
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.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
感谢SteamCn鉴赏家短评活动提供的游戏机会 一开始看到《玻璃大陆》这款游戏我就被它的美术风格吸引,微微反光的场景和建筑有着玻璃的质感,朦朦胧胧间带着点梦幻的感觉。咋看之下有些像像素风,但显然更加精致,最难得的是不同场景的画风既有着鲜明的特色又有着高度的统一感。 玩法:拼手速的卡牌玩法新颖,需要冷静的判断、准确的操作和平衡的策略。 然而实际玩下来会发现战斗的重复度有些高,也缺少卡牌游戏的组卡乐趣。 关键在于卡牌之间缺少配合。场地卡的长cd决定同一时间几乎只有一种场地卡生效;每个格子只能上一个格子卡的限制使格子卡间也无法配合。感觉上所谓的卡组选择其实更像是选择带哪些技能,而且几乎没有成体系的技能套路。 这决定了玩法上缺乏深度,缺乏变化,玩多了会比较乏味。严格来说我认为游戏缺少卡牌游戏的核心乐趣,冲卡牌来的玩家可能要失望。如果单纯的把战斗系统拎出来,可以说是比较有创意了,但玩起来会比较累,重复多了很容易腻味。 游戏的画风整体统一,地形风格鲜明。场景地图往往比想象中的要大,虽然实际用到的只是很小的一部分,但制作组却往往会做很大一张地图,大部分的景物都是背景,却做得很用心,整齐却又不雷同。 音乐部分很惊艳,居然做到了和美术风格的统一,与场景非常协调。bgm很丰富,各大关都有一首主题曲一首战斗曲,各有特点,却都带着一种明快中透着点诡异的“玻璃风”。 文本咋看之下感觉有点傻,有点啰嗦,但时不时又会觉得这人物这对话蠢萌蠢萌的,像是在讲冷笑话。 卖点: -独具风格的美术与音乐,整体风格统一又能突出场景特色。 亮点: -独创的战斗系统 -讲冷笑话的蠢萌人物对白 -合理的难度设置 瑕疵: -鼠标操控有不流畅感 -二周目缺乏可玩性 -剧情比较老套无聊 硬伤: -卡牌之间没有配合,玩法缺乏深度,缺乏变化,容易腻 老实说吸引人的是美术与音乐,但拯救这款游戏的是即时制的游戏模式与合理的难度设置,让人始终需要集中精力,有一些紧张感,保持着一种兴奋的状态又不会过于疲劳;不然这种太过单调的卡牌系统在熟悉以后很容易就会让人失去兴趣。但因为有这种玩法上的硬伤,玩家还是很容易在通关一次以后就再也不想拿起这款游戏。
Ich weiß noch nicht warum, aber das Spiel gefällt mir. Grafik ist eher mäßig. Kampfsystem außergewöhnlich. In Abhängigkeit von der Stärke kann ich verschiedene Verteidigungs und Angriffskarten mitnehmen, die am besten zu den Schwächen der Gegner passen. Auf einfachster Stufe komm man schnell rein. Dialoge sind etwas nervig. Skip :-). Die ersten 2h vergingen wie im Flug.
Weird game (and I'm a big fan for it being weird), but too simple. The game is centered around throwing cards onto a grid in order to reduce defenses and eventually knock enemies out of the ring, sumo-style. You get to construct a deck to determine what you use to attack enemies, which is good since there's little reason to hold middle-weight cards or a large amount of grid magic or field magic. Because each of attack, defense, and two types of magic are bound by separate cooldown timers, the deck construction simply allows one to streamline their deck to [spoiler] one grid spell, two field spells (heal and slick/damage), big defense cards, small attack cards to soften, big attack cards to kill [/spoiler] After coming to grips with the general pace of the game, you learn that all the stats of monsters shown prior to each encounter really don't matter. The same strategy works the whole way through the four campaigns and amounts to [spoiler] little more than throwing cards as fast as possible [/spoiler]. The processional nature of the combat is not nearly engaging enough for its long hours of repetitive fights. To note: Difficulty selection seems to only change the speed at which the game runs, so increasing the difficulty doesn't make the game more interesting. The story has some nice characters to it, though its overarching plot is baffling, leaving major questions about the nature of magic and the monsters invading the world. The four campaigns are completely separate from one another (as opposed to being the parallel narratives I initially expected). The Prophecy narrative is the strongest of them with two sober characters intimately connected to their culture and history. The Redemption story feels pointless with two characters who talk past each other almost the whole run. Also, why glass? I mean, it looks cool, but does it have some thematic resonance that I just missed for 20 hours?
운빨과 피지컬이 섞인 끔찍한 혼종
+
frantic repetitive movements.
Land of Glass is a beautiful game with an interesting combat idea but gets worse over time. Pros: +Interesting combat idea +Gorgeous looking artstyle +playable with both mouse or controller +great soundtrack +Good Balancing Cons: -not enough variety in the cards. Every fight feels kind of the same which makes them boring after some time. There are just a few different card effects you can play and most of the time you play simply attack and defend cards. There are no new cards which change the way you play. This also makes the deckbuilding pretty boring. -Equiable items are just stat increases and do not offer any decision making of what to equip as everyone would equip the +10 stamina increase instead of the +5. -Combat is more focused on looking at both the offensive and defensive grid than seeing what is happening in the fight -Not enough variety in the soundtrack. Even though the songs themself are great, if you hear the same song 5 times in a row it gets annoying -You can't explore the map. But at somepoints there are optional places to go to but if you miss them at that point you can't go back Overall had a good first 45-60 minutes with the game than it just became repetitive. In conclusion not worth the asking price
I'm saddened that a game like this doesn't have that many reviews, so here's mine. While certainly not a masterpiece I found it to be a competently made and reasonably fun to play collectible card game with decent variety, likable characters, and a unique card battling system. Cards are placed on a grid in real time with a variety of effects, mostly serving to break through defense cards with attack cards. While this is happening your characters rush toward the enemy behind the grids, providing a helpful and dynamic visual representation. Keeping your character strong enough to get knocked off the edge while maintaining the aggression to knock off the enemy feels pretty rewarding. The game has four campaigns, and at this time I've only played through one, but that alone was more than six hours for me. I think I'll return to do the others at some point, thanks to how humorous the dialogue was between the amphibious magical protagonists of the first campaign I picked. The story is delivered at a brisk clip between battles with opportunities to shop, build your deck, and upgrade. While card variety isn't the best I've seen, it's certainly not a slouch either since many of them have graphical effects in the battle and can even be aimed at your character or the enemies rather than the grid. My gripes are relatively minor. I'm never one to bother checking my PC specs, I just game on a laptop, so I had to turn down a lot of the lighting effects to get it to run well. (It was still quite pretty.) I could've used some more information on the exact mechanics of some card effects, like the elemental magics that affect cooldowns and placement. I was never so confused that I couldn't win a battle on the second or third try though, so it rarely mattered. All in all I enjoyed my time with it and I think it deserves more attention for trying new things and largely succeeding. Pros: art, characters, length, battle system. Cons: performance (on weak machines) and tutorializing. If I had to give it a numerical score: 7/10.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Related
| I'm Truely a Good Guy! | $6.1K | 71 | 93% | $4.99 |
| Sinister Entity | $6.1K | 65 | 88% | $5.99 |
| Raindancer | $6.1K | 330 | 89% | $0.99 |
| God Souls | $6.1K | 65 | 82% | $4.99 |
| Animalistic | $6.1K | 65 | 91% | $4.99 |
| I'm Still Here | $6.1K | 104 | 90% | $3.99 |