A meh game. Play on easy and enjoy what story and animation is here.
The card battling is not just another copy of slay the spire - it's somehow both more complicated and overly simplified. Your personal stats apply to a card, so upping your strength adds a flat +dmg to all dmg cards. You can also permanently raise the amount of mana you get each round, allowing you to use more expensive cards. You can also discard cards for +1 mana and draw another card at a cost of 2 mana, leading to an interesting mercy mechanic of trying for that card you need to win. You also block only certain dmg types, and both player and enemies can have innate resistances to dmg types. However, the cards themselves are not interesting. Most are dmg, shields, heals, or +dmg bonus. The +dmg bonuses are, to my knowledge after beating the game, useless. They do not benefit from strength, they are expensive, and they use a card draw - it's better to just hit the opponent. Healing I didn't find useful as my goal was just to use the cheap shield cards and my best attack card. It would be nice to see strategic possibilities, but this isn't that kind of game.
A separate paragraph for this one: some cards (two, AFAIK) have a "opponent misses their turn" mechanic. This mechanic is entirely cosmetic. The opponent does not miss their turn. I tested this repeatedly. The mechanic does not work. It just doesn't work.
There's another card that has a 93% chance to do nothing, and it's not a cheap card. It has a 7% chance to deal 25% of the opponent's total health. Doing some math, that means using this card 58 times to win one battle, if you deal no other damage. It's certainly a different card, but it is completely worthless.
The overworld and cities have quests. These are not repeatable, and you don't know the consequences of your choices until you choose. AFAIK, there is no way to save scum these. In the final town, I did all five job board quests and failed each one. There's no lore to interact with, no characters to learn about elsewhere, no hints at all. Sometimes the choice is a binary "go left" or "go right". Get it wrong, you lose. This is the only way to get many outfits in the game, which can give resistances and powerful cards.
The save system would have also been useful for dealing with the final box of the DLC and seeing the results of the other choice, but I'm not playing through this entire game again just to see that. Nice save system, can we use it?
The game does try to tell you what enemy you will be fighting when doing story missions, but it doesn't work well. It's more telling you about the character you'll be talking with at the start, and *maybe* you'll fight them. Sometimes you'll be fighting someone else, and the deck you made can't handle them! Why pretend to give more info and then have it be wrong?
The DLC areas are not marked and unlock without notice. For 2 of them (Snowland and Kong Gong), you get locked into the area and cannot leave to grind or get items. There's a helpful popup that informs you of this...AFTER you entire the area. Why not a warning box with a YES / NO choice before?
Lots of mistakes that were made entirely on purpose sink a good game down to mediocre. 3/5.
The card battling is not just another copy of slay the spire - it's somehow both more complicated and overly simplified. Your personal stats apply to a card, so upping your strength adds a flat +dmg to all dmg cards. You can also permanently raise the amount of mana you get each round, allowing you to use more expensive cards. You can also discard cards for +1 mana and draw another card at a cost of 2 mana, leading to an interesting mercy mechanic of trying for that card you need to win. You also block only certain dmg types, and both player and enemies can have innate resistances to dmg types. However, the cards themselves are not interesting. Most are dmg, shields, heals, or +dmg bonus. The +dmg bonuses are, to my knowledge after beating the game, useless. They do not benefit from strength, they are expensive, and they use a card draw - it's better to just hit the opponent. Healing I didn't find useful as my goal was just to use the cheap shield cards and my best attack card. It would be nice to see strategic possibilities, but this isn't that kind of game.
A separate paragraph for this one: some cards (two, AFAIK) have a "opponent misses their turn" mechanic. This mechanic is entirely cosmetic. The opponent does not miss their turn. I tested this repeatedly. The mechanic does not work. It just doesn't work.
There's another card that has a 93% chance to do nothing, and it's not a cheap card. It has a 7% chance to deal 25% of the opponent's total health. Doing some math, that means using this card 58 times to win one battle, if you deal no other damage. It's certainly a different card, but it is completely worthless.
The overworld and cities have quests. These are not repeatable, and you don't know the consequences of your choices until you choose. AFAIK, there is no way to save scum these. In the final town, I did all five job board quests and failed each one. There's no lore to interact with, no characters to learn about elsewhere, no hints at all. Sometimes the choice is a binary "go left" or "go right". Get it wrong, you lose. This is the only way to get many outfits in the game, which can give resistances and powerful cards.
The save system would have also been useful for dealing with the final box of the DLC and seeing the results of the other choice, but I'm not playing through this entire game again just to see that. Nice save system, can we use it?
The game does try to tell you what enemy you will be fighting when doing story missions, but it doesn't work well. It's more telling you about the character you'll be talking with at the start, and *maybe* you'll fight them. Sometimes you'll be fighting someone else, and the deck you made can't handle them! Why pretend to give more info and then have it be wrong?
The DLC areas are not marked and unlock without notice. For 2 of them (Snowland and Kong Gong), you get locked into the area and cannot leave to grind or get items. There's a helpful popup that informs you of this...AFTER you entire the area. Why not a warning box with a YES / NO choice before?
Lots of mistakes that were made entirely on purpose sink a good game down to mediocre. 3/5.