
Story-driven, tactical RPG with unique card combat mechanics. Follow the adventures of Eliza and her crew as they struggle to prevent an impending war.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Edit with another 10h. This review is for the current state on release date. At first, I believed I would give this a mixed/slightly positive response, but after giving it several more hours of my time, I can strongly recommend avoiding this title until a lot of glaring issues are fixed, some of which are covered below. After a few hours in game, the combat systems are fairly engaging, and a bit more predictable then traditional RNG hit% systems using a deck building format, but getting off the ground early game might seem rough depending on your chosen difficulty. Even so, you might find yourself out of luck on your starting hand / redraws. The game tries to provide you with all the information in some way, but much of this information is difficult to access and un-intuitive. Highlighting debuffs with your mouse for example will give you more information in a very small font text field that's easy to miss, lack of character enemy movement information or skill information. These things have become staple of the TRPG style for a reason. Higher difficulty tends to mean an upwards scaling of raw stats. Given that you have limited characters to field and that focus firing opponents might not be enough to thin the opposing team on the first/second round, the higher difficulties are simply more of a nuisance relying on the AI splitting its attention and restarting encounters for the correct card setup. The story is fairly engaging so far by chapter 8. The writing can be quite forced at times but the characters and direction are interesting overall.As new characters, passives and cards get unlocked, various synergistic combinations open up which offer different approaches to suit the different player gameplay styles. This is quite valuable for replay or simply adapting to the different game scenarios. That being said, not pooling all your resources into a dream team on normal/hard settings will result in a frustrating experience. Unfortunately, there are several significant bugs in menu navigation, certain combat effects and graphical/sprite management issues that are quite glaring for an official release. Furthermore, the script/dialogue itself is in need of a serious review for grammatical consistencies, sentence structure and word choices. I understand this tends to happen often when developers are not necessarily linguistic prodigies or non-english nationalities, but the basics can at least be contracted out to an English post-graduate or other industry standards. The story is a solid addition to the realm of TRPGS and can make a very compelling base on which to build a game. This game, however, is not what such a design should be. At the end of the day, you simply fight the same 3 vs 5 battle, of which there are about 3 variants, over and over with the same party (Encounters are scaled, exp is not shared. Dreamteam or bust) With many encounter re-rolls and do overs later now into the 8th chapter, I have to ask myself why bother and continue? This isn't particularly fun or engaging.
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Hours played at review time, across 47 reviews with recorded playtime.
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After playing the game longer and incorporating the updates the developers have made, I've edited my review. The core gameplay mechanic is present in this game and it can be addictive had everything else fallen into place. Unfortunately, it feels like the developers released this title early and ran out of resources before doing some much-needed polishing and updates. Game Breaking Bugs: There's a lot of game breaking bugs (and by game breaking, I mean you need to restart your game), not limited to: * Game can hang if you chose the wrong deck, * Game can hang if you skip certain cutscenes, * Some enemies become invulnerable if you use certain push/pull skills, * Your characters can be taken out of combat if enemies use certain push/pull skills against you. Horrible Game Interface: Again, lacking polish here, even despite the patch updates: * The game doesn't tell you what the card rarities are, this is something you have to figure out yourself, * The game doesn't tell you which cards are keyed off against certain stats, * Some maps have tiles which are difficult to click, * Erroneous tooltips either because they're really errors (for example, fielding less than 3 characters mentions you didn't equip enough Passive skills), because they're erroneously worded (for example, quests that reward a passive bonus to "everyone" says "none"), or because there was no budget to hire an editor (a lot of cards are poorly worded). * Some controls don't behave the way you expect them to, such as pressing ESC to cancel a card you picked. * It's common to make misclicks (thankfully there's usually an undo button). They ran out of budget: Not necessarily deal-breakers, but something potential buyers should be aware: * Voice acting is front loaded. The trailer has 90% of the voice acting, and the rest of the voices are grunts or sighs from specific characters. * Missions are also front-loaded. Much of the polish is in the early chapters of the game. For example, towards the latter chapter, there's a series of quests where you have 9 pickable characters, but the game forces you to use a specific composition of 3 characters for some 5 odd missions. There's also the vampire boss in the latter part which is extra difficult because it's possible for them to heal more damage than they receive (they have a passive skill which heals whenever they receive damage). * The game's language could really benefit from an editor. Gameplay balance: The level-scaling enemies isn't a good match for this game because it doesn't promote team composition diversity. A workaround is leveling everyone equally, but this is difficult to do, and it doesn't help that sometimes the game forces you into a specific team composition for too long. The developer's solution of sharing 40% XP is a halfway solution that doesn't really work. Instead, they should have made 100% XP sharing (all characters start at the same level and progress the same) if they wanted to keep level-scaling enemies intact and promoting team diversity. Mediocre story: Honestly at this point, this is the least of my concerns, and skipping the cutscenes is probably recommended.
Characters are enjoyable, the story is enjoyable and the combat is enjoyable... but only on paper. I find the mechanics of the combat and the deck-building interesting: there's a nice variety of strategies you can go for, technically, and they're both at a visual and tactical level quite different from one another. BUT it seldom feels like you've lost a battle because of a tactical flaw on your part because the difficulty of battles do not come from the enemy outsmarting you; it comes from sheer numbers. Your team is limited to 3 people while the enemy can be 5 or maybe even 6 iirc. The bosses are hard only if the numbers written on their moves are high or they have henchmen with them. Some enemies are just annoying because they have ridiculous range and can attack your backline from anywhere, rendering positioning inconsequential and your tank useless unless you have stacked aggro-drawing cards. Btw I don't think the game is hard, especially after the first few chapters; the problem is that when it is hard, it is not hard in the enjoyable way. What's more, there are bugs, A LOT OF THEM! I won't even list them but just know that there are too many that either cost you a battle (looking at you redraw) or straight up prevent your from using your selected team. Speaking of forcing a team, this game likes to do it and I doubt anyone alive likes to be forced to play with some character they've already tried and decided NOT to put them in the team. The main issue, however, is that the number of battles you have is limited and the enemies scale with level. So, if at least one character in the forced team is one in your main team, and one of the rest of the forced characters is someone you don't use, your team is practically 2 people or if you're unlucky, 1. This is where the limited number of battles become an issue: you can't just go back and level the weak character. In that sense, the game punishes you for doing sidequests because you're just increasing the level difference between your main team and the rest. However, level is actually important in the game because it lets you take more passives for a character and the passives are the crux of your strategy. As such, whatever you decide to do, you are punished. I truly tried to like the game but after being forced to use characters and teams I did not want to for a long time in the part of the story I'm in, coupled with the annoying bugs and overall lack of quality of life stuff I won't even address, I decided to wait (and hope) for the game to be patched. It really makes you wonder if they even tried to play the game before releasing it.
I agree with some of the criticisms. It is not perfect, but I thought the story and character development was great for this tier of title, and for me there was a lot of tactical interest in the battles, which often presented a perfect challenge. The balance and classes are largely well executed. Overall, I enjoyed this game from beginning to end and it is easily one of my favorite games of the year. I think the developers did a really nice job on this, and I certainly got my money's worth. If one likes tactical card based tactics games, consider giving this one some time. For my part, a highest recommendation.
From what I have seen so far this game is great! The biggest thing that Grand Guilds has going for it is its core card-based, tactical game play. I am a sucker for these kind of games, and this one adds just enough of a spin to keep things interesting. - The characters are unique, and as far as playable characters it appears there is a good number that you can unlock to fit your play style - The cards also have a distinct feel to them and there's plenty of mixing and matching that is allowed for decks - The actual game-play has been riveting so far, and on the medium difficulty I am finding a good balance between too easy and too hard. All that being said, there are still many places where the game could be improved to push it leaps and bounds above where it is now in terms of a polished and complete feel. The only 2 real qualms I have with the game are... 1. There are times when I'll click "start quest" over and over again and it won't carry the action through, or I'll buy a new card and it won't show a change in the in-game currency. Also when selecting cards during combat, sometimes the games gets confused on if I am moving or using a card and I'll have to cancel the action, re-select the card and then finish the action. 2. It's extremely anti-climactic when you kill an enemy, especially a boss, and then their figure is still moving like it's alive even after you've killed it. Does it really matter? no. But it's hard to get immersed in the game like that. Some nit-picky things... - The voice acting is decent, but having full voiced characters would add a lot to the story. Not to mention hearing the same few phrases from a character after every action can become a bit tedious. - The game feels generally slow. Walking to a location or taking an action takes a little bit more time than it should - The music is pretty good overall, but I was a little disappointed at the boss fights because the music didn't make me feel any higher stakes. Well placed audio SFX could also work some wonders for a more immersive experience Overall I would drop a 7/10 for Grand Guilds. If you are a tactical/card-building fan then this game is certainly worth it, and I can't wait to see the improvements the Devs bring to the table!
So far it is pretty good. I have completed a few missions and am on the world map. The main character is likeable and she has got the heroine thing going on. Let me preface by saying I am not a fan of the use of cards in RPGs, but I am finding the combat system pretty fun. There are a couple of things I wish it expanded on(items, gear, character progression), but my guess is they wanted to have a polished, focused scope rather than a ton of systems that don’t mesh. [edit]Seems the fixed this in Hotfix 1.0b shortly after launch[/edit] I have already ran into a bug, in which, if you taunt an enemy and it has no way to get to the character, it will move to the top-right (my guess this is the origin point) corner of the map. Often this makes the enemy unreachable and softlocks the game.
[h1] Genre [/h1] Ein Tactical RPG mit Deck Building Gameplay [h1] Story [/h1] Wir spielen Eliza, ehemalige Captain der Königlichen Wache. Nach einem Zwischenfall wobei die Königin oder Prinzessin ermordet wird gehen wir Jahrelang fort. Als wir wieder zu unserem Heimatort zurückkehren wird unsere Gildenhalle verwüstet und wir wollen nun gemeinsam mit unseren Gilden Kameraden herausfinden wer oder was dahinter steckt [h1] Gameplay [/h1] Das Gameplay an sich ist an sich relativ simpel aber wird später sehr Taktisch. Es wechselt sich sehr angenehm zwischen Story und Gameplay ab. Wir lesen uns durch immer wieder kurze Story Passagen und daraufhin folgen meist 2-3 Kämpfe mit meist einem Boss Kampf am Ende. Wir können bis zu 3 Charaktere gleichzeitig kämpfen lassen. Wir schalten diese nach und nach durch die Story frei. In den Kämpfen hat jeder Charakter 5 Aktionspunkte zur Verfügung und immer 3-4 Karten die dieser einsetzen kann. Wir können uns natürlich auch bewegen aber das kostet 1 AP. Karten kosten unterschiedlich 0-5 AP. Es gibt Physische, Magische & Support Karten. Jeder Charakter hat vorgegebene Karten aber man kann weitere kaufen und auch eigene Decks bauen was sehr cool gemacht ist. Aber ganz tief ist es nicht weil im Prinzip jeder Charakter seine Rolle bzw. Klasse hat. Eliza ist z.B. mehr eine Tank Klasse die aber auch gut Schaden austeilen kann, unser Eismagier macht neben besagter Eismagie auch Heilungszauber usw. Durch abschließen von Kämpfen und auch Quests bekommen unsere Charaktere Erfahrungspunkte und steigen dann auch im Level auf. Jedes Fünfte Level up bringt einen weiteren Slot für eine Passive Fähigkeit die wir zuteilen können, damit wir etwas stärker werden. Auf der World Map können wir neben der Hauptaufgabe auch nebenaufgaben & Gildenquests lösen was aber im Prinzip immer nur einzelne Kämpfe sind um Währung für Karten oder EXP zu bekommen. Das Spiel wird ab einem gewissen Punkt recht schwierig weil Gegner scheinbar (zumindest hatte ich das Gefühl und auch in den Diskussionen wird es erwähnt) mit uns mitleveln, das heißt wir sind nie stärker als diese sondern immer ebenbürtig. Gegner hauen aber so heftig rein das sie teilweise pro schlag 20 Damage verursachen können was uns schnell dezimiert. Ich finde es blöd das man nicht mehr Charaktere als 3 gleichzeitig auf dem Feld haben kann. Achievements funktionieren ab einem gewissen Punkt leider auch nicht mehr. Story ist völlig OK und auch Grafisch ist es ordentlich [h1] Achievements [/h1] Es gibt insgesamt 14 Erfolge. Ab einem gewissen Punkt im Spiel funktionieren diese aber Leider nicht mehr was sehr ärgerlich ist. [h1] Pro/Contra [/h1] + Gute Story + Grafik ist völlig in Ordnung + Die Gameplay Idee mit dem Deck Building ist cool gemacht + 9 Charaktere die nach und nach freigeschaltet werden + Charaktere haben extra Slots für Passive Fähigkeiten - Achievements funktionieren ab einem gewissen Punkt nicht mehr was immer sehr nervig ist für uns Achievement Hunter - Gegner scheinen mitzuleveln was immer nervig ist - Man kann nur 3 Charaktere gleichzeitig pro Kampf mitnehmen was ebenfalls eher nervig ist [h1] Fazit [/h1] Ein an sich recht cool gemachtes Tactical RPG mit Deck Building Gameplay was ich ebenfalls für eine sehr coole Idee halte. Die Story ist ganz interessant und man will auch mehr erfahren. Leider gibt es auch viele Kritikpunkte wie z.B. das mitleveln der Gegner oder das man nur 3 Charaktere pro Kampf mitnehmen kann. Auch nervig ist es das die Achievements ab einem gewissen Punkt nicht mehr Funktionieren was für Achievement Hunter absolut grauenhaft und ein No Go ist. Wenn man es im Sale günstig bekommen kann ist das Spiel auf jeden Fall einen Blick Wert besonders wenn man auf CRPGs oder SRPGs steht 👑 Powered by HoI 4 Deu Curators group in German / English 👑⠀⠀⠀[list][*][url=https://store.steampowered.com/curator/30388691/] Follow Main group [/url][*] [url=https://store.steampowered.com/curator/40282064/] Follow Second group [/url][*] [url=https://store.steampowered.com/curator/44688798/] Follow third group [/url][/list]
Ok, I'm still in the beginning but I'm having a great time and even reading what the negative reviews point out, I feel this games really deserves a better rating. It hooks me enough to feel like I'm going to play it until the end, which means something. I agree the UI may be confusing, and it lacks more voice acting, but "Mixed" is harsh, I think. We're not talking about an AAA. The art is great, combat is engaging, the characters are charming. There's enough in this game to make me wonder what will happen next and care about the story. So it's going to be a clear upvote for me. Congrats devs, the game is very nice, I certainly look forward to the future.
I backed this game on Kickstarter, and although i like the combat, the general idea and the Deckbuilding, it has way too many frustrating bugs to be enjoyed. If you push or pull the wrong enemy on the wrong tile the game just locks and it's restart time. This game could be awesome, but as it is i wish i could unback it.
So I'll list the bad first. The game lacks polish, the models in the cutscenes are pretty bad and some of the dialogue needs work. All that said the passives, cards and combat are a lot of fun to find different combinations that work. Dot damage is actually very useful by the end of the game and decimating a boss in 2 hits is always fun if you get the right cards. The story is surprisingly good despite the dialogue issues, but a lot of what happens is believable. The cliffhangers throughout are great and pace the story well. If you like strategy rpgs then this is one to try for sure and the story is definitely engaging enough to be worth it.
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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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