
Magin is an exciting combination of a narrative-driven adventure game with a deck-building card battler. The branching plot, comic book aesthetic, full voice-over, and game mechanics are tightly intertwined in a unique, dark fantasy world.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Polish, French, German, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
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
[code] [url=https://store.steampowered.com/curator/36948155-Card-Game-KING/] FOR MORE CARD AND BOARD GAMES FOLLOW US [b]CARD GAME KING [/b][/url] [/code] Magin is a slow burn, but even after a while it doesn't quite light up. There is a lot of narrative so if you're a card player you might not like the amount, and if you're here for the story the card play can be brutal to new players. It's certainly a weird mix, so let's discuss each. [h1]Story[/h1] First off, the game has surprisingly good voice acting so kudos for that. It's a fairly linear story (not a bad thing) with very average writing where each exchange between characters has to have a mandatory quip at the other person. The quips are not badly written and occasionally are clever, but it gets tiring very quickly. The storytelling is slow paced, without many twists and turns which makes it not that exciting to engage with. It doesn't help that it regularly introduces new things, but refuses to elaborate on it and characters often take their time to get to the point. That said, I like the concept that "magic" is tied to emotions and there is certainly potential to the worldbuilding. However, there is a mechanic that shortens time to reply based on your essence level (which are kinda of emotional states). If it's too high after battle, you have less time to pick an answer as you're under the influence of the 'emotion'. Thematic? Yes. Fun? Not so much. [h1]Card battling[/h1] The card part can be both interesting and frustrating. It has barely any deckbuilding, but card play is decently tactical, as you need to play cards, like stun, at strategic moments. It also has a "meter" system where if you hit the maximum you erase your buffs and debuffs which can be both a wise and/or unwise play. However, the biggest issue with the combat is its length, where enemies are damage sponges and sometimes there several combats stringed together back to back. I haven't changed my deck meaningfully from mid-game which makes every fight feel repetitive once you get the basics down. Overall, both the story and combat are serviceable, but lack the punch that would make them exciting. Probably best wait for a discount. [h1][b]Favorite mechanics[/b][/h1] • Essence meter system that becomes both a strategic advantage or disadvantage if not managed well [h1][b]The positive[/b] [/h1] + Excellent voice acting + Timing of playing cards is important + Essence meter management was a cool card aspect [h1][b]The neutral[/b][/h1] * If your essence meter is too high after combat there is less time to make a dialogue choice, interfering with the little roleplay the game has to offer [h1][b]The negative[/b][/h1] - Slow paced story and combat - Card battles feel like a filler [h1][b]Conclusion:[/b] [/h1] Heavy narrative driven game with tactical card combat but struggles with slow pacing and lacks exciting moments in both areas. Recommended, 7/10.
Прям Старфилд какой-то. Каждая дверь - загрузка. Что там можно загружать? Картины на стенах? Камни в пещерах? А бои? Очень затянутые и быстро надоедают. Сбил врагу хп почти до нуля. Хоп! А у него карта восстанавливающая почти полностью хп. Я порвался на подростках, один с палкой, другой с рогаткой. У прыщавых малолеток хп было больше чем у меня в 3 раза. Наёмный убийца и деревенские хулиганы. Кто победит? После 3й попытки снёс игру к херам. Я не порвался, мне просто надоело. есть ещё механика сути. По идее это должно быть что-то ультимативное. А на самом деле посредственные карты и постоянное отслеживание баланса, не дай бог перегрев. А не то все твои бонусы, накопленные за длинный однообразный бой, слетают к херам.
Do tej pory pamiętam pierwszy live u Gimpera z procesu tworzenia gry. Fajne, że projekt potem przerodził się w coś znacznie większego. Dialogi są całkiem przyjemne. Fabuła też opowiadana w miarę dobrym poziomie. Gra swojej ceny warta. Grafika i soundtruck robi tutaj naprawdę robotę.
great game! :)
ОЧень не внятная игра! Игра слабая в боевой части ,хотя казалось бы это основа игры . не только картинки показывать . Есть история ,но откровенно она идет ,чтоб было зачем иногда биться . Баланс боев слабый. И самое наверно главное ,она не стоит своих денег. О покупке пожалел. прошел игру в надежде что дальше будет интересней и она в один момент заканчивается и начинает сообщать мои поступки .Но это не на что не влияет . Из плюсов картинка
1、bug非常多,我正常游玩下来,8h出现了至少5次需要重启游戏才能重来的问题 2、卡牌方面设计的很一般,没有我解锁了全部精华牌和一半毁灭牌,加上所有剧情中的牌,没发现一张可以抽牌的卡牌,战利品卡牌设计的极其垃圾并且不能升级,选取还会导致卡组臃肿(主角自己的卡牌必须至少10张),导致其毫无用处 3、地牢里有时候会遇到亵渎和眩晕,亵渎是3回合不能给自己上buff包括护盾,眩晕是跳过玩家两个回合,最强的怪是游戏中期的一个小怪,其有“清除你所有护甲并造成护甲值的伤害”的技能,更别提莫名其妙的怪动两下(个别怪只能看到第一次的意图,但是会动两次),玩家和怪物的buff最快的衰减速度是每回合扣1层,愤怒和护盾等这些是永续存在的,除非被消耗或触发,玩过卡牌肉鸽的都知道这些意味着什么,开发者根本就不懂卡牌战斗 4、因为杀戮尖塔吊起卡牌肉鸽的性子从而想玩这个游戏的人可以退出了,一点不擦边,没有商店,没有选择事件,非常非常的单调,除了打怪就是强制挂buff或debuff, 除了战斗交互稍微有点意思以外,其他内容没一点意思 5、主角最后疑似被女友背叛了,真狗屎,mlgb的,给爷恶心坏了,主角拼死拼活的打架,最后BOSS抛下他走了,女友跟着反派走了,然后主角还没有攻击女友和牛头人的选项,无敌了,无敌了
Backed this on Kickstarter ages ago. A deckbuilder that's NOT a roguelike is a rarity! And this one does it pretty well!
Przeszłam całą gre, super grafika, fajna historia, mechanika karciankowa też bardzo spoko, spoczko combo można zrobić ;) Polecam serdecznie <3
super gra
I have played countless of card games, and this is a hit and a miss. Usually, when the deck building is defining for the combat balancing, the game often have some sort of quick way of moving you back to where you left of with a different build. Which is why the the rogue-like genre is a good fit when solving such problems. An unfair enemy just allows you to repeat and try again with a different build instead of feeling unbeatable. You learn and repeat. In this game, the deck building is more story driven. You are able to change your fighting deck before a combat from your collection of cards so far, but the cards are obtained through dialogues throughout the storyline. This means that, if I somehow picked cards to build a deck that makes it impossible to beat a combat encounter, im stuck. So, how can i approach this with a different build? I can't... unless i start over again, but I dont want to go through the full storyline again to get where I'm at. If i retry the story i would then learn that i have to choose the right CARD through options, rather than story investment, and suddenly i'm detached from the story as i'm only interested in not becoming stuck. One other thing that bothers me is that there is this secondary resource (yellow/orange) essence. I like the idea of build up and then spend this resource for special cards. However, these also cost action points, so if i have better non-essence cards, then these are basically never played and half of the game mechanics are unused. If at least the special essence cards didnt cost any action points, I would at least have _some_ sense of unfair advantage if my deck wasnt good enought to beat a combat encounter. The artstyle and the game quality is good, and I wanted the gameplay to be as such.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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