Inanis
Inanis is a story-rich fusion of bullet hell, boss battles, and deck-building! Will you be the pilgrim to successfully reach and slay the king?
Follow us at Kickstarter! Campaign launching October 5th: https://www.kickstarter.com/projects/inanis/inanis-0
**Over 15 Bosses.
3 traversable world maps, full of secrets
A cast of Unique characters to interact with and learn the games story from
Over 100 cards, 15 spirits, and endless combinations
A full deck building system, so you can prepare your arsenal for each fight
Replay-ability and scaling difficulty, with each boss available to play on a greater difficulty after it’s beaten**
Read More: Best Deckbuilding Turn-Based Tactics Games.
NEOVERSE
At its core, Neoverse is a Slay-the-Spire-esque “roguelike” deckbuilding game where you play cards to clear combat encounters across three acts of increasing difficulty, each one capped off with a boss fight. It aggressively invites comparisons to its dark fantasy predecessor, being more similar than many others in the same narrow genre.
However, despite the fact that it saves a lot of effort by way of imitation, Neoverse is a rather different experience to play.
For one, Neoverse is more forgiving. Some negative reviews complain about the difficulty spike of the bonus boss, but while that encounter does require more care and preparation than anything else in Neoverse, it’s still nowhere near the teeth-grinding frustration that you get in many games with “Roguelike” elements that expect you to fail over and over until the RNG winds blow fair and you’re able to assemble that perfect winning combo. I’d go so far as to say that until you start pushing the harder content like higher-level Transcendent Universe runs or Challenge Mode, the game is actually pretty easy… at least if you have a good instinct, either learned from playing or transferred in from familiarity with the genre, for what to do in general. But, I would say instead that Neoverse feels much more ‘fair’ than most other members of the genre.
– Real player with 59.1 hrs in game
Read More: Best Deckbuilding Anime Games.
One of the best Spire-type games out there!
Without a doubt. If you like Slay the Spire, you’ll love this little gem!
The setting of the game puts us in a futuristic, post-apocalyptic “universe” where mankind stuck its d#ck in crazy when everything was fine and dandy as it was. As a result, humanity finds itself in QUITE the pickle with multiple realities slamming into each other like a night at the local rave club - only it’s not fun and drugs are nowhere to be found. Monsters, and God knows what else, start pouring through as dimensional shifts smash realities into each other and try to find a balance amidst the chaos. Naturally humanity was NOT ready for this level of f#cktitude, and - as could be expected - that which once WAS is now a complete, dilapidated mess.
– Real player with 45.5 hrs in game
Monster Monpiece
Monster Monpiece is a highly flawed card game that still manages to be enjoyable.
The core gameplay is pretty solid. You get 3 Mana every turn, and you can use this Mana to play one of the cards in your hand (all creature cards) each round, placing it onto a small board. The goal of each battle is to get your monster girls across the board and into the enemy HQ, which will cause the unit to be lost but the enemy to take one point of damage. Typically, three points of damage will defeat your opponent. The enemy AI is extremely stupid and quite predictable, so the game usually compensates for that by giving it superior cards.
– Real player with 82.7 hrs in game
Read More: Best Deckbuilding Anime Games.
Monster Monpiece, or as I’ve come to call it, maybe another month’ll do it because this game can’t be played all at once without losing your sanity. That’s a bit of a mouthful though, so we’ll shorten it to “unless you really like card games and monster girls, you can skip this one.”
Alright, that wasn’t much better, but my point is this game drags on for way too long for how little depth there is to it. After the first few battles you have basically mastered the game, from there the only thing that changes is getting new cards that do new things that the old cards might not have done, or they do better, or etc etc card game mechanics until you realize two things. Nothing matters but the main stat which is used to summon a card, and that skipping the first few turns has 0 downside and lets you stack your hand to summon whatever you want anyway. Unfortunate first hand draw, didn’t get a 3 mana monster, doesn’t really matter cause next turn you can draw one of those 4, 5, 6 cards anyway. To help you understand, this would be like Yugi summoning Dark Magician on his second turn, it’s really dumb, and it’s how the game is actually played. The second thing you learn that makes almost any other card in the game irrelevant, is that some cards get a + mana bonus, in particular, they tend to give mana when you summon them, and when they are destroyed. Whenever you first get access to a card with this (Nekomata), the game completely changes because you skip your first turn, summon nekomata, she casts her ability to give 3 mana, instantly dies to whatever monster you put her in front of, on your 3rd turn now you have basically 3x as much mana as you would have in any other battle up until this point. From there you stack your deck with Nekomatas, and congrats you have beaten the game. Also don’t bother with healers or buffers, they are just dead weight in comparison to putting another combat ready card on the map that can stand on it’s own, seriously, you might think that’s just a min-max kind of statement, but no really, it just works out like that with how the game is built.
– Real player with 51.0 hrs in game
Alina of the Arena
ABOUT
‘Alina of the Arena’ is a roguelite deckbuilding tactics game that combines elements from ‘Slay the Spire’ and ‘Into the Breach’.
Play as a gladiator that must fight for a bloodthirsty crowd to survive. With roguelite deckbuilding and hex-based tactics, players are no longer bound by simple attack and defense. Make use of dodges and knockbacks to stay alive!
#### FEATURES
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Dynamic Deckbuilding
Pick up dozens of cards, keep the ones you need, and craft a unique deck as you fight your way through randomized levels that present a different challenge each run!
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Hex-based Tactics
Unlike traditional deckbuilders that focus on attack and defense, the tactics element adds a dimension of positioning. Dupe your enemies into attacking each other, or use the terrain to gain an upper hand.
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Dual Equipment System
Carry equipment in both hands to enhance your cards! You can dual wield daggers for extra damage, go with a sword & shield combo for rounded performance, or wreak havoc with a two-handed weapon. Figure out the best combination for each fight!
Children of Zodiarcs
Children of Zodiarcs - a review by Wind
1 • First Impressions
I came across this game while perusing through a Square Enix sale. Found it quite beautiful and decided to give it a try. The stuff of dice along with cards deck was a bit too much to my head, which is mainly why I buy games at the first place. I never go for common ground. And this one would keep its promise.
At my first run of the game, I recall feeling dragged inside its atmosphere. The opening song (and of course all other outstanding songs) by Vibe Avenue is superb. It really gets you pumped up. I stood still for some time just to listen to this artwork.
– Real player with 54.3 hrs in game
I want to start with saying I enjoyed my time with this game but I still feel it has many flaws. Children of Zodiarcs has many things going for it and to me fulfilled most of its goals. I played the entire game including the side story and the complete arena, along with probably 12 skirmishes and it lasted me around 25 hours. I was sold on a strategic deckbuilding game with dice, so if you don’t care for deckbuilding or dice rolling, you may want to pass on this game.
Story
The story is centered around a band of children thieves and murderers. Even though when you kill someone, the body disappear, the game make sure that you know that you are killing people and that most of your actions are unjustified, as much as your characters themselves feel that they are. The story is about a heist for this group to get rich and explores how the environment of the main cast has shaped them into basically villains. It worked for me but for the most part lacked depth due to the amount of characters and length of the game. I enjoyed most of the characters, I feel most had interesting stories but would have enjoyed a lot more if the characters and world just got a little more fleshed out.
– Real player with 27.6 hrs in game
Card City Nights
If you enjoy an easy-going yet skill-based game, or if you enjoy the elements of both puzzles and trading card battles, I highly recommend ‘Card City Nights.’
In ‘Card City Nights’, you fast travel through an island city with a chill, evening atmosphere, talking to comical NPCs, and battling them in a TCG for booster packs. In the card game proper, each player has a 3x3 card grid, and seven Defense Points. The goal is either to fill up your opponent’s grid with occupied space, or decrease their Defense Points to zero.
– Real player with 23.6 hrs in game
(Need a tl;dr? Just go buy the freaking game.)
I would like to start out by saying that I have a lot of experience with TCG’s. I played Magic: The Gathering for a while, and I liked it but I was never in love with it. The game that I really fell in love with was Yugioh- which, from about 2010 to early 2012, was the best card game of all time, no holds barred, perfect pacing, for most of those formats well balanced, all playstyles were represented, and most importantly a deep, deep, deep, DEEP card pool that constantly rewarded me for scrolling through lists of cards, pointing at a random one with weird subtext and saying “I’m gonna make a deck around that one!” But eventually, konami ruined everything, the game sped up until it was too fast, the power crept up until I couldn’t build a creative deck and survive against anyone competent for more than a turn or two, and the community got even worse. The state that it was in was much akin to the happy accidents of “Super Smash Bros. Melee” or “Marvel vs. Capcom 2” in that they probably didn’t actually think about how the things they added affected the meta game, but eventually it somehow turned out fantastic. I’m saying all of this because Card City Nights reminds me of this era of yugioh. Very different gameplay, yes, but I’m not talking about the gameplay. There are two very important things that this game gets very right and other digital tcg’s get very very wrong: card collection and deck building.
– Real player with 21.5 hrs in game
Planet Stronghold: Colonial Defense
First of all this game is a pretty unique mix, it has some flaws yes, but its strengths definitely outweighs them.
The card game, while unusual for such a game is actually really good. Compared to the standart rpg fights in similar games where you have 3 or 4 different spells or attacks and you just have to see which type of elemental damage does the most harm and spam that and throw in a heal or stun from time to time, the card battles feel more challenging. On the highest difficulty level you actually have to think about which cards suit in which situation. Also it kinda suits the theme. While in fantasy settings I prefer the party of heroes wandering around fighting its battles itself, here it feels more like you are the base commander managing troops and resources of your colony and thinking strategically.
– Real player with 33.0 hrs in game
One of the worst Winter Wolves' games out of the ones I have played. It has very few redeeming qualities and while I usually like WW games despite their flaws, I had a hard time enjoying this one.
Characters
Unfortunately, the characters were very weak in this game. WW can create some interesting characters and I know this, but in this case, I think they missed the opportunity to do so. The good news is that there are many characters you can choose to romance (with the free DLC). The bad news is that the characters felt shallow and unrealistic. I know you don’t play these games for their realism, but one would expect them to at least have some common sense. Instead it seemed like they were doing the most irrational things. For example at some point
! the rebel guy implied that he has assassinated people. Why would he admit that in front of people who are military officers? It makes no sense.
– Real player with 18.4 hrs in game
月圆之夜 (Night of Full Moon)
[UPDATED 23-10-2020]
So I completed everything I can think of, except for a few achievements that I am too lazy to deal with. Anyway, we now have a new DLC for the game. Imagine the joy playing as Little Red Mechanic, they also add in nightmare difficulty. This is awesome.
[UPDATED 01-09-2020]
I put in a lot of hours to try to achieve all the achievements, so far I’ve got 36 out of 63. Today, I completed Little Red Nun on hardest difficulty and then moved on to Little Red Witch Hard 1 and beat the Priest in 1 turn.
– Real player with 152.4 hrs in game
Do not let the non-English title dissuade you from trying the game. There are some patchy translation issues, but they don’t reduce your ability to understand what the card does. This dissuaded me from buying the game despite seeing it in my discovery queue for a long time, but I am sorely disappointed that I kept passing it up after playing it when it became free. Three hours in and I already wanted to buy all the DLC to support the game.
If you like Slay the Spire and Monster Train, you’ll enjoy this. Maybe even more. There are more class options (9 total with all the DLC), the art is subjectively better, and the progression in the game feels more intuitive.
– Real player with 129.4 hrs in game
Deck Hunter
I am a pretty big fan of slay the spire (550+ hours) and I was happy to see another game that is similar, but still has enough differences to not feel like the same game.
The card upgrade system is alright. Cards upgrade based off of how many times you use that specific card. Which is an interesting idea however it obviously encourages you to stall fights so that you can use the cards as many times as you can before fights get harder. I decided not to omega abuse this just because it makes things go so much slower that it isn’t all that much fun.
– Real player with 82.8 hrs in game
Great game - having a lot of fun with it. Took me about 20 hours to reach the end of the current content, but it’s pretty evident that there’s a good deal more to come. And I’m still looking forward to diving back in to try some new things.
Little more information for those that want it
Much of the criticisms I’ve seen concern: “massive amounts of bugs,” clunky interface, irritating foes, randomness of cards - here’s my take on those:
bugs: 20 hours - from tutorial all the way to the end - and I’ve never seen a single bug. Doesn’t mean they’re not there. But I haven’t seen any - let alone massive numbers of them.
– Real player with 31.7 hrs in game
Underworld Memories
In Underworld Memories you control a mysterious character with no memory in an underworld dungeon. Each room is unique and full of surprises. Build your deck, defeat your enemies, get stronger and go to the next room.
With no memory of your past, your only option is to stay alive in search of answers. Advance through the dungeon and begin to understand the real reason you are there. Fragments of your past will be released, be prepared!
Features
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Deck Building - Dozens of cards for you to build your deck wisely.
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Procedural map - Each map is unique and procedurally generated. So enjoy each round.
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Turn-based combat - Build your strategy and make precise moves.
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Portals - Use portals wisely to teleport to rooms you have already explored.
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Rogue-lite - Less harsh and punishing mechanics.