
Build decks using fun and powerful Slime's and battle them in unique arenas!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Bored !
☀️
:)
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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Slime CCG is a cute little card game. Considering it is a free game, i'll give it a 5/10. Balance is a crucial element in strategy games, but this game is definitely broken. Some cards are too OP like ice cream scoop, whenever you play this card, you basically win. Other than that, this game is unfinished. It is easy to know just by looking the pictures in the game.
I love this game
EDIT: After years of what could have been, I cannot recommend this game. [h1]TL;DR[/h1] Took approximately 1 hour to explore the game fully. Spent another hour reading and critiquing. The download size is small and requires little investment for some momentary enjoyment. [i]This is, in my opinion, a prototype - and proves as a solid starting point for a potentially successful CCG.[/i] [h1]My Progress[/h1] The game opened without any problems. From the game menu, I learned the game rules by clicking the options icon top left of the screen. Seeing this, I looked at the deck creation. Due to the layout, my initial reaction was to avoid messing with this and to create a game. I selected a premade deck and played against the A.I. because multiplayer isn't in the game as of the posting of this review. After learning the game mechanics through trial and error, I lost my first game. I was left confused and decided to investigate the cards. I went back into the deck creation and found that some of the cards are not well balanced - so I made a deck that was better than the premade ones. I faced off against the A.I again and won easily. I played on some of the other arena layouts and won several more times with the same deck. After doing this, I spent the rest of my time comparing this game to other digital card games. [h1]What I liked[/h1] - Free - Simple layout - Deck Creation - Some of the slimes are cute? - Small Download Size - The developer is open to feedback and wants to improve the game [h1]What I didn't like[/h1] - No progression system - Card text too small - Interacting with cards felt off - Many of the slimes felt copy & pasted (lacked personalization) - Not a complete game - Main menu in-game functionality (naturally wanted to click outside the box to close the menu, but you have to click resume) [h1]Critique[/h1] This card game about slimes leaves room for plenty of improvement. There is a lot of promise here, but the release of this project as a finished title is premature. There is no polish and what is here only provides a minimal experience for people to enjoy as of now, July 13th, 2018. In my opinion, this game should be in early access. It is clear that this CCG is inspired by other card games. With this in mind, I list some critiques and a quote. "Good artists copy. Great artists steal." - Pablo Picasso [b]Progression[/b] As of now, there is nothing to keep me playing the game. No rewards, no clear goal for the player. [b]Card Art[/b] Most cards feel bland and uninteresting. I didn't feel connected with any of the cards and ultimately they are all forgettable. [b]Card Types[/b] There is not enough of a differentiation between the card types visually. The rules for each card type also needs to be addressed. For example, what is the difference between a booster and a spell? This should either be simplified or made more clear what their roles are in the game. This also goes for characters, creatures, and traps. [b]Keywords[/b] As of now, the card text is written in the same format. It would be more readable to the player if the keywords were bolded. Hearthstone does this in a beautiful and simple way. [b]Arenas[/b] Made in Unreal 4, there is so much potential here to create stunning game-boards to play on. The areas provided do fit, but I feel there is so much room for improvement here. This could also add to the lore/story of the game. Make the areas meaningful and memorable. [b]Deckbuilder[/b] The cards should be filtered by mana cost - by default. [b]In-game editor[/b] This should be removed or integrated into the options menu on the top left of the screen. Along with this, the in-game menu should allow the player to click outside the box to resume the game. [b]Music and Sound[/b] Music is a powerful tool to convey emotion. Every arena should have a theme and music to accompany that theme. Adding more sounds effects will also help bring the game to life. Note that they should ultimately add personality to the game and the individual cards. [b]Polish and presentation[/b] I don't intend to offend; the game is a CCG prototype. This one just happens to have slimes, but you can replace it with anything and it will feel the same. There needs to be some personalization to make this game its own identity. Everything feels static and temporary, as if most of the game is placeholder for something else. There is no established lore or world for this game to tempt my imagination. There isn't much for me to work with at this state the game is in.
Esperando 20 minutos para un contricante, jugabilidad sin sentido... 1/10
Yes.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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