
The Land of Glass is a collectable card game with a twist: speed. It's CCG meets action RPG, combining card collecting and deck building with frantic combat. Choose your heroes, build your deck, and save Vitrerran.
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Languages: English**languages with full audio support
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[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] The Land of Glass is an interesting game. There is plenty of originality, and the artwork is beautiful. But there are too many flaws about this game at the moment, let me elaborate. There are several campaigns and each campaign has a larger map, leading to essentially dungeons that further progress the story. Each campaign follows two characters of the four available races of the game as they deal with the portals that are fouling up the world. The stories following the characters are fairly interesting, giving the player a good view into the mindset of the characters as you play. The game revolves around collecting cards, managing your deck, and battling with the cards continually. In between the card fights you have dialogue and minimal movement options for the next thing to do or the next step to take. The card game is fairly interesting and also fairly challenging. It is simultaneous card laying with simple rules for cooldowns. The basics are easy to learn. You have several different kinds of cards, the most basic ones are the attack and defense cards. There are two grids that show up in each battle, there is a grid on the left, representing your opponent(s) and the grid on the right represents your character. You have to move attack cards into the opponents grid, and defense cards into your own grid. If you attack a defense grid that your opponenet does not have any defense in or has defense weaker than your attack card, you damage your opponent. There is a health bar at the top of each character on the battlefield to give you an idea of how far they will be knocked back with each attack and damage. This remind me of [i]Super Smash Bros[/i] in that your goal is to knock your enemies off the grid before they do the same to you. Other cards include stat-boosting equipment cards, strength-boosting cards that increase your deck's carrying capacity, spells to be played in-game that offers healing to you, individual or area damage to the enemies, or other specialty cards that directly destroy your enemies's defense, so in essense, armor break. There are quite a few magic type cards, and many different cards to collect. The dynamic cardplay idea is very good, but this gets really repetitive after a few battles, you are constantly in a clicking frenzy trying to strategically place cards. Due to the frantic nature of the card laying, I read in a different review that you need a controller to play. This is not entirely true. I find that a controller is more difficult to play than using a mouse. The major complaint was that you have to drag the card to the grid with the mouse. In the options menu, you can change this from "Drag to Place" to "Click to Place" your cards, then the mouse is much easier than the controller. I used both to test it out, the mouse came out in favor, in my opinion. The card battles range from easy to nearly impossible, fortunately there are difficulty selections, so that a more casual player can learn the game and pick up the basics without too much headache. But when the battles get tough, it is truly challenging, even in easy mode. So be aware of this. The difficulty ramps up a little too much, in my opinion. If there are already different difficulty settings, the easy setting should allow the players who want to progress with the story to not have to do too much rapid-clicking or grinding. In grinding, the only thing that can be done is essentially get into a dungeon, win some fights, then leave. The reason for this is that winning battles earns you card drops, and if you obtain enough powerful cards, you can then challenge the more difficult opponents. The art is very good, very bright and eye-catching. Everything is put together in mosaic form. With the landscape pieced together by colorful blocks. Every new area you go into, or any old area that you revisit, will start by self-forming from individual small pieces. This is pleasant to look at the first few times, after a while, it feels unnecessary and feels like a not very good way to waste time watching the landscape form from little blocks. In addition, since the story is fairly linear, and there is usuall only 1-2 interest points that you can click on at any point, the click on an interest point then watching your character walk to that spot to inevitably start a card fight gets really old really quickly. The characters move slowly, that is not surprising, given their relative sizes on the maps. But to watch them move from place to place is not needed. There are times when I wish the game were set up like [i]Hero of the Kingdom[/i] games where the click on an interest point means instantaneous interaction. Time-saving measures like that is usually more desirable. When the characters are interacting with one another and talking, pop-up dialogue boxes tell the whole story anyway. The music is not too pleasing to the ear. I listened to it for quite a while when I played. Each map's battles seem to trigger the same tracks. So getting into 10 fights in a row in the same map means that you hear the same stuff every time. I do not know how many tracks are available, but some modulation would be welcome. Fortunately this can be easily turned off if it does not suit the player's tastes. I realize that this game is played as it was designed. But I always have to ask myself, am I having fun? The answer was yes for about the first 1/2 hour, after that, it was very repetitive, and I realized that I was merely fighting the multitudinous card battles in order to view the next set of dialogue, to see what was going on with the characters. I am glad that the story interested me, but it was disheartening to see the unique and freshness of the combat wear off and the frantic clicking is no longer a draw. I think if this is how the game is meant to be played, that's fine. If an toggle option to turn the card game into a turn-based card game, that would be really interesting, and would give you plenty of time to seriously consider the importance of each card in that deck. In a card game based PC game, that card-deck building and utilization should be the most important aspect. If the card game loses its appeal to the audience, general interest would wean as well. Overall, I cannot recommend the game at this time. The cons outweigh the pros: Pros: +Excellent artwork. +Good stories. +Card game is unique and interesting. +Interesting characters Cons: -Card game is less strategic, and more frantic clicking. Just not my style. -Card game becomes repetitive and less fun rather quickly. -Music is too repetitive, had to turn it off. -Artistic generation of maps become repetitive. -Characters move around a non-explorable map slowly, just time-consuming. -Not worth the asking price. At the end of the day, I just felt that I was not having a lot of fun. [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]
So, you get to walk around the map heaing the conversation of the two main characters as they expose the story. The combat is card based, but not like most games. The trick is you must put red attack cards in a grid that represents the enemy armor. You simultaneously must maintain postive number in your blue defense grid. The cooldown is longer if you attempt to overload a single spot so you have to spread it around. Grid shape changes from time to time. The other cards do something to the battlefield or grid to provide variance. You do not get to see the AI intentions, you will only know what happens when your defense grid breaks. There are 4 stories- humans, drax, frogs, and some sort of jackal looking dude. You will get to play through the events from each race's perspective. Very appealing look and the combats only take a minute to play out. If you get stuck you can go back to previous over-world map and take another path. No leveling up, but you get gear that helps stats. You cannot grind this out, you must win with the cards you have at the start of the dungeon, but you get a card or two every victory.
Игра с очень простой, но прекрасной механикой - на левую сетку кидаешь карточки атаки, на правую - защиты, притом в реальном времени, враг делает то же самое, и каждое удачное действие няшно бряцают стекляшки. Изредка попукиваешь спеллами и доп. эффектами, на харде прям приятно точно и быстро разбрасывать картишки туда-сюда, эту бы механику да умным людям, которые понимают как сделать её глубже и цены бы не было такой игре, больше эффектов, больше форматов сетки, больше условий для победы. Увы разработчики данной игры остановились на том, что просто сделали основную механику и прицепили к ней абсолютно невыносимые в своей унылости диалоги персонажей, за коих надо пройти четыре раза одно и то же с мелкими изменениями. Пришлось умереть со скуки уже на второй. На четвёртой я уже разложился к ♥♥♥♥. Неудовлетворительно.
[h1]《玻璃大陆:小的玩法创新好评,大的思路考证不足》[/h1] 感谢奶牛关与开发者提供的评测机会。 原文链接:[url=https://cowlevel.net/game/The_Land_of_Glass/review/3129541]https://cowlevel.net/game/The_Land_of_Glass/review/3129541[/url] [h1]超短评[/h1] 优点 +内容丰富,四条完全不同的线,一条就能玩5个小时 +美术特色,玻璃马赛克风格 +玩法创新,卡牌即时战略,与众不同 +音乐舒适,与环境相匹配,很耐听 +脚本有趣,人物对话有代入感,自然 缺点 -游戏性略无聊,设计上还待考究,策略性弱 -系统上仍有些不成熟 个人评分:6.5 [h1]简单介绍[/h1] 《玻璃大陆》是一款设计初衷为角色扮演,实际上玩家更容易将其作为卡牌策略的游戏。该作品美术风格独特,以至于直接把“玻璃”写在了标题上,甚至场景环境就像轴侧图,叫我有理由怀疑开发者是不是建筑学出身。 游戏给玩家四个故事供选择,分别以复仇、职责、预言、救赎为主题。我自己选择了职责这个人族路线,游戏时长就足足有6个小时。 剧情大要是一位年轻的魔法师与一名经验成熟的骑士,他们的王国遇到了怪物入侵,于是踏上了销毁传送魔物大门的冒险,在历经各地后,终于打倒了火山口的四大天王回到故乡,然而,忠诚的骑士所信奉的国王却早已死在王座之下。开发者在旅途中不断用魔法师与骑士的对话,对人物进行塑造,虽谈不上有血有肉,但还是成功地把模板装扮的鲜活。 其实,在两个人物像说相声一样冒险游历开始时,我还是觉得非常惊喜与新鲜的,本来就对该游戏没有期待角色扮演,其次,脚本的感觉真有些骑士探险的味道,远的说是唐吉坷德,近了说是权力游戏。 [h1]玩法分析[/h1] 游戏玩法上,采用了卡牌冷却机制,即将卡牌分为三类,攻击卡、防守卡、魔法卡,分别进行一致的冷却时间计算,用这些冷却时间来代替传统的回合制策略。在组装卡组上,设置卡牌上限,牌库是无限刷新的,手牌一共七张,打出即提供另外一张。于是不存在疲劳、卡牌质量这些策略,有高质量牌就一定带高质量的,有出牌机会就一定打出去。 除了战斗卡牌,游戏角色本身还有武器属性加成,选择上也非常简单直接,有好数值更好的装备就上好的,也不存在有意义的属性差异,一般新掉的就是更好的。 跑图上,分为大地图和小地图。大地图大家自由选择,先去哪里玩家决定;进入小地图基本就是线性流程,点击红点进行路线移动,不需要wasd的走位,到达红点一般都会有战斗,打完继续下一个红点就好了~ 角色扮演设计上,该游戏做的还是很稚嫩,千人一面非常明显。流程设计上更是造成了数值设计的缺失,从而使核心玩法的游戏性受害。如果是完全线性流程,开发者可以通过数值来给即时战略卡牌玩法,带来不错的紧张感与刺激感。但由于开发者也不知道玩家先遇见蜥蜴人,还是先遇见狗头人,就索性抹平了同层次npc的难度。结果就是,我在第一个小地图还遇到些挑战,下面的小地图基本就是点点点,充满了浪费生命、蹉跎岁月的自责...... [b]作为RPG,游戏有角色没扮演;作为SLG,游戏没数值没属性,最终,尴尬地像是一款点击游戏。[/b]当然,我选择的是一般难度,不知道困难模式是不是会变成另一个极端...... [h1]其他的意见[/h1] 系统上,在路上遇到一些不好打的怪物,玩家想选择放弃时,画面上不会直接提供逃跑的选择,而是在esc后有一个回到外界的体面说法~ 游戏的场景制作还算丰富,但用红点控制游戏路径,很多铺设的环境就仅仅是个背景,多少产生一种浪费感,仿佛会有一些该发生却没有出现的故事存在。 [h1]总结[/h1] 《玻璃大陆》终究是两人团队达到的水平。作为一款完成度较高,流程良心的独立游戏,它显然是非常优秀的,制作人甚至会努力地尝试创新玩法,探究新鲜的美术风格表达(请大家不要被介绍画面雾蒙蒙的效果迷惑,事实上游戏的画面是很不错的),并鸣谢参与内测的朋友。[b]有时游戏的乐趣,还是在那些基础的原始冲动上,开发者更有必要在此方面,调试自己的游戏,使之满足玩家的心愿。[/b] 该游戏国区定价上,50腿确实有些偏高,或许在30腿以内更符合一般消费者的期望。[b]喜欢奇幻故事对话风格,或者,对玻璃马赛克美术有兴趣的玩家,可以等个打折来体验这款独具特色的独立游戏。[/b](目前没有汉化,语言能力差的就先等等吧)
感谢SteamCn鉴赏家短评活动提供的游戏~ [h1]总评[/h1] +彩色玻璃式画面风格,别具一格 +有想法的即时卡牌玩法 +合适的地图背景乐 -美术风格与游戏割裂 -重复无趣的战斗 -优化较差 The Land of Glass作为Dual Wield Software两人制作的第一部游戏,还是可以接受的。游戏有着少见的彩色玻璃风格,而且即时的卡牌玩法较为新奇,游戏背景乐也不错。但游戏的美术风格没有充分利用到,重复的关卡和怪物以及弹性较小的卡牌系统也使战斗显得无趣。游戏优化上,除了那个开了无比掉帧的光效,游戏闪退也时有发生,几乎每次游玩都会闪退一次,闪退集中在进入地区地图和地图场景切换时。 总的来说,The Land of Glass绝不是纯粹的喜加一游戏,可以感受到其中的想法,如果进一步改进可能会更加有趣。至于购买建议,鉴于游戏素质和国区50元的定价,我是不推荐的,如果冲着卡牌游戏那肯定会很失望;如果喜欢彩色玻璃风格,先试试Glass Masquerade,至于The Land of Glass,等到个位数价格时再考虑入手也不迟。 [h1]游戏系统[/h1] 游戏如简介所说,是即时型的卡牌游戏,其卡牌系统设定相当详细。 卡片分为攻击卡(attack card),防御卡(defensecard),场地魔法卡(field card,),方格魔法卡(grid card),装备卡(utility card),物品卡(item card),蓝图卡(blueprint card)还有特殊的负重卡(strength card),攻击卡的使用区域在画面左侧敌方的防御格,作用是减少敌方防御值和体力值并造成击退,防御卡的使用区域则是在画面右侧,自己的防御格,作用是增加自身防御值;场地魔法卡使用区域在画面中心的战场上,一般有一定的作用范围,在范围内产生效果;方格魔法卡使用区域是双方的防御格,可对某个方格产生特殊效果,魔法卡分为冰、火、砂、泥、风等九种属性,每种属性有不同效果。装备卡顾名思义,不直接运用于战斗中,而是装备在另外的装备栏,提高角色能力;物品卡作为材料用于打造卡片,蓝图卡是图纸,负重卡则直接提高自身负重。 一张卡面,左上角是类型共享的冷却时间,右上角是卡片属性或类型,左下角是作用格子范围,右下角是重量;卡组没有张数限制,但有负重上限,因此并非可以无限制组卡。卡片的获得方式有三种:怪物掉落、商店购买和打造。 商店和打造系统相当简单,商店除了唯一固定的城镇商人以外,每张地图也会有一个只能访问一次的商人,除了负重卡均有可能出售。顺便提一句,尽管旅行商人就叫商人(merchant),但她是一个固定角色,每次和主角组遇见还会有不同的对话(每个主角组的对话都不同,还有不同的成就),算是一条独立的剧情线。 打造则通过与固定商人同一个地方的铁匠(blacksmith)进行,打造一张卡片需要一张蓝图卡和四张材料(可能是除蓝图卡和负重卡外的任意几种),闪亮卡似乎只能通过打造获得。 角色的数据有以下几种:体力(Stamina),影响体力条长短;能力(Virtue),能力越高攻击时对敌人体力造成的伤害越大;攻击力(Attack),攻击力越高击退对方距离越远;防御力(Defense),防御力越高对方击退自己的距离越短;敏捷(Dexterity),敏捷越高敌人同一方格的攻击冷却越短;坚韧(Fortitude),坚韧越高自己同一方格的攻击冷却越长;速度(Speed),代表移动速度。 每场战斗开始时双方面对面站在战场中心,双方有体力时会一直往中心移动,攻击会造成击退,胜利的条件是将敌方击落战场边缘。画面中部是战场,左侧是对方的防御格,右侧是己方的防御格,下方是自己的可用的卡片。 游戏中可以设置点击或拖拽使用卡片,每种卡片有独立的冷却时间,冷却完才能再次使用,同时每个防御格也有冷却时间,攻击一次后要隔一段时间才能再次攻击同一个防御格,但攻击卡可以提前放置在冷却时间中的防御格,等到冷却结束自动使用。防御格的格子数视不同敌人有所变化,己方的防御格的防御值上限为5,但冰属性场地卡可以将防御值提高到7;有防御值时受到攻击的体力减少较少,一旦破防会造成大量体力伤害和击退,体力为零时角色不再前进。 之所以详细写出了游戏系统,就是因为这个系统还是相当完善而新颖的,但实际上手之后就一种感觉:不好玩。实时的卡片战斗方式有想法,但实际战斗中缺陷多多,由于没有多少时间考虑,基本上成了靠手速拼输出,眼睛盯着卡牌的冷却,没精力注意攻击动作,中期开始四种卡片都在卡组时总有卡片可用,甚至还有点手忙脚乱。而过小的格子和卡片使得游戏不仅要拼手速,还要拼精准度,手一抖卡片可能就放到了别的格子,另外点选一张卡片时如果恰好发牌卡片移动了,那么点的会是新的卡片,因此使用前还要注意辨别。事实上,由于有防御值时不会被击退,因此只要手速够快保持一直有防御值,就能立于不败之地。从这一点来说,商店标签里Action的标签打得很是准确。 由于卡牌没什么搭配可言,策略性更多体现在卡组构筑上,但组卡弹性较小,同类型有共享的冷却时间,组出类似全攻的特殊卡组没有实际战斗力,战斗中仍然是什么有冷却放什么。手卡最多有七张,用掉一张会马上抽一张(不过牌库用完洗牌需要一点时间),因此不用担心没卡可用,而更需要平衡卡组中各种类卡片数量,以免出现满手同类型卡片都处于冷却中的卡手情况。 游戏的关卡设计重复,每张地图都是一路打过去没有变化;不同怪物的攻击模式没有本质不同,区分度低,虽然每次关卡前都有怪物的数值和抗性,但十分鸡肋,基本没有参考意义,比如数值与防御值的多少并不直接相关,而抗性,很多时候一场战斗中会出现几种不同的怪物,他们的抗性和弱点可能刚好相对,使你没办法带针对性的卡片;同时得到的新卡也常常效果不是很明显,显得意义不明。因此卡组成形后(就我而言是四种类型卡牌数量平衡)基本上可以以不变应万变,少了调整卡组的乐趣。 实时的战斗、重复的关卡和敌人以及缺乏弹性的卡组构筑让人在战斗失败后的第一感觉是“哎呀刚刚手慢了一点要不然能顶住的”,而不是调整卡组,进而让游戏越玩越累人。当我花了四十分钟反复打最终BOSS打得右手僵硬酸痛终于打通时,我感到的是解脱而非满足。 [h1]游戏剧情[/h1] 游戏可选择四条故事线和不同主角游玩。分别是龙族的复仇组、人类的责任组、胡狼人的预言组、蜥蜴和蛤蟆的赎罪组。 不同主角的经历共同构成了拯救Vitrerran的整个故事,这种同一时空的不同故事线的叙述方式颇有新意,但在实际游戏中,由于存档只有一个,而每条故事线都要打通所有地区,因而在第二第三次游玩时很容易感到厌烦,可能采取交叉、叙事,各条故事线游历的地区相互区别会更好。 我只玩了复仇组一条线,通关花了差不多七八个小时,大部分时间还是花在战斗上。剧情还是比较简单的,在Vitrerran大陆上,生活着许多种族,据说龙族是更高级的生命安置在这里的。某一天铁匠KVALT和魔法师TYLEK回到家,发现生活的小镇Svarog镇民都变成了怪物,推测是公会(似乎是政府性质的组织)打开了异世界的传送门感染了大众。两人一起寻找各自的妻女,发现他们也变成了怪物,悲愤地消灭她们后,两人决定向世界复仇,遍游整个大陆,消灭各地怪物并关闭各地传送门,最终在挨着小镇的湖边打倒了最终BOSS,继续着流浪的旅程。 整个游戏过程算是半开放式的,离开小镇后你便可以选择进入大地图上任意一个地区,不过进了地区地图之后是固定路线,你只能按设定好的点走动,少了不少探索的乐趣。 除了每个地图可选择见或不见的旅行商人,其余都是必定会触发的剧情对话。你可能在人类聚居地雪山遇见国王,也可能在胡狼人聚居地沙漠遇见祭司,或是遇见控制石头人的女法师。不过对话不是很多,一张地图最多四五次对话,很多时候也没什么情节可言,只是主角两人表达情绪,偶尔有一两句话有些触动。 比如其中一个场景是两个男人站在海边感叹,如果家人还在的话看到这么漂亮的海会做什么,之后坚定了消灭所有怪物的复仇之心。还有某次到了新地区又想起了家人,两人各说了一句:- I miss them. - I do too. 然后相对无言,之后一路也没再说话。 [h1]美术风格和音乐[/h1] 从游戏名字到商店简介,再到实际美术风格,我们都可以清楚地看到,制作组一直在强调游戏少见而独特的美术风格——彩色玻璃质感——这也是最初吸引我做这款游戏短评的原因之一,而这个美术风格完成得也相当不错,游戏中从卡牌到地图,从光影到音效,都有着彩色玻璃独特的美感,尤其是特意设计成彩色玻璃窗式的人物立绘,让这个世界像是教堂里的装饰,庄重肃穆。游戏的四条故事线:复仇、责任、预言和赎罪,以及整个游戏的拯救,都带着宗教的意味,加上这样的美术风格,让人仿佛在欣赏彩色玻璃窗上展现的宗教故事。 不过很可惜,这样独特的美术风格没有充分利用起来,它和游戏的世界设定和玩法是脱节的,以至于有些浪费。尽管游戏名叫玻璃大陆,实际地图也是玻璃材质的,但在游戏中的角色的认识里,Vitrerran就是一个有人类有怪兽的奇幻大陆,山是真的山,树是真的树,与玻璃毫无联系。战斗时角色是和怪物肉搏,玻璃卡牌出现得莫名其妙。明明可以更好地利用这个风格,设计出与玻璃相关的玩法。现在只是单纯将美术风格当成画风,可以随意替换。制作组仿佛是某天突发奇想,一拍脑袋“玻璃风格的游戏好像很少,我们来设计这个吧,感觉会很独特呢”,美术风格没有游戏内容作基础,像是生拉硬拽过来硬凑的一样。当然我相信制作组并非随意设计,但美术与游戏内容的割裂就给人带来了这种感觉。 举一个正面例子,我们回想一下另一款知名的独立游戏,纸境奇缘(Epistory - Typing Chronicles),它同样拥有独特的美术风格,无论是地图还是人物都是折纸,那种纸的褶皱、棱角质感让人印象深刻。那它最终呈现的效果怎么样呢?美术风格和游戏内容的有机统一。为什么采用折纸的模型作为人物和地图?因为游戏的玩法是打字,而展现剧情的独白是书写出来的,整个游戏就像是女主人公在书写日记。或者反过来,为什么游戏玩法是打字?因为美术设计以纸为主题。我不知道制作这款游戏时是美术风格先行还是游戏内容先行,总之两者最终结合了起来,而且和谐统一密不可分。 又如蜡笔物理学(Crayon Physics Deluxe),核心玩法是利用绘画创造出物体通关,所以美术风格就像是现实的儿童蜡笔画。 总而言之,并不是不能采用独特的美术风格,而是美术风格最好有所对应。像乐高这样绝对美术风格先行的系列,也还是会在游戏内容上与积木相关。 而且只谈这个风格,我认为也很难称得上优秀。商店界面的截图那种看起来很美的氤氲闪耀的效果其实就是一个滤镜的作用,去除光效之后着实有些寒碜单调,但打开光效的话掉帧掉得厉害,鼠标移动一闪一闪的;方格和卡面设计得太小,很难点到,画面很大一部分空间没有利用起来。 音乐据说都是Dual Wield Software两兄弟自己制作的,整体相当不错,每张地区地图都有一首专门的BGM,而且颇为和地区颇为契合,沙漠地区的背景乐里能听出飞沙走石、炎热干燥的风情,丛林地区的背景乐也能听出生物繁盛、欣欣向荣。
Never played anything like this. Story driven gameplay, but challenging. The combination of cards and action is well executed. Give it a try. You will not be disapointed. I have no idea if this game will survive the long run. A good cardgame never gets bored. This is an action game that uses cards as a tool to execute orders and manipulate the battle. Interesting. Really interesting.
Art ! This game is VERY good stylistically, in fact ; it's why I wanted to check it out in the first place! You are set with multiple characters, each with their own story ( warning, some of the intros are a bit on the long side, but they do their best to keep you entertained, while also teaching you the basics of the game. This is where.. things kind of get messy. The battle system has you placing cards on a grid, one on the left for attack, one on the right for defense. you place a card of a number value on the attack side ( which represents the opponent's defense) higher numbers removes defense, and when you lower a spot on the attack grid below 0, your attack cards will start to push the enemy. Your goal is to push the enemies off the level ( think smash bros ) I do NOT recommend you use Keyboard and mouse, you will absolutely get your butt kicked every time. controller works fantastic, when you pick up an atacl card, you are instantly in the attack card grid, and same for defense. If you play with mouse, you have to pick up the cards, and drag them over to the grids - this eats up time, and the fights are in real time - so you cannot stop to do things. You are also given magic cards, equipment cards and other things ( they are explained as the mechanics get deeper, the battle system is actually pretty intensive ) After a fight, you are awarded cards - and you canonly equip so many at a time ( represented by weight - which increases as you level up ) you cannot grind for more cards, you are always given the same ones - so how you make your deck is up to you to decide - and it will affect your every fight after the introduction period. The writing is adequate, I didn't play every character story, but from what I did play - I enjoyed the various stories, and how they interconnect with each other. I will say this though - don't play for too long in a siiting, this game will tire out your hands very quickly due to the rapid pace of combat. It kept me engaged, and I think you will enjoy it as well !
This game is an interesting experiment, but I don't think it works. You've got action combat with a fancy grid and people being knocked about, which sounds cool... however: The stamina bar, knocking about, and aoe blast effect stuff is both fiddlier than the grid, and less important, so I'm not sure they're better elements than a simple health bar with regeneration would have been. Drag and drop just doesn't feel particularly good to do as an action game thing, so the game ends up feeling physically less fun to play than it should. Many of the fights end up playing out the same. The music is very repetitive.
It's an actually original idea for once. I'm really tired of playing the same game over and over, and the card-based combat feels fresh.
The Land of Glass is a visually rich and challenging game which delivers unique combat in a well realised world. If you are willing to pit yourself against deciphering the combat system then a land of complexity and beauty awaits your discovery. Full review: http://pixelpopnetwork.com.au/2018/04/the-land-of-glass/
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