
MISSILE CARDS is an intense turn-based defense card game inspired by the retro Atari classic Missile Command. Arm your defenses and blast away flaming death orbs, nuclear warheads, and other hazards hurtling down from space. High replay and lots of unlockables!
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Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
In a nutshell: "I'll just have one more round, I can do it this time - damn it!" Then you realise it's 2am. :) The developer, Nathan, has created a very addictive game here and I think I've only just scratched the surface after a few great hours of entertainment already - at a bargain price too. While initially Missile Cards can appear to be fairly simple game (there is a tutorial) the depth soon becomes apparent: - Do you go for higher scores by taking threats out later (see the x1, x2, 3x etc. grid numbers for score bonus) but then run the risk of being overwhelmed? - There's a nice point based upgrade system for your base defences that's earned with experience gained, and you'll need those upgrades later! - Each area introduces different mechanics and new dangers - which will have you cursing as you try to deal with them - but with that one-more-go feeling that good indie games always seem to have. - You can discard your cards to power up your defences, but the choice to do so and when isn't always an easy one and adds a nice layer of depth to the game. - There are some rounds where you wonder if you somehow insulted the random number generator's mother, which determines what order cards are dealt out. It can sometimes be very difficult to claw a victory, but likewise, the RNG gods can smile upon you, and as you gain more experience and upgrades you're better able to deal with the odd curveball it throws your way, but it's all part of the fun and challenge. All-in-all, Missile Cards is a great game that's well worth your time and money. Developers like Nathan deserve a big pat on the back and our support to continue making good games like this - so go ahead and buy it, it's a steal for the amount of entertainment on offer here.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Parece poca cosa, pero engancha mucho. Cuando le pillas la mecánica, es muy divertido y rejugable.
[h1]For 2 bucks I can't complain, but...[/h1] It's too simple to play, and really limited, you'll play 2 games and figure out the whole thing, the typical "this game should get a neutral review". Seriously, this is not the kind of game I want to play in my PC, should be on my phone.
Now with the iOS launch, thought it might be nice to bump the game's reviews here and offer some thoughts from my (albeit short) time with the game. If you're looking for an easy to pick up and put down game, harkening back to the old days, check this out. We're talking Atari Missile Command nostalgia here with a card cycling mechanic. Difficulty ramps up steadily and new mechanics come in to keep you on your toes. You can unlock various cards and upgrade features of your bases but their is a fair amount of grind required to do so. In-Game objectives already require multiple playthroughs of each stage due to varying difficulty so this may or may not be an issue for you. Here are my first few streams of the game in case you want to see it in action: Tutorial: https://www.youtube.com/watch?v=YDWABsH_Po0 First Two Zones: https://www.youtube.com/watch?v=OHxUG0ybqCk
Great little card game to pass the time.
This is the first time I write a review, and I only do this because I loved this game and more people should play it! I was expecting this game since I had played the demo. And all the waiting really paid back. It is one of this games with really simple but deep gameplay and mechanics: you learn quickly how to play, but as you progress it requires strategy and a lot of thinking for your next move. Add to this the lovely pixel graphics and retro music, many upgrades, bonus missions, and you have a really awesome game to spent hours on. You should definitely buy this Missile Cards!
Absolutely loved this game! So much fun, and a ton of replayability. Check out my full Indie Impression: https://youtu.be/aXPTNsvm2oc
A really great strategic virtual card game with fun mechanics. A real challenge to beat the scenarios with really enjoyable graphics and game feel. The unlockables are really great also.
On va probablement dire que je suis un vieux râleur pour donner un avis négatif sur un jeu avec autant d'avis positifs mais je n'y ai pas trouvé mon compte. Le concept est assez simple, vous avez des "cartes" dans un deck de 4 sortes : les armes, les batteries, les récupérateurs de débris et les dangers. Chaque tour une carte est piochée, et tout défile comme un tapis roulant. La carte à l'extreme droite revient donc dans le deck si elle appartient à un des 3 premiers types ou prend place sur le terrain si c'est un danger. Chaque tour vous avez le droit à une action : préparer une carte, activer une carte, jeter une carte, activer le pouvoir spécial de la base ou passer, les utilisations de batteries sont quant à elles gratuites. Maintenant, le souci du jeu, c'est qu'il manque d'intérêt à cause de petits détails mais qui s'accumulent. Tout d'abord, il y a un système d'AP qui est totalement inutile puisque à plus de 95% du temps on ne le regarde même pas. En un peu plus de 1h30 de jeu, il n'y a eu que 2 fois où je manquais d'AP (en début de partie). Ensuite, comme les temps de chargements sont de 2 tours pour les sources à 1 de dégât et de 3 tours pour tout le reste les batteries sont presque inutiles. Je regrette également que la quasi-totalité du deck soit imposée, seules 3 cartes parmi 8 peuvent être ajoutées après déblocage. On notera que le déblocage de nouvelles zone se fait par l'accomplissement de missions, de fait, les 3 premières parties que j'ai jouées étaient exactement les mêmes (exception faite de l'ordre aléatoire des cartes). Si le sentiment d'urgence et de choix est présent, on se rend vite compte cependant qu'on appliquera toujours la même stratégie : maximiser le nombre d'armes activées, aller au plus juste pour la correspondance valeur du danger <=> valeur de l'arme et lors de choix multiples commencer par la carte la plus à droite. Enfin, il n'y a pas de vérification sur l'ordre dans lequel les cartes apparaissent et parfois il sera tel que vous ne pouvez pas gagner qu'importe vos choix, ce qui est très mauvais en terme de game design. Au final, avec quelques modifications de gameplay au niveau de la jauge d'AP, en différenciant les 4 différents slots d'arme, en modifiant les batteries et surtout en ne proposant que des decks solubles le jeu aurait été très agréable et j'aurais probablement pris plaisir à débloquer tout le contenu et le finir.
It’s “ok”. https://youtu.be/Tq88nFGfzHA
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