
Second Second is a Roguelike card game without drawing cards. Explore randomly generated worlds, defeat monsters, collect valuable cards and add the best ones to your deck. The battles are not based on luck, so prepare to put your skills to the test.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Simplified Chinese
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 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
A clear example of the limits of AI design. Second Second succeeds in creating a unique take on a turn based card strategy featuring minimal RNG, but ultimately fails to engage the player. Game balance being handled by neural nets has devolved many encounters into complete nonsense, with many enemies doing nothing but healing themselves for the entire fight. The time-based combat system is unique and interesting and not as complicated as most of the feedback would have you believe, but the mediocre english translation makes it more difficult to pick up. That said the encounters do not tap the potential of this system in the slightest. Your deck will be slow to progress and mature, and often you will spend most encounters executing the same overpowered card combo that you set up before-hand to exploit the RNG-less draw system. Rarely ever have I had to consider the opponent's actions, and decks which do are some of the weakest in the game. This pro-combo doctrine will make you less inclined to experiment with your deck since cards must be perfectly fit to be worthwhile, and most of your card packs will be recycled or spent on events. The net effect is that runs become drudgingly repetitive. It's in early access and isn't too expensive so I don't regret buying it, but I would never recommend this over Slay the Spire in its current state. Try it only if you're a TCG/TBS junkie and have already played STS to death.
[quote][url=https://store.steampowered.com/curator/32732116-IndieGems/]Follow our curator page: [b]IndieGems[/b] if you like and want to see more reviews like this one.[/url][/quote] [i]Second Second[/i] is an interesting new roguelite deck-building card game involving strategic planning and battles. The game is in Early Access. It involves deck-building but there is no card-drawing element at all. The game is mostly strategy as you build your deck based on how you wish to play, you know exactly the order of your cards because you can arrange them however you wish. Your active deck only has 15 cards total, so it's very easy to manage. Overall the system is fairly unique and very interesting, and works well in this case. [h1]Gameplay[/h1] The game is based on RNG creation of individual maps that puts you in a starting location and you have to decide how to tackle this map. In order to progress, you need to make your way through the boss on this screen. You have to progress along nodes on the map in order to reach the boss, one step at a time. There are some rather confusing parts of this game, and even though you get a brief on-screen explanation every time you start the story mode on restarting the game, you still need to play to figure out what all of the parts are. Nothing beats learning from experience here. The basic mechanics show a turn-based strategic battle in the nodes with enemies, each turn comprising of 1.0 turns. Each card you have in your deck takes a certain amount of your turn time, and with any amount of your turn left over, you can play any card, regardless of your time left in your turn. If the time needed concludes on your opponent's turn, your card effect/ability/etc will activate at the appropriate time. (This took me a while to realize that to optimize the turns and times, to be able to play a few card effects in your opponent's turn is probably the best way to go about it.) There are some specialized nodes too, such an treasures, events, and labs. The strategic parts are not just in the card battles, because there is also a component of deciding how you choose your steps in each sector before getting close to the boss. The paths are often not completely linear, and if you want to access the treasures, labs, and events, you will cause an elapse in time. The elapse in time doesn't seem all that important, until you mouse-over the time-elapsed part of the map screen, to realize that time-elapsed equates to additional HP for all of the remaining enemies left in the sector. You can look at a log of all of the cards played in an in-game log that you can access for each battle. Your designated cards will be used in a straight forward cycle in the order you chose. They will cycle through in order, but each card has a designated number of charges=uses, and the card is exhausted for the battle once all of the charges are used up. If you have a slot open without a card available, either by exhausting all of your cards or by not having any cards in that type at all, the game will give you an infinite-use card for that slot. Each time you finish an event or complete a battle, you will increase your deck level. This has nothing to do with your active deck or your inventory, but at each end-battle juncture, you can choose to print some cards based on your deck level or to wait and to gradually build up your deck level. High level leads to better cards, so depending on your need and want to have rarer cards, you have to choose when to collect your winnings. You can edit your deck to have up to 15 cards, with a total of 5 card slots, and up to 3 cards in each slot. You choose the order of appearance of your cards, so none of this is up to chance at all. It is almost strange why a deck-building card game forms the basis of such a game, when card appearances and deck content is determined 100% by the player, with nothing being up to chance at all. Because the deck-building is completely up to you, you have an inventory and an active deck. All of the cards are designated by type of card, with quite a few types possible. You have five slots and you can only have up to five types at max. This significantly limits the cards that you can use that you have built up in your inventory. Fortunately there are certain lab nodes were you can change the type of your slots, to change up the cards that you can use. There are other nodes that are also possible to combine two different cards to change some of their characteristics. The logic behind these are not necessarily clear up to this time of me playing, hopefully I will find out in the future. There is a story mode and another standard mode. The story mode has five different chapters, each with a character and a starting deck. As you progress through the game, the story mode can actively change, because you can unlock different starting decks for each chapter through the achievements that you can get in-game. Each locked deck within the story mode chapter tells you which achievement you need to unlock it. The initial playing of the story mode can serve as your learning mode to get used to the different intricacies of the game, and then the standard mode can be the actual game that you play for continuation afterwards. While the story mode offers a brief story, with each chapter being a different part, they are really loosely tied. There is no need for a story mode, you can just play on and ignore the story. The fun is in the game anyway. Plus the game is in Early Access, and the story mode could get more fleshed out. But the different starting decks in the game's story mode is pretty refreshing too. [h1]Controls[/h1] The entire game can be easily played with a mouse. You can use designated shortcut keys for the different cards too, but this is not really necessary. [h1]Graphics[/h1] Graphics are pretty nice, it's a layered 3D environment with well-designed sprite designs. There are some different perspectives for the battle sequences that are shown, perhaps at random. [h1]Positives[/h1] +Neat design, unique +Well thoughtout system, with nice balance +Graphics are nice +Simple controls +Heavy strategy, light on luck +Nice that the story mode has different decks unlockable for each chapter +Choice decisions regarding deck-building required, due to small deck size and limited slot types and numbers +Overall very fun [h1]Negatives[/h1] -A bit confusing to learn in the beginning -The on-screen display explanation shows up with each launch of the game [h1]Conclusion[/h1] [i]Second Second[/i] is a new and unique roguelite deck-building card game with no drawing-phase, and the entire deck order is determined by the player. It offers a heavily strategic experience and less randomization. It is very interesting and fun, with a story mode to go through, with variations in starting decks unlockable to be able to give you replay value there. Plus the standard game is more complex, involved, and longer, once you decide to move on from the story mode. Even though the game is in Early Access, it has quite a bit of content and is really very fun. I would definitely recommend this game. The following video is my blind first-look at the game, and it involves a few failures, before I managed to make my way through the first chapter and the first sector of the second chapter of story mode: https://youtu.be/tEygQ-axaqg [quote]I received the product for free. I did not receive any compensation to write this review. The opinions represented here are entirely my own and were not influenced in any way.[/quote]
中文翻译非常糟糕,前言不搭后语,很多关键介绍解释极为生硬已经到了无法阅读的程度,完全破坏了游戏本身,如果制作组所谓的中文文本就是这种程度,那他们所谓的诚意就是诱骗中文用户自投罗网的圈套而已。
Holy crap this is bad. This is so over-engineered and over-complicated while also being unable to progress due to bugs IN THE TUTORIALS? Like what even is this product? I love card games to an absurd degree and this turned me off so fast it's almost mind blowing. Do not buy.
I am the main developer in this game. I love this game. I've worked hard to fix many of the shortcomings that other reviews are saying. I hope this game will be a new and enjoyable experience for you as I did.
我就直说了,游戏是好游戏,今天是2019年2月14日,至少目前为止中文翻译还是机翻,甚至在文本上疏忽把一个1.0写成了0.1,害的我了解规则时受到了巨大阻碍,这种不走心的中文让我在游玩游戏时受到了巨大阻碍,但这的确是一个好游戏,我不可能因此给差评,但是,今天是2019年2月14日,从今天起一直到更好的中文翻译更新之前,我不推荐语言逻辑较差的玩家或英文水平不高的玩家购入此游戏。
This game is perfect example how to complicate something simple and create unplayable game. There ius many games like this on the market. You can enjoy them from the first minute. In Second Second you will need hours to even finish full tutorial. Why? Because cards design is so pathetic that players do not understand what is going on. Just check any review on YT and you will find out that people dont know how this game works. Tutorial do not help at all. NOW WARNING: When you log in to the game you will find big AD - UNLOCK Android versio after 2 hours of gameplay. Why 2 hours? Because this game is facked up and devs know about it. After 2 hours YOU CAN NOT REFUND THIS GAME ON STEAM. So be careful, dont be scamed. Check reviews on steam, 90% players, even these which gaves positive review - play time is <2 hours. Why? Because 90% people refund this pathetic game.
Indie games need visibility, especially Korean ones that bother to offer passable English translations on launch. I'll reserve my full review until I've had more time with the game. EDIT 1: Game is good. Initial Early Access launch was quite buggy, but the devs have made short work of a majority of relevant bugs. There is a lot of depth involved in playing Standard Mode successfully. Story Mode is more for learning the ropes, the plot itself isn't that deep or meaningful. If you like deckbuilders like Ascension, or "deck is your hand" games like Alteil, but want more difficulty and a larger card pool than the likes of Slay the Spire, this game is worth buying now even in its early Alpha state. EDIT 2.1: You can now buy on Steam and, once out of the refund period of two hours, redeem a copy of the game for mobile!
[quote=毒舌鉴赏] 感谢开发者与毒舌鉴赏赠送的游戏。 若喜欢本篇评测,可点击关注: [url=https://store.steampowered.com/curator/33625352] 毒舌鉴赏[/url] [/quote] [h1]前言[/h1] 《第二秒(Second Second)》是一个策略性极强的DBG(牌库构建)游戏,但在我看来,它的优点和缺点都十分鲜明,喜欢的人可能会沉迷其中不能自拔,而不喜欢的人可能都不会入门。 [h1]优点-可控性极强的游戏机制,一切尽在你的计划之中[/h1] 这款游戏的优点主要集中在它的游戏机制上,具有创意的游戏机制使得玩家对局势的可控性极强,从而极大地考验了玩家的策略能力。 最先要说的就是它最大的特点了,也就是所谓的没有抽牌环节。在战斗阶段中,与一般DBG游戏不同,第二秒并没有采取每回合抽卡的游戏机制,而是在回合开始阶段就把所有的卡都放到了玩家的手上。但这并不意味着玩家可以任意选择手牌打出,因为游戏采用了另一个机制。在游戏中,玩家有最多五个卡牌槽,每个卡牌槽能放三张卡,但玩家每次只能使用卡牌槽最上方的卡,每张卡使过一次后会放入该卡牌槽的最下方。同时,每张卡都有使用次数,用完之后便会消失,所以妄想只带五张卡避免卡手往往就会死于使用次数不够。 在我看来,这一个关于战斗阶段卡牌的设定是相当成功的,它将战斗中卡手(指想要使用的卡牌不在手上无法打出)的原因由运气成分改为了策略成分。如果你在这款游戏的战斗中遇到卡手的情况,不会是因为脸太黑没抽到好牌,只会是因为卡牌槽的卡没放置好或者战斗中使用卡牌的顺序有问题。当你熟悉这种模式之后,战斗时会有一种一切都在计划之中的快感。 除此之外,第二秒将常见的每回合费用改成了时间轴的形式。在《炉石传说》等卡牌游戏中,往往采用了第一回合1费,之后每回合加1费的费用系统。而在这款游戏中,采用了第一回合0.1秒,之后每回合加0.1秒的时间轴形式(一般模式下),看上去似乎只是换了个名字而已,但实际上差别极大。首先要说的就是读条不局限于自己的回合,举个例子,假设我的回合只剩0.1秒了,接下来是敌人的0.5秒回合,这种情况下,按别的游戏里的观点,似乎只能使用0.1秒读条的卡牌了,但在第二秒中,你可以使用任意卡牌,如果你使用0.5秒读条的卡牌,将会在敌人回合的0.4秒时生效,如果你使用0.8秒读条的卡牌,将会在下一个自己回合的0.2秒时生效。这种独特的机制使得费用不再是决定性的因素了,即使每个你的回合都是0.3秒,我的每个回合都是0.1秒,我也不一定会输给你。 但是,在第二秒中,回合时间长也有着独特的优点。首先解释一下第二秒中出牌的条件,是上一张卡牌的读条已结束,并且身处自己的回合,就能进行出牌了。而在第二秒中,有两种独特效果的卡牌,一种叫取消,一种叫读条过程中无视伤害。前者可以直接取消掉对方施放时间过长的卡牌,后者使用时机合适的话可以挡掉对方造成的伤害。所以,具体该采取怎样的战斗策略要视对方情况而决定。另外,大部分卡牌都是读条结束后才生效的,而回合开始时会清空护盾值,所以卡在对面的0.1秒时结束读条的伤害卡往往能起到绝杀的作用(或者被无视伤害卡挡掉= =)。 最后,要谈谈这款游戏的DBG元素,主要体现在两个方面。一方面是套路极多,游戏里没有职业限制,所有职业都能遇到全部一千多种卡牌。所以实际游戏过程中往往不会拘泥于某些套路,而是根据拿到的卡牌合理进行规划。另一方面是游戏的地图机制,游戏分为白天和黑夜,游戏里能遇到研究所,在白天能增加一个指定类型卡牌槽(游戏里有6种不同类型卡牌槽,每张卡只能放入对应种类卡牌槽中),在夜晚能消耗一张橙卡将指定卡变为橙卡。虽然每个研究所只能访问一次,但玩家完全可以根据自己的需求决定使用方法,如果拿到了优质其他种类橙卡可以选择开卡牌槽,否则可以拿一张狗粮橙卡把之前的优质非橙卡喂成橙卡。 [h1]缺点-糟糕的新手指引,不合理的预设卡组[/h1] 这款游戏的缺点和优点一样鲜明,首先要说的就是糟糕的新手指引。游戏的新手教程竟然采用的是解谜形式,不具体讲解游戏机制,而是要你先猜出游戏机制,破解谜题后才显示相关说明。由于这款游戏有很多创新的机制,所以这种新手指引会让玩家觉得十分麻烦。除此之外,游戏里有上千张卡牌,却没有卡牌列表。在熟悉这些卡牌之前,玩家很有可能会被ai各种血虐。 除此之外,是部分角色的预设卡组不合理,比如爱因斯的重建卡组。在一般模式的lv10难度下,该卡组如果不能开包得到神卡,很有能连第一场战斗都打不过(这也在你的计划之中吗?),我在通关这个卡组前,往往需要刷半个小时开局才能顺利打下去,极大地消磨了我的耐心。 更多游戏推荐请关注[url=https://steamcommunity.com/groups/dushejianshang]毒舌鉴赏[/url]以及[url=https://store.steampowered.com/curator/33625352]毒舌鉴赏家[/url]
Almost got the standard null end, but got slayed at the last moment...! I played about 10 hours and quite enjoyed it, so I decided to leave a review to encourage you guys who haven't played this game yet to give it a try. This game's got potential. Battle seems harsh at the beginning but the balance is not so bad after you get used to it, the time(as turn) system and deck building & playing is fresh and intuitive, and there are so many strategies to try - there are like infinite number of strategies, of course this is a kind of card game you optimize your deck and progress, but in 10 hours of playing, I couldn't get the similar combinition of cards and event buffs every try so it was basically playing new game for whole playing time. If devs create more contents using this as advantage(like more modes and achievements, maybe more character modes for example), game would be more enjoyable. The basic game systems are intuitive, but card effects, conditions and durations on the other hand, are very confusing and in game explanations are not enough, so I think maybe devs should provide more guides or tutorials on those. There are many unexplained tips you can find if you pay attention to the details, so if you find figuring things out all by yourself enjoyable, this lack of explanation won't bother you.
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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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