攻略するタイプのローグライトが好きな方にはお勧めです。 逆に、Slay the Spireのような死んだらすべてリセット、毎回違ったゲームプレイを楽しみたい人はガッカリするかもしれません。 以下、ゲーム内で言及されないいくつかの重要要素です。(プレイしていれば気づく程度のものです) [spoiler] ・攻撃するとATKが1減る このため、戦闘に複数ターンかけるのは非効率になり、手下はカードの効果などで倒して守護者はワンパンできるようにするのがベストになります。 ・まだ開けていないマスを開くとコンボが途切れてしまう 開けていないマスの上に資源があったとしてもそれを使ってコンボをすることはできません。基本的に先に拾ってしまうのがいいでしょう。 ・拾ったカードを使うことで恒久的に所持できる 一部カードを除いて、拾ったカードを使うことで恒久的にデッキに入れることができるようになり、マップ画面でデッキの中に入れるカードを変更できます。 [/spoiler]
A mechanically unique game, which earns my recommendation. It sometimes feels unfair, due unavoidable RNG penalties. Also this game is filled with many unique takes on generic mechanics and it doesn't explain some of them, that actually help you trivialize the effects of RNG. [h1]Summary[/h1] I'll give it a 8.5/10. It's not the most polished game, but it stands out as unique in sea of clones copying the most popular games. This game flips many common mechanics on their head by adding a twist. Everything together makes the game flow feel almost like a board game. Main things to keep mind [list] [*] [b]Unique.[/b] Don't judge it by comparing to to other games. [*] [b]REWARDING EXPLORATION![/b] That alone is rare, but the way your exploration is rewarded is fairly unique for a roguelike. [*] [b]Persistent "overworld" map.[/b] Passing through tiles on a grid reveals them for your future runs too. [*] [b]Leans heavily on meta-progression, but is winnable without it.[/b] The game becomes way too easy after upgrading a few cards. [*] [b]Lacks key tutorials.[/b] To beat the game you'll need to understand some of the mechanics the game doesn't explain very well (like sacrificing, item combos, attack order, deckbuilding, card upgrades and much more). They are not difficult to learn, but I personally didn't even notice some of them. [/list] [h1]Notable flaws[/h1] [b]Combat design[/b] Generally speaking you can only afford to take 1 boss hit in the entire run. It can maybe stretch to 3 with upgrades and perfect resource management. Boss attack scales at the same pace as your shield (give or take), and when unshielded your HP pool can be 1 hit killed by any boss outside of first first area. To put it bluntly, you either kill before boss attacks or find a way to mitigate the hit (counter, minion, etc). This means a lot of things regarding value of HP and shield stats, but those stats aren't really good combat stats (HP has other uses). [b]Character balance[/b] Some characters have skills that are useful start to finish, while others are sub-par. Also few of the skills are grossly outperformed by upgraded cards. Let's start with the starter character Barbarian, who I feel is the most useless one. It gets to remove 1 stack of paralysis and gets gems from enemies (okay, but not amazing). Now here's the problem. I've only been paralyzed by traps in first area, and by rare stat boosting potions. All paralysis usually wore off before fight, but even if it didn't, the skill only removes 1 stack. If I drink a stat booster (which adds 3) and trigger a fight, it's still useless. Also the chances of needing that skill are REALLY slim to begin with and drop further after you leave the first area (no more traps of that type). Compare that to 2nd character: battle witch. She gets a a free sacrifice (i.e. a choice of gems or gold) AND a free reroll of cards. Both are useful and they only get more useful as the run progresses. Maybe each character is meant for a drastically different playstyle, but I feel like they all do the same thing, just some do it a lot better than others. [b]Traps[/b] A room is a set of tiles which you flip and reveal whatever's hidden. Most tiles are items, but 1-2 tiles are always a trap. There are traps to hamper pretty much whatever strategy you are going for, so they aren't always inconsequential loss of HP. I feel like traps are poorly designed. When you enter a room, you KNOW there's at least 1 trap in there, but you have no way of avoiding it, unless RNGesus blesses you (you can see 1 random tile, with certain card and item, but it can be any tile). Anyways, traps feel like consistent unavoidable punishment and not an unexpected careless mistake that they should be. You know you're going to get hit and you have no choice but to keep going. I think it's just bad game design.
Having to remember 48 combos is annoying for me. More importantly, the progression is too punitive for me to have fun. For example: trap that resets the board by adding other traps, and many of them removes me 10% of my attack permanently (each).
Gonna have to be a no for me. I just don't have any real clue what is going on. You pick a hero, you go to an area, you open ever space, fight the creature that defends the place, and move on. You have four cards in you hand, and reasons unexplained, you can't play some of them, most of them, or even all of them. They seem to have prices on them to play, coins and gems, but I easily have enough, and still can't use them. Why not? I have no clue what my goal is, and no decision or choice seems to be anything but mandatory or pointless. One thumb down, sorry.
Hra je velice zábavná a jednoduchá na pochopení, koupě se určitě vyplatí.
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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.
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