
It's recess. Time to play cards, find your missing friend, discover the meaning of life. The usual 5th grade playground stuff.
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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[h1]我们课间嬉戏时的童稚卡牌游戏,也许是一场对大人帝国的反击战[/h1] 从某天起,那个你喜欢捉弄的女孩就再也没来过学校。你去她家也没找见人,而她父母又常常出差。你有些心急,不知是因为意识到小学五年级的自己的无力,还是等你失去了才发现,她好像是你唯一的朋友。 你唯一能记起的,是上次见面时她将同学间最新最潮的卡牌游戏《异形之战》推荐给你,虽然当时你完全没放在心上,毕竟破打牌有什么好玩的,不如出门骑车运动。没办法,那些古怪“牌佬”们似乎真的有你朋友的消息,但你只好硬着头皮参与到他们的课间活动中。 以下是一个对卡牌没半点兴趣的正常人接触卡牌游戏后大脑发生的变化.jpg: 玩卡牌的第一天,喜欢玩这种游戏的一定都是怪咖和撸瑟吧(捏鼻) 玩卡牌的第二天,打牌就是赌博,只会给人带来不幸,不会带来快乐的(第一集宫永咲并感) 玩卡牌的第三天,打牌什么的只不过是猜拳运气游戏罢了,不值得当真。 玩卡牌的第四天,不要搞错了,我只是为了获得线索才来的,我从来就没觉得打牌开心过。 …… 第七天,不是的,不要走,要我做什么你才肯回来?我整晚整晚都在练习策略,自己和自己反复对局。哦内该,要是没有小克莱尔的话,瓦塔西! 第二周,如果不介意的话,把我当成你的朋友吧,期待我们下一周的对局! 第三周,你打开了手中的补充包,看着里面的卡牌,不由得心花怒放。 第四周,概率推算、策略针对、心理博弈,这才是这游戏的奥妙啊! 第五周,不,我不止是为了她而战,我和你对局是因为打牌的过程才是最快乐的! 第六周,好好看着我吧,即便三之真理蕴于其中,若我能以这幅卡组打败你的“不可战胜之卡”,那还有什么是我们不能做到的? 第七周,我只是在一条你未曾想过的路上播下了希望的种子!多说无益,决斗吧,duel! 第八周,你没收了卡牌禁止了课间活动,就以为我们会乖乖服从了吗,我们会创造属于自己的卡牌! 第九周,你的未来被那时候的大人们偷走了,所以你现在也想偷走我们的未来吗?我绝不允许,我的回合,抽卡! 第十周,打牌真开心啊(最后一集宫永咲并感) …… 《Recesses》是一款规则简单但对抗交互性很强,相当具有童趣感的卡牌肉鸽,也算是一颗沧海隐珠了。游戏基础规则是简单的每人八张牌每回合出一张拼大小,但各种针对性极强的特效和康牌能让局势迅速反转。由于针对策略的必要性,开包收集的乐趣很足,且越到后期,遇到对手越来越多的强力卡牌,用手中这堆看似不起眼的组件以巧化力的乐趣越明显。为加强玩家主动收集和尝试不同卡组的动力还做了一些奖励稀有卡的自限,如无伤挑战、少牌挑战、限稀有挑战、纯色挑战等,也许游戏名的“课间”早已离我甚远,但玩了以后真让我感受到了“余忆童稚时”的感觉。 游戏尤其值得推崇的是写作和叙事方面的用心。游戏将背景建立在孩童的纸牌游戏上,每一张卡牌不仅有像模像样的卡牌描述,还真的像某中二系决斗游戏那样,对局双方会在旁边说解说词。“我召唤OwO 融心者,由于你的伊格尼斯 火惧者具有+1对可爱优势,认为可爱在自己面前不值一提,但看到萌萌哒OwO的一瞬间,它的心脏就爆炸了!” “什么,不可能!我的火惧者竟中了你的可爱攻击!”,游戏中有上百张卡牌,这样的文本量和细节度是相当惊人的。 游戏中的主要人物形象相当饱满,作者优秀的人物刻画能力让游戏只需战前战后三两句话的文本就立刻把人设立住了,甚至能见到这类游戏剧情少见的人物弧光和人物成长塑造。你从起初的漠不关心急功近利到最终感受到卡牌游戏的乐趣所在和背后哲理,并且在一局局牌局中,你认识到了那些怪咖牌佬其实都是个性鲜明的好孩子,你也借着打牌见证了他们的故事和成长:那个跟人打牌赌午餐鸡块的妹妹嘴上说着赢来的鸡块不吃要当成自己的荣誉证明,却偷偷把鸡块塞给了家境贫寒成天饿肚子的孩子;那个爱研究物理的科学宅却和流着鼻涕的喜爱小发明的怪人交上了朋友;那个往卡组里塞一堆沉默变羊的孩子只是因为患有阅读障碍症,没法看懂对手复杂卡牌的效果;那个万众瞩目甚至没人以为她会玩卡牌的大小姐组了套纯绿卡组,算是表达着“别以为你们了解我”的小小反抗。 虽然模式是肉鸽闯关(甚至做了肉鸽常见的那种挑战风险并存的变种关),但游戏却巧妙地用一周周的叙事文本包裹不让人出戏,游戏中有超过11万文本量,对“先赢了谁后输给谁”等各种条件都做了判断,让你无论输赢都常常能遇到新的对话。我对游戏中的每个对手都赢过输过(好像除了新手哥),很多时候这些丰富的对话也大大降低了游戏失败的挫败感。甚至游戏做了很多讨论,在你失败后其他对手会提示你“XX的卡组看似强但是有着XX弱点,如果你能利用XX也许能更有优势”,真就像现实里打完后和朋友们反思牌局一样,这也体现了作者的设计巧思,也许你会觉得某些卡超模或者某些组合特别克制某些套路,但是当NPC也说出了你心里的想法时,你才知道这些都是作者故意这么设计的,正如每次主角都能用弱卡打败关底Boss的超模卡时说的那样,“人生也许充满不公平和不可能,但是我证明了即使这样我也能赢得胜利”。 游戏三个周目主线剧情讲述了一个充满退可童稚进可哲思的反抗故事,就像小时候看过很多游戏周边的动画片:《游戏王》、《四驱兄弟》、《陀螺战士》……本作虽然没有那么多魔幻要素,但是确实有小时候那些动画的风味。当校长害怕卡牌和真理的传播破坏了他对学校的掌控而禁止卡牌游戏时,当大伙聚在一起用笔记本重新画出记忆中的那些卡牌时,我想起了童年时最爱看的《数码宝贝3》。主角启人同样是小五的年纪,同样是喜爱和朋友在课余时间玩卡片游戏,同样是在笔记本上画出了自己的卡牌卡图,同样是个富有责任心、正义感、依赖和关心朋友的邻家普通小孩,展开了属于自己的反抗大冒险,和本作的主角倒颇有几分相似之处。玩完游戏又回忆起当年的自己,是不是也是这种普通又可爱的孩子呢。
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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
Game is honestly just a great time, wish everyone would give this a go. Despite what looks at first glance like an oversimplified artstyle, the game is really in-depth and nuanced. The mechanics are fun and dense, the story and dialogue is witty and interesting and the artstyle becomes charming with how much of everything else is stellar. If you're tossing up on this please give it a go. Someone clearly poured their heart out on this one.
[h2][spoiler]Life is not special; free will does not exist; thus the universe strives to break free from the chains that confines itself. [/spoiler] Then what?[/h2] 坐在电脑前的我也许在听到某一个哲理的时候,会出于好奇心/求知欲继续努力向前;因此,也许我会像西西弗斯那样屡败屡战。但是游戏中的“我”其实并没有去多思考:“我”只知道自己要找到Clair,仅此而已;因此他也像西西弗斯那样屡败屡战——他挺荒诞的。我(当然也包括第一周目的Clair)也许会在第一周目的结尾陷入一场虚无主义危机,但是“我”反而不会——我挺荒诞的。 Battlaliens这个天真而无厘头的游戏自身蕴藏着什么人生大道吗?我表示怀疑。然而,每一局新的游戏、每一次新的挑战,并不追求什么“胜利”,也不追求什么言说的“哲理”;只有那个全心投入的小孩,只有那个西西弗斯,只有......我。 ------第三周目,校长面前的追评------ 肉鸽模式我就不愿意花时间去玩到关底了,每一局因为敌我卡牌的自身的效果全部随机,而费心费力;我这个一年都没爬过塔的脑子怕不是要冒烟了。我知道当我打败所谓的关底boss之后会发生什么——我会“胜利”,然后有人会像九头蛇的另一个头一样,取代校长并成为新的boss,让我下一轮再次挑战。 “生命不过尘埃一粒,自由意志遥不可及,于是生物们高筑通天巴别塔,只待其再次化为尘埃。” 每一局新的游戏、每一次新的挑战,仍然追求着这个胜利、仍然追求着这个使命;只有这个毫不起眼、荒诞至极的五年级小孩,只有这个西西弗斯,只有......我。
非常好玩,体量和乐趣都远超预期。让我想到 Fortune-499。同样是玩法与故事并重,充满自我表达的独立游戏,不过 Recesses 里打牌才是重点。 在极小的 卡池 / 随机池 里,打牌意外的[strike]难[/strike]有策略深度。基本的 颜色克制 / 数值对撞,各种各样的多卡 combo,先制康 / 亡语 / 变形针对,拼数值能以一当十的打手,ntr / 衍生物 / 手卡破坏 / 全局增益,不用打出就能提供支援的卡... [strike]每张卡片都有它存在的价值 kora[/strike]。单卡间有 特效>>数值>>针对>>特效 的克制关系,每局游戏在哪手打关键卡同样是一种猜拳。[spoiler]有点像天气会把战力变 1 的古老版本昆特牌,牌表确定后自然会有一方不利,但猜得准也能逆转。[/spoiler]反倒是过于依赖强力单卡的对手,信息透明后,不太用猜所以能轻松战胜。 整体是一个类似游戏王的,小朋友打牌拯救世界、用决斗带来笑容的故事,他们充满个性和想法,勇敢地做着自己认为正确的事。游戏也时不时借角色之口,讲着与现实世界相关的 [strike] cynical[/strike] realistic 大实话,这时文字和 bgm 风格突变的演出效果很有趣,亲身去做解决现实问题的态度很积极。 (喊卡名的效果实在是记不住,只能对着截图看了 :(
A very creative card game roguelite with a good heart. The mechanics take inspiration from the pokemon TCG, which is very refreshing for a game within the genre. They work well, feeling satisfying in the way these games are, and while giving a sense of mindgames even against an AI. The deckbuilding is also great, providing modes to simulate a constructed-esk experience as well as a draft-esk experience, and they both work well. The game is punishingly difficult, but necessarily so, so that you experiment with the full breath of cards the game has to offer. The story is in the literal sense preachy but there's a lot of interesting thoughts to be had, and I appreciate there being stories like these out there made to get people thinking about different concepts. When the writing wants to, it can also be personal and touching. The art is uh, programmer art, but you get used to it pretty quickly if you're like me. The soundtrack is certainly noteworthy, Kasey Ozymy's great at music and his additions are very welcome. I could easily recommend recesses to anyone who likes card game roguelites, or just card games, or anyone who loves nihilism and hates capitalism.
There's a lot of fresh ideas here. It's a solid card game that I'd love to play in person or in an online mode. It's fun to deck build and experiment and the game does a nice job showing off it's best features. Check this one out, more than worth the investment.
This game has so much personality, and it's actually a great and interesting card game! It is highly endearing, well-thought-out, and genuinely challenging. I can't really find anything to complain about, other than how long it's going to take me to read all of the entertaining card flavor text! My short attention span made it a little difficult to absorb both my own and my opponents' card effects simultaneously, but every step of what happens is clearly communicated to the player, and often with humor and pizzazz. If you're thrown off by the simple graphics, don't be, because the art is awesome. The cards in particular really come alive, and it's partly due to the excellent soundtrack. CoZyro and Kasey Ozymy (Jimmy and the Pulsating Mass) make a really good team, resulting a full sound that's both intimate and just plain weird. That, and sick beats, time signatures, and syncopations. All together, you get an audio-visual experience that is very fitting and striking. If you are looking for a new indie TCG darling, you should look no further than Recesses. (And then you should play Card City Nights/Card City Nights 2.)
第一次看到遊戲頁面:OK 好像蠻有趣的......等一下44篇評論100%好評?我需要試試 第一次打開遊戲:玩法和對話都比我想像中有趣,和小學生打牌有什麼難的哈哈 第一次通關:學到了 alter ego、反資本主義、時間膨脹與人類存在的本質之間有什麼關係,以及所謂「真相」 第一次完成「教學」:我已經準備好和世界抗衡 [hr][/hr] 遊戲的核心分成了對話和打牌兩個部份。玩家扮演的主人公,在好友 Clair 消失之後決定找一群平常有跟她玩的小孩們找找線索,沒想到卻從此走進了一場探索自己和世界的知識之旅。而這一切的開端,就是小學生等級畫功的卡牌遊戲「[b][i]異形之戰[/i] Battaliens [/b]」。 卡牌的部份則是在對戰規則上大幅簡化過的 CCG,就只有特殊效果要讀一讀而已,並混了一些輕度的 Rogue-lite 要素。簡單來說,遊戲的進程就是開卡包、打牌、輸掉、重新挑戰,直到贏下來為止。 本作最強的地方在於,上至角色們的看法,下至遊戲架構本身,都和遊戲本身的劇情主題相呼應,讓我相信這一次次重覆地挑戰強敵是有其意義所在。而 Rogue-lite 的部份也有許多調整讓重打的過程不那麼單調。即便是同一個對手也有多個不同版本對白,讓你更深入了解他們的背景。儘管不是每個角色的說法都讓人認同,但透過每一次重跑,你起碼能知道他們是抱持著理念而行動的人、他們有話想說、是立體的遊戲角色,而非只為了和你打牌而生出來的NPC。 「This silly game that has the power to change the world」說的不止是遊戲內的 Battaliens,更是《Recesses》本體,這也讓我再次想起自己為何偏愛獨立遊戲而非3A大作。兩週的遊玩時間,儘管還未打完,但我能夠確定地說這是我2024玩過最棒的遊戲,沒有之一。 [hr][/hr] *不過有些 RNG 的確蠻讓人苦惱的,像我本身沒在打牌所以不太擅長 deck build。如果你卡關了,別忘了去跟全知大師 Euenge 拿個提示,其他 NPC 也有機會給你提示的。還是卡的話可以參考一下指南。
Holy crap.
If you told me I was buying a game about elementary school recess, I’d have expected dodgeball, maybe a juice box, and some questionable decision-making. Recesses somehow delivers all of that… but with cards, existential dread, and surprisingly intense strategy instead of snacks. The heart of the game is a single-player deckbuilder/strategic card battler: every outdoor break becomes a strategic duel against another weirdo from the playground. Each card has weird, wonderful effects, and losing feels as rewarding as winning — because it unlocks new dialogue and strategies and gives you more cards to add to your collection. If you go in expecting some breezy card game, you’ll be surprised by how captivating Recesses is — 100+ unique cards, tons of goofy but sharp dialogue, and real strategic depth that sneaks up on you like someone throwing sand in your face at recess. In short: it’s kind of like if your favorite deckbuilder and your 5th grade memories had a weird art project baby, and it’s way better than it has any right to be. Bring your booster pack and your bird puns cause we are going on a wild ride.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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