
Collect cards and battle monsters in this retro style coming-of-age JRPG!
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An excellent RPG with a lot of depth in party customisation. Featuring a cast of fun characters each with their unique abilities, along with a plethora of skill cards to collect and choose to equip. Very satisfying to discover powerful combos to overwhelm your foes! Banger music too! 10/10
Silver Daze released today so I figured I'd scribble some thoughts down about the game. TL;DR - it's pretty good, and is a unique indie rpg without feeling like a "unique indie RPG". Full disclosure, I know the developer of this game quite well. I shall try not to let it colour my review, but I do want to start with that piece of context for full transparency, as well as to say that it will become important when talking about the dev's previous title and how Silver Daze fits into his canon of work. This also means my playtime is closer to 30h than the 1.1h I've put into the Gold release so far, so this review comes from a place of having played the content and knowing the game pretty well. Silver Daze is what you get if you cross The World Ends With You, Megaman Battle Network, Magic: The Gathering, and Bill Shakespeare's The Tempest. It is simultaneously a thoughtful character piece about yearning for our halcyon youths to extend indefinitely, a teen drama centring around what it means to mature and leave behind Childish Things, and at the same time manages to be a near-episodic Shonen anime about card battling. Most games attempting to be all three of those games at once would fail spectacularly. Silver Daze does not. It is a triumph in terms of what passion projects can be, unyielding in its clarity of vision and providing something that you can't really get anywhere else. Where I would call the developer's previous titles (the Axial games) a narrative overreach in terms of achieving what they set out to do, Silver Daze delivers expertly and really demonstrates growth and depth of character gained since the second Axial game which translates directly onto the page. Presentationally, the game is a mixed bag, but with a level of clarity of intent which makes every pixel and bleep seem deliberate. As I said, the game is uncompromising in its vision - and that can be both to the game's strength, and to its mild detriment in certain areas. The soundtrack is phenomenal, and the artwork is stylised in a way which hearkens back to its GBA-inspirations (especially the faceplates and abstract dungeons of twisting corridors suspended in space, which are MMBN to a tee). The game features a ton of visual variety too, capturing a style which puts one in mind of Yume Nikki, or other Indie RPG greats of that vein. Some sound effects are a bit midi-screechy, and there's gonna be stuff that isn't to everyone's taste, but all in all the game looks and sounds great. Battles are where the game shines hardest - there is a level of ludonarrative synergy at play where the characterisation of the party members and antagonists carry a direct through-line into the way they fight. The Axial games' equippable skills make a comeback, but now in a way which is more about build variety and synergy than gimmick - and it's a real joy to compare notes with other players about the way they solve the game's almost puzzle-like boss fights. There's no single route to victory, and you can create builds for you party which are remarkable and elaborate, or straightforward and pliable, and the game never punishes you for choosing one or the other. The writing is really, REALLY good and the characters feel like real people - which is a refreshing departure not only from other indie RPGs in this sphere of zany teen melodrama, but also of the dev's previous work. There are some party members who are forefronted more than others, and that may cause contrition for some people, but the core conceit of the plot is incredibly strong and contrives a fish-tank where we see there people grow from the children they were into the people they will become. While engaging in a small-town adventure of chiptune-riddled self-discovery. It's sort of like Scott Pilgrim. Scratch that, it's a lot like Scott Pilgrim. Anyway: Silver Daze is one of those games I think everyone should play - and not just because I'm a pretentious mug. I think it says something deeply human, and is a window into the developers' souls in a way that not many games (indie or otherwise) truly achieve. If you like TWEWY, Megaman Battle Network, or Card Games, or Teen Dramas, or Pretentious Plays About Feelings, or just RPGs in general, this is probably a game for you. It represents a true step forward in the developer's ability, and I'm proud to see what they have achieved with this release. 9/10 - Buy a copy, and play it.
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Hours played at review time, across 26 reviews with recorded playtime.
I cannot stop thinking about Silver Daze. This game hit me like a dream you don’t want to wake up from—haunting, heartfelt, and strangely hopeful. It's the kind of experience that sneaks up on you, tugs at something deep, and leaves a lasting impression long after the credits roll. From the moment I started playing, I was pulled into its atmosphere. The art style? Gorgeous in its rawness—every frame feels like a page from a forgotten diary. The soundtrack? Lo-fi perfection that wraps you in nostalgia and gentle melancholy. And the writing? Sharp, sincere, and painfully real. Every line feels lived-in. You’re not here to win or conquer—you’re here to feel. And Silver Daze absolutely delivers on that front. It’s like a slice-of-life coming-of-age story soaked in sunlight and sadness, with just enough surreal moments to keep you guessing. Think Night in the Woods meets Yume Nikki, but with its own totally unique soul. Gameplay-wise, it's not about challenge—it's about connection. Exploring the worlds, talking to its weird and wonderful characters, and piecing together your place in it all… it’s like rummaging through the fragments of a summer you half-remember. Every scene feels like it matters, even when nothing "big" is happening. I can’t remember the last time a game made me feel this vulnerable, this seen. If you’re looking for something quiet, beautiful, and deeply human—Silver Daze is a must-play. Thank you to the devs for making something so real. Now if you'll excuse me, I need to go lie in the grass and stare at the sky for a bit.
Im telling my kids this is what inspired Megaman Battle Network. .
"NEW!" (Wow! You obtained Kingdom Hearts CoM, Re:Coded, TWEWY, inspired soundtrack, and kick-butt weekend vibes all in a single game!) My god. I looked everywhere. In the kitchen cupboards, under my bed, even in the dishwasher, it's been so long since I've found anyone who asked if I'm tired of would-be heroes doing cool things after school yet. Not happening here, folks, you get exactly what's on the tin and MORE. The characterization reflects in-game elements and abilities, thus solidifying a very, very solid battle system with immense depth. No two ways are the same nor is any particular strategy frowned upon. Some cards, especially when foil, can change your entire team setup from moment to addicting moment that is already suspect to really cool changes whenever the "NEW!" sound effect plays and you get a bangin' new card that would change everything for you and that Zone. I've banked many A-ranked battles in a row cause I felt like I understood the assignment and even got rewarded for my efforts. It's clear that so much love and patience radiates from each card description, each enemy troop feeling like themed battles from the Kingdom Hearts series--you can even look up the names if you need to go hunting for cards later (with the help of an exhaustively helpful card binder menu). Every screen is met with glee for me as I was able to theorycraft and form new ways around tough challenges (to be fair I'm playing in highest difficulty so mileage may vary). This gave me so much nostalgia from other games that are tonally different like Final Fantasy X but have the battle depth and enemy design I've been craving for a long time. I've been wanting to give this game a crack for the battles alone, they seemed fun on the outside, but actually being able to play it is a whole different story. The EP system is amazing and well thought-out. There's a secret rhythm behind every battle that echoes every timeless RPG this one set out be like and actually crushed all the new goals it inevitably ended up following up on that to me is bigger than any words. You should go find out what I mean, ya? Silver Daze is timeless.
A charming artstyle, a deep, intriguing card battle system and a deliciously retro atmosphere are only a few of the reasons why this game should be on your radar.
Silver Daze is a great, retro turn based jrpg. An interesting story, unique cast will keep you really hooked. Combat is fun with the right amount of difficulty and the card system keeps it constantly fresh and entertaining. Visuals are great, phenomenal soundtrack. Great job by everyone involved. Highly recommend.
Yes, I backed this game on Kickstarter. Yes, I was a playtester and got the game early. And yes, I’ve played for over 114 hours before it even released, but I can assure you that this is an unbiased review. I’ll try to keep this short [strike]I failed[/strike], as reviews aren’t my specialty. Silver Daze is a turn based JRPG about collecting cards, saving the world, and the challenges of growing up and finding the courage to move forward. The game’s combat has you fight using cards, of which there are over 280 of. Cards are obtained from defeating enemies, finding them in chests, and buying them. Any character can equip any card, though the card’s EP cost (this game’s MP) will be cut in half if equipped to the character whose color matches the card. Battles, which you’ll do a lot of, involve managing your EP and your Aggro. Every card uses EP, but you have a special attack that restores it, though is most powerful when your EP is at 50%. Aggro is the stat used to determine which character the enemies will attack. Manipulating this allows you to protect a weak character or purposely have a character get hit if they have a strategy that benefits this. I enjoy battling: the variety of cards means there are plenty of options, whether for creating builds or just tweaking what moves are best for the area you’re traveling in; and managing the EP and Aggro gives a fun twist to the usual RPG combat. Another part of battles is that nearly all the enemies have a pattern to what attacks they use and where, so you can learn how they fight to better counter them. There are 7 total playable characters, with only 3 allowed in battle. Each has different stats, equipment, and color, which combined with all the cards means there are plenty of builds and team combinations to try. All of them are usable, but some more than others (poor Liza). Battles are all random encounters in specific tiles, which is my bread-and-butter, so no problem there. There are items to temporarily disable encounters, but you are only allowed a limited amount in your inventory, so be prepared to visit the shop a lot if you plan going through multiple zones quickly (like looking for a certain optional roaming enemy). The game’s story is a combination coming-of-age tale, teen drama, and a save-the-world adventure. The narrative focused on the difficulties of growing up, with its focal character Pinn despairing over how much his life is going to change upon graduating, only to find himself and his friends in a broken-up world completely frozen in time. Does he indulge in this fantasy land and stay in the past, or break free from paradise to live for the future? The game’s cast in small, some getting more focus than others, though I like all of them. Exander and Griffin work well as mirrors for Pinn, Kani has the opposite issue of wanting to push towards the future at the cost of the past (and her and Pinn’s relationship issues are the main part of the teen drama mentioned earlier), and Geo and Wink are great supporting characters (Wink plushie when, Sawyer?). That leaves Shane, Jeff, and Liza. Shane has some character focus (His fear of losing all his friends once they graduate as he’s the junior in a group of seniors, and Pinn taking their friendship for granted), but there isn’t a pay off for his issues. Jeff and Liza are there and have a few scenes each dedicated to them, but there to a lesser extent than the others. Jeff has it better off than Liza in my opinion, as Jeff’s focal scenes help reinforce narrative themes. Liza’s biggest contribution is blocking a boss’ shot (poor Liza). All that said, I like the game’s story and believe it was told well, and has great moments. It tells its story seriously, but there are humorous moments, so its not all business. The game’s graphics are GBA-based pixel art. Characters, enemies, backgrounds; All of it is nice to look at and pretty great (through Green Zone is really green). Music is excellent, which is to be expected if you’re familiar with the creator’s previous works. Sawyer and Brian did a great job on the sound track. There are many lofi pieces along with more actiony themes (I’m terrible at describing music, sorry). A third person/group (not sure which) also contributes some vocal themes, which are great as well. Difficulty can be changed at any time from the options menu, accessible both from the title screen and while playing the game. I played on normal difficulty, but with higher enemy levels to make it easier to get better card drops, and found the difficulty fair. Only a few bosses were truly challenging but none of them felt like complete pushovers. The game also has an unlockable randomizer mode, which I played through once. There its most difficult in the beginning when you only have one character for battles, but gets easier the more characters you find (also get the Go Mode card, it’s so cracked in this mode). Overall, I greatly enjoyed playing the game. The gameplay is fun, the story engaged me, and I listen to the music even when not playing. If you like JRPGs, collecting cards, story-driven games, and lightbulbs wearing hats, I highly recommend getting it (and if you’re unsure, there is a demo you can try out).
[i]Note: I have completed this game offline / pre-Steam release for testing, and those hours won't be reflected in this review. You can bet I will go back through the entire game for those Steam achievements, though![/i] [h1]Highly Recommended![/h1] A charming, mechanically deep RPG with tons of customization and retro flavor, but with most of the annoyances of classic games streamlined or mitigated altogether. The story, dialog, and balance are solid, the art and sound design are fantastic, and the UI looks like something you'd legit seen from a GBA game way-back-when. I've never gotten super into Mega Man Battle Network - one of the inspirations for this title - but I'm kind of intrigued to do so in the future, thanks to this game. [h2]Pros:[/h2] [list] [*]Amazing sprite work [*]Equippable card system & skill synergies abound [*]Likable cast with distinct motivations and quirks - and actual [b]character growth![/b] [*]Crunchy, era-appropriate sound effects with great original tunes [*]Good level design and exploration [*]Pokemon-style encounter zones (so you at least have some agency in terms of random fights) [*]Unique resource management and aggro management systems [*]Battle ranks and reward system makes it fun to be a completionist [*]Insanely fun optional endgame content with challenging super-bosses [/list] [h2]Cons:[/h2] [list] [*]Some folks won't like random encounters, even with the improvements versus most old school games ("tall grass" system and easily obtainable Repel items) [*]Players that run from or avoid a lot of battles may be under leveled upon reaching new areas [/list] [h2]Neutral:[/h2] [list] [*]Party members all share a common experience level (it's not to my taste, but works well within the context of this game) [*]Buff / debuff system takes some getting used to [/list] [h1]Overall[/h1] In summary, this game is amazing. The pros vastly outweigh what few negatives I could find in the finished experience. I can hardly begin to describe how well some of the game's climactic set pieces come together without spoiling stuff, but, in a single word I'd have to call them "triumphant". The sheer amount of heart that has been infused into this experience is inspiring - it's basically impossible NOT to get invested in the cast's collective journey. Even if the neo-retro RPG subgenre isn't quite your scene, I think there's more than enough merit here to attract all kinds of players. Get a copy for yourself - and maybe one for a friend, while you're at it!
I backed this game on Kickstarter and it was well worth it. This game is fantastic. Just finished this game, 9/10 experience. I haven't touched the post game content but this game is well worth every penny.
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