
King Of The Sandcastle is an asynchronous online multiplayer pokemon-like dungeon crawling king of the hill game with permadeath and turn-based battles.
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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
Engagement
Hours played at review time, across 25 reviews with recorded playtime.
Reviews
Holy sh*t this game took me by surprise for its price point and "simple" but so so SO charming aesthetics. A breakdown: You choose a card that you take on with you into a dungeon like area. You fight through attacks that you give your champ with badges. The attacks have a slider, which you have to click on the right time to do damage or to deal critical damage. Click wrong, and your attack will miss. There are other stats that affect speed, turns, how easy it is to land hits and all that stuff! Also, a variety of champs that each have their own strengths and weaknesses. A cool detail about the dungeon area: the further you go, the more difficult it becomes to go back to safety. You can't just get out. You have to go back each step of the way, fighting the same amount of enemies until you get to safety. So say you level up your card to level 3 and want to keep it, make sure you are healthy enough to come back to shore! Along with that, there are boss fights which you don't have to immediately engage on. I lost some good cards going head-on into bosses 4-5 levels higher than me, so take my advice and get your champ BEEFY A F. Along the way you also encounter treasures which can have badges. These badges are equiped to your card and do a variety of stuff, from healing to the good old accuracy reducing sand attack. You can decide which badges to equip and make a build that suits the stats of your card, as well as your playstyle. Got a card with high strength? Slap on Rage and gain more speed and strength for JUICY C R I T S. BUT FEAR THE PERMADEATH. If your champ dies, it stays dead F O R E V E R. Good news is, you can have up to five dead champs, with a sixth one still alive to keep going at the dungeon. You can see how they fare in the game, as the enemies are actually old cards from players who have perished in the dungeons! So your level 6 Worm with Heal that tragically died against a boss that was level 12? Yeah it can still kick some butt out in the yard! [spoiler] And hell yeah I'm still mad I lost my worm... :( [/spoiler] If your dead bois don't do well, you can sell them for some extra cash that allows you to buy new champs! Don't worry, the worm is free to use as many times as you'd like! But more cash means different champs which you can train to become... King of the Castle IN S U M M A R Y: Awesome game, checkout their other games. Totally worth it. Picked 5 of them up in sale in April 2020 and honestly... best buy in a while. Now excuse me, while I avenge my level 6 Worm... (/>_<)/
[strike]King Of The Sandcastle is an asynchronous online multiplayer pokemon-like dungeon crawling king of the hill game with permadeath and turn-based battles.[/strike] King of the Sandcastle is a reaction test. Every fight is just clicking the pendulum-style meter to deal damage. If you hit the middle you do one or two points of damage to an enemy who has 10 total health. There is some kind of level up system and an option after each fight to progress or go back (???) presumably to level up more before proceeding, yet even after grinding you can still get one-shot from an enemy doing more damage than your total health on room 6 of the first stage. No mute for sounds or music, and there is only one repetitive song. Lots of interesting ideas attempted to be thrown together, poor execution.
Honestly, this game is a bit weird. But it's also very fun fro some reason. That being said, there are some issues to know. 1. Daily Chest can disappear forever. Mine did when another user played the game on my computer. 2. If the game is open and in front, your chat will be on and can take everything typed. If you press enter, it is on global chat. There is no deleting global chat. 3. Some achievements are broken. 4. Very grindy, but just play in small sessions every once in a while and it will be fine. I hope they remake this game properly one day, it has a lot of promise to be good for a lot more people. It's not fancy at the moment, and doesn't need to be.
노잼 턴제 카드 게임. 계속 미스만 내는 상대 봇들도 지루하고 매번 타이밍 맞춰 공격해야 하는 것도 짜증 나는데 카드끼리 때리러 이동하는 애니메이션까지 계속 봐야 되는 게 이걸 하다 보면 내가 지금 왜 이러고 있는지 나 자신이 한심해짐.
Hard to believe this game was playtested at all. The difficulty in acquiring currency in the game to buy good cards is insane. Hundreds of shells take literally dozens of runs to acquire and the "premium" shells even longer. On top of that, the game features [b]perma-death[/b]. So if you accidentally lose that nice card you saved up for, it's back to square one to start grinding again. Even more frustrating is that there are badges you need to find to power-up your cards. These badges are already exceedingly rare, and more than that, are very unbalanced. Some badges are borderline useless while others can stack to create nearly unkillable combos. The fact that the badges are also randomly awarded, and [b]not[/b] reuseable means that experimenting with them is a HUGE risk. In regular sockpop fashion, the game does not feature a tutorial, which also means that many of the games mechanics are completely hidden from you, the player, until you get surprised by them (usually leading to another perma-death). I literally cannot imagine a gameplay loop more un-fun than this: spend an hour grinding for something good, get 1 chance at making a little bit of progress, get surprised by some hiterto unknown mechanic, and then get sent all the back to the start with nothing to show for it.
Surprisingly fun for a game made in 2 months
nice men !
2 hour into the game finally got enough currency and bought an urchin, powerful but slow creature encountered flea, which is very quick, at the very beginning got beaten encountered worm, the weakest, at the second fight got critical hit urchin died interesting combat design and fun theme, but luck is just so big part of it, and the balance is kind of broken.
The fights only consist of clicking when a cursor is in the middle of a bar. After you click, you have to wait for a while for the animation of your attack, the animation of the change of turn, the cursor moving on the enemy's bar, the animation of your enemy's attack, and then one last animation for the change of turn. It's not *that* long, but it still feels like quite a long waiting period after taking your turn. In short, it's a very bland and repetitive game.
i opened up the game, played a bit then got confused, closed the game, opened it again and played some more, very good time :)
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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