So this game's "OK". I don't see it getting too much staying power. The combats are quick (great!), there's constant slow burn growth (OK), but at a point you get severely limited in how far you can go without tons of grind. Like severely -- unlocking new storage costs 150 "tokens", or directly buying a rare card costs 50-100+... yet you only get 1 token to sell common cards, 2 for uncommon, and 4 for rare cards (and you only earn one card per victory, with each "run" having ~8 battles). So you need to grind a TON to get any progress toward those rare/epic cards. Loot is entirely random and almost always not going to help you... and you can't sell it except 1 piece at random per "run" for a random card.
The graphics are overblown [pretty, but you quickly find the repetitiveness of them due to the procedural generation] for the kind of game it is. The flashes and "click to open loot chest" and "drag card to use it" (instead of more sensible clicking), along with the above tokens bit make this game reek of "this was originally envisioned as a microtransaction-fueled mobile game".
There's a good core here. I can definitely see it turning into a fine quality game after more development (if they want to go the right direction), but, for now, it's mediocre and "play a few evenings when I just want to click the time away mindlessly".
If they tighten up the RNG a bit and give you actual direction/choice, that'd be great (there are four "elements", good luck getting complementary stuff together!) Add the ability to discard cards you aren't going to use [at least one per turn] so you don't die just because of a clogged hand. (You have a "deck" of 14 cards. You draw 4 at start and can mulligan up to all of them, then you fill your hand to those 4 after any turn... But because combats are so quick, and because your cards don't cycle, you're often just not going to see even from those 14 cards. You VERY quickly run out of mana, and there's nothing to do with all those cards at all.) Speed up map movement considerably since it's really just extra-pretty node selection for next encounter, or make map movement meaningful. The way you level up cards by combining two like to go to the next is good, but too many cards are "maximum level" dead-ends even at just the first level (they don't decompose or combine in any way), lowering fun there.
Music is great ambiance. I haven't turned it off yet after ~4 hours of play, which is odd for this kind of game.
There are a few resolution/scaling issues (like you can't see the HP of your bottom right most unit at certain resolutions, including mine... and sometimes help tool-tips cut off on the left/right side of the screen so you can't actually read it. No GUI for windows/full screen, only keyboard alt-enter. 100% mouse control, though it looks like you can do keyboard controls too (there are no hints or visuals to show what the controls would be though). EDIT: And I just ran into an issue where the camera went way off from the character and you couldn't see what was going on (and there didn't appear to be a recenter-camera [since you shouldn't be able to move the camera separately] short of quitting the game).
Post edited February 27, 2021 by mqstout