
EndCycle VS is a grid-battle adventure that challenges you to create the ultimate deck. Battle against the oncoming Noise or prove yourself in epic online battles - now with ROLLBACK NETCODE!
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Build your deck, go online and prove you're the strongest! Battle against the oncoming Noise or prove yourself in online grid-battles with Rollback Netcode!!!
In EndCycle VS the world is standing on the brink of war! A rotating city, purple ice-deserts, mysterious worlds built with data… It is a wild world with new challenges every day. Two teenagers find themselves in the middle of the biggest conflict this world has ever faced.

Challenge others in local or online multiplayer - NOW WITH ROLLBACK NETCODE!
Play your way through dozens of hours of content with decks and strategies YOU'VE created!
Create a unique playstyle with thousands of custom attacks and over 20 unique characters!
Vanquish your foes throughout an increasingly challenging world,
choose different cards and evolve your hero as you uncover forbidden truths!
Create entirely new maps, characters and builds with the simple in-game creative center!
Let your creativity go wild with the easy-to-learn tools which let you create mods entirely without any code!
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English, German, Simplified Chinese, Traditional Chinese
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Reviews
A "deck" is a series of cards, usually but not always randomized before use, and usually but not always unknown until drawn. A "deckbuilding" game involves constrained addition, removal, or modification of cards to form such a deck. A "card" is an individual gameplay object; at minimum it is a two-dimensional informational surface comprising any number of symbolic or textual information fields (such as names or costs or suits or ranks or values or effects), but in practice card-gameplay is distinguished by the way in which cards shift between availability for play and unavailability for play, often depending on the cards' presence in one of various locations or states: in hand, in play, in deck, in discard, or so forth. In this game, you have a selection of abilities with cooldowns. These abilities *could* be represented by cards, but because you perform no card-like operations with them, there is no reason to conceptualize them as cards, and they are not presented as cards in-game. The abilities you have equipped are all available at any given time, cooldowns notwithstanding; their position has no mechanical significance apart from what buttons you must press to activate them, and there is no concept of different zones for them to be in; the abilities that you have are the abilities that you have, full stop. All of that is to say-- this is not a deckbuilder, this is not a card battler, and it is unclear how it could be described to be either. These aren't cards, they're just equipped abilities. There are very similar games that ARE deckbuilding card-battlers, such as One Step From Eden, but that is because it has *cards* which which are arranged into a shuffled and sequentially-played *deck* and which are thus at any given time either playable or unplayable based on their location and the game-state, and for which you then perform *deck management* by constrained addition, removal, and modification, both inside battle and outside of it. By contrast, in this game, at any given time, you have a fixed ability-loadout and you fight enemies with that fixed ability loadout. You may modify the ability-set you are using between games, but that's just setting a static loadout, not deckbuilding. The only part that's even slightly deckbuilder-adjacent (and for that matter, the only part that is even slightly roguelike-adjacent) is a mode in which at various times you may replace an equipped ability with some other randomly presented ability; while this is a mechanic similar to mechanics found in deckbuilders, every RPG that features modifiable equipment-or-ability loadouts is obviously not suddenly a deckbuilder based purely on that feature. So to start off with, this game is woefully miscategorized. That's one problem; there's plenty of others. The campaign-story is poorly written in terms of exposition, overall plot, and individual dialogue lines; trying to experience that story is a tedious exercise waiting for too-slow messages to appear in a series of disjoint and bewildering scenarios, and trying to make use of awkward preassigned ability-sets which can't even be rearranged for mechanical convenience on the first clear of any given scenario. Where other games provide different characters and scenarios, they lean into what can distinguish different playstyles and thematic choices; in this one... It's just a dull mixed-up blob of stuff. Nothing in the singleplayer experience's various modes has yet felt memorable or enjoyable at all. The combat-gameplay is competent and probably has potential. Eventually you have enough control over your chosen ability-set to build a playstyle and pursue several different strategies in terms of how to control the battlefield and inflict or avoid damage, but the package in which that gameplay exists is so uninteresting that I struggle to labor through its pieces. There are other games in this genre that are more polished, more responsive, more satisfying, and cheaper; given the experience so far, a $30 price point (which thankfully I didn't pay; I don't remember how discounted it was for me to look at it) for a game that feels like this is *shocking*. If the only part you care about is the competitive mechanical Battle Network-inspired combat-gameplay, this might be a game for you, but it fell far short of my expectations on top of not even belonging to the genre it advertises itself in.
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Hours played at review time, across 40 reviews with recorded playtime.
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ok so as a 2 time world champion in this game, i must say its very good. great community and devs are present and take feedback, very cool ty. i got into this game thinking it would be like megaman BN, but its very different and faster pace. there are so many cool interactions and its just as fun to plan your build as it is to play the game lol. i dont often come across a 10/10 game, and this is... a 9/10 BUT it could be a 10/10 if you reading this would join and expand the community! it would be nice to just hop in and play online pvp at any time but as it is right now, i am world champion because theres only like 8 competitors lmao ty devs, this is a hot game
虽然说是卡牌游戏,但是游戏的核心反而在于动作,游戏让我想起了伊甸之路,同样是卡牌+战斗的组合,不过却有着不同的差别,伊甸之路注重通过洗牌来轮换技能,而在本作中技能是相对固定的,组合在开始就已经定好,不过相同的是这样动作+卡牌的节奏十分快,对新接触此类型的玩家来说需要一定的适应时间。 游戏的想法十分出色,在动作类游戏中加入卡牌要素确实是很棒的想法。但是实际游戏的最大体验就是要素过多,战场过于混乱。每一位角色都有着三个技能小组12个技能栏位,每个技能都是单独cd,玩家需要在战斗中通过切换来使用打出更高的伤害,就像游戏所说拥有4000种以上的技能搭配,不得不说游戏很大一部分乐趣就在于如何搭配这些技能,除去必要的攻击外,剩下的控制、恢复、辅助技能也需要分别考虑,一些特殊的技能之间还有着一些联动,在构筑上本作有着很大自由发挥的空间。 不过游戏的教程模式会比较长,在基础教程之后还有四个连续的关卡供玩家尝试,之后才能解锁其他游戏的内容,客观来说这部分教程真的有些长了,而且游戏中的中文本地化做的并不到位,一些技能和角色对白叙述十分奇怪,虽然不影响游玩,但体验依旧存在一定的瑕疵。 目前游戏有几种不同的游戏模式,本地对战和联网对战自不必多说,选个角色干就完事了,不过很显然本作的联网基本也是鬼服,很难匹配到人;故事模式可以了解一些角色的背景故事,但总体而言比较零碎,且内容并不算多,加上翻译问题,导致整个游戏的背景云里雾里的,体验只能说尚可;街机和快速才是最主要的游玩部分,玩家可以选择角色搭配技能进行挑战。 综上所述,游戏丰富的内容成了一把双刃剑,既带来了多元化的乐趣,也带来了极大的思考量和观察量,导致了游戏中玩家的往往顾此失彼,仅推荐喜欢这类复合多元玩法的玩家。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
It's very possible this is an excellent MBN-like, but every time I have attempted to play it I am completely deflated by the clunky Ui and lack of information available to me when playing or in a menu. I first checked out this game when it was in Early Access, and the menus have seemingly not been updated since then; they feel like mock-ups made in paint that were never finished. This goes for every bit of the UI, especially the default font choice, which is so gross it makes me wonder how it was never changed after all this time. This game flatly feels unfinished from a production standpoint, and unless I'm seriously missing some kind of amazing gameplay mode the menus aren't showing me, I don't understand why I would ever want to play this again.
创意十足的ROG动作游戏。 游戏最大特点在于其有趣的战斗模式,玩家和敌人共处方格地盘上,并且可以上下左右自由移动,玩家要在这样的移动方式中闪转挪腾,并且结合自己的招式攻击敌人,回避敌人的招式。随着招式的变多,玩家在移动中还需要不断切换合适的招式放出,操作要求非常高,但是这样独特的操作方式也可以给与玩家爽快的成就感。 目前游戏除了单机,也支持联机一同游玩,有小伙伴可以一起尝试的玩家们不妨来试试! [h1][url=https://store.steampowered.com/curator/36376191]点击这里关注我的鉴赏家 ▲ 老K的游戏购买指南▼[/url][/h1]
While Battle Network Inspired, EndCycle VS forged a unique identity of its own, with a fun and addicting gameplay loop, diverse character roster, and beautifully charming pixel art. I personally met and got to know the developers at conventions and they are some of the hardest working and kindest people I know. Their passion for what they make has shown through every facet of this game. Play EndCycle VS and support Indie Devs! <3 Looking forward to future updates for this game and any other projects 12B3 works on!!
[quote][h1]手忙脚乱,玩起来更像是格斗游戏[/h1][/quote] 刚开始我把《轮回对决》放在DBG(DECK BUILDING GAME)目录下面,因为他的宣传语是卡组构筑肉鸽冒险游戏,我也就天真的以为这是个DBG游戏,可是玩了两把后我很快就把他从DBG目录里撤了下来,然后放到了手忙脚乱这个目录下面。 首先说明《轮回对决》基本没什么DBG要素,不是在游戏种不断构造卡组的游戏,基本是游戏前事先选好招式组合上去玩的动作游戏。唯一与DBG有点关系也就是在轮回模式里,每过一个敌人就要你强制替换一个技能,也就这点设置和DBG有点关系。 如果说《伊甸之路》是主动作,附带些许DBG要素的游戏,那《轮回对决》基本是纯动作游戏。《伊甸之路》把技能当作卡牌进行洗牌,再以此随机抽取展示两个,可手动洗牌,招式有费用消耗,这套系统还是很有DBG的味道,只不过把回合制改成即时制了。 至于《轮回对决》直接展示了你的所有技能,全开的状态下,有12个,并分成了3组,每组四个分别对应手柄的XYAB,各组技能共用一个CD,游戏根本没洗牌与概率问题。无论是《伊甸之路》还是《轮回对决》都不是巧妙构筑卡组就可以取胜的游戏。本质就是在几个格子上闪躲,对抗的游戏。所谓的格子从图中可以看到伊甸敌我双方在各自4*4的地盘上活动,《轮回对决》除了各自有2*3的地盘,中间还有个2*3的公共地盘。 两作格子都不大,人物活动范围都很有限,这就是手忙脚乱的基本原因之一了。伊甸人物自带一种武器,技能卡没准备好,武器CD很短,可连击,轮回则所有攻击全靠技能卡。但这并不表示《轮回对决》的场面混乱程度就好过《伊甸之路》,当然这种混乱的场面你能应对,的确是刺激。 首先《轮回对决》的敌人常有一种致盲攻击,玩家在被致盲期间视野范围只有人物所在格,其次前面提到《轮回对决》在战斗面板展示了所有技能,这些技能按一定顺序放有类似组合的效果,我比较喜欢的就是把人先打转向,再来一梭子的打法。各类组合打出的结果就是让对抗场面更混乱了。(人物能转向也是轮回有别于伊甸的小设定之一。) 无论是《伊甸之路》还是《轮回对决》,互动性最强的玩法就是两人对抗,当成格斗游戏来玩,不过碍于这个对抗游戏学习成本很高,而其因为召唤占地,元素克制,场地小等各种要素常常显得对抗十分混乱,操作要求高。常常固然有了思维的碰撞,手上的操作却是变形的。即使《轮回对决》的四个游戏模式里有线上对抗模式,也是没啥人去尝试。 倒是前文提到的轮回模式——累计迎战20波敌人,每次战斗后强制你换一个技能,全局始终保持4个技能这种玩法最受欢迎,可能对抗游戏里信息反馈太多也不是什么好事吧。 《轮回对决》的教程比较长,不过我很想吐槽的是教程里人物的大招已经改了,过关设计却没改。搞得我试了两次,以为放大招时还能按什么键去操作人物。后来才反应过来就是忘了修改关卡,直接跳过去了。 虽然《轮回对决》的新手教程时长不短了,可是官方还是有很多没告诉你,部分说明文件也没有汉化,比如GIF文件截到哪去了,到底怎么用MOD了,完全靠你自己摸索。伊甸的新手流程教程虽然简短,但游戏配套的使用说明书做的比《轮回对决》好多了。 《轮回对决》和《伊甸之路》这两个玩法类似的游戏最近还联动了,真是冷门游戏同门联动了。两部作品都是借鉴了洛克人EXE对抗系统,主动作类型的游戏。游戏系统比较复杂,技能词条很多,对战人物有特性。人物与技能你可以在收集过程中不断熟悉。对抗场面常常比较混乱,很是考验操作与天赋。虽然两作都主张自己游戏里的DBG特性,实则玩起来更接近格斗游戏。 [quote]加入[url=https://steamcommunity.com/groups/feizhai]肥宅聚集组[/url],这里是游戏肥宅与咸鱼萌新的聚集地。 关注[url=https://store.steampowered.com/curator/28359939]肥宅鉴赏家[/url],一起当肥宅w[/quote]
[quote] [quote][h1]考验卡牌构筑和即时反应的肉鸽游戏[/h1] [/quote] [h1]【前言】[/h1] 《轮回对决 EndCycle VS》是一款由12B3开发,12B3、Hawthorn Games联合在Steam上发行的卡组构筑肉鸽冒险游戏。在有趣简单的像素肉鸽冒险中,选择各种斗士并配置强力的卡组,面对每个关卡接踵而来的敌人。 [h1]【游玩体验】[/h1] 简单有趣的玩法 游戏战斗是在一块地面上,地面的颜色分为红灰蓝三种,红和蓝是双方的地块颜色,灰色是中立地块颜色,玩家只能在自己阵营颜色和中立地块上移动,可使用技能改变对方颜色地形,玩家需要使用自己的卡组击败敌人以获得游戏的胜利。 考验反应的高难度即时战斗 游戏前期只有打击这一套卡组,而且操作非常简单,无非是adws控制角色移动,←↑↓→释放技能。但随着游戏的深入游玩,会有3套技能卡组供玩家搭配,三套卡组都有不同的功能分为:效果、打击、保护。效果卡组:对敌方角色造成负面效果,打击:对敌方造成伤害,保护:对自身制造及保护。不仅预计敌人之后的位置以对敌人造成伤害,还需要按空格键不断轮流切换三套卡组与敌人战斗,还要躲避敌人的各种攻击。游戏的操作真的非常考验玩家手速和脑力,敌人强度也在线,稍不留神就会被打败,一把玩下来,可谓是非常的心累…… 丰富的游戏内容 游戏内置了非常丰富且完善的游戏教学关卡,新手玩家游玩教学关卡可以快速、深入地了解游戏规则和各种操作。通关教学关卡后,玩家可以游玩在线模式与世界各地的玩家进行对战。在战役模式可以游玩到每个角色的故事,冒险模式可以操控角色可以体验到有趣的剧情及战斗,还有猛攻模式和轮回战斗。玩家通过闯关可以解锁各种技能卡牌和获得许多金钱,在商店中可以购买许多功能不同的VOC、卡组及解锁更多新角色等。 优点 各式各样的丰富的技能卡牌,特点明显,辨识度高。 支持mod和创意工坊,有效地增加了游戏的可玩性和寿命。 支持云存档,方便玩家跨设备游玩。 不足 关卡难度略高。 定价略高。 联机模式匹配不到人,只能跟朋友游玩。 [h1] 【Steamdeck兼容性】[/h1] 虽然Steamdeck上的兼容性显示是未知,但我亲测在Steamdeck上可以完美运行,玩家无需更改兼容层,只需要配置好控制器设置即可游玩,再也不用一直坐在电脑前而是躺在沙发上、床上进行游玩,这为各位玩家提供更加舒适、便捷的游戏体验。游戏设置:1280*720分辨率,全程60帧,完美流畅游玩。 [h1]【结语】[/h1] 总的来说,《轮回对决》是一款将卡牌、肉鸽、即时战斗等玩法融合在一起的富有挑战性的游戏。游戏操作简单有趣,像素画风可爱,技能卡牌众多且功能多样,可根据自己的喜好搭配出强力的卡组。各种各样的游戏模式可供游玩,而且支持多人联机及远程同乐,与朋友们一起游玩更为欢乐。如果你是喜欢肉鸽类型游戏的玩家或许这款游戏值得一试,相信它一定会给你带来不错的游戏体验。 [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code] [/quote]
另一个号玩的,这个号挂个几分钟就过来评论了。 首先,教程挺难,与其说是肉鸽,不如说是动作游戏。 与同类型伊甸之路比起来,这个操作没那么手忙脚乱,但也不会差太多,比较吃图标记忆和肌肉记忆,反应得快。 联机嘛。。。目前还是太冷门了,所以打打单机也挺好的。 总之,虽然冷门,但的的确确是款好游戏。
play the game, its good
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