Info about Phantom Rose:

Official game description:
Phantom Rose is a roguelike deckbuilding card game. Fight and collect powerful cards as Reina, a maid exploring a mansion ravaged by evil creatures.
◆ A Roguelike Card Adventure
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Build your card deck and make careful decisions while you explore as each death may be permanent.
◆ Manage Your Deck
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There's no luck-based card draw during battle. Instead, manage your card's cooldown to defeat your foe swiftly and efficiently.
◆ Defeat and Collect
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Collect over 100+ cards and powerful items by defeating phantoms & rescuing other maids in distress
◆ Explore Through Dangers
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Venture through areas of interest, danger, and place of safety to reach and defeat the crown phantoms for large rewards

Release date: Aug 7, 2019

Categories: Roguelike Deckbuilder, Deckbuilding, Turn-based Combat, Single-player, Anime Art Style, Dark Fantasy, Permadeath, Multiple Difficulty Modes


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $9.99 - $14.99
  - Reasoning: The reviews consistently describe the game as a small, low-priced indie roguelike deckbuilder. Several reviewers say it is worth its price, and one explicitly says full price is acceptable if the art and gameplay appeal. However, multiple reviewers recommend waiting for a sale or buying on discount because the content is limited and balance can be uneven. This supports a fair base-game price in the budget indie range, roughly $10 to $15, with sale prices below $10 being the most comfortable pickup.
- Playtime Metrics:
  - Game completion: 25.0h
  - Story completion: 25.0h
  - Session length: 3.0h
  - Endgame: 66.0h
  - Reasoning: The translated Chinese review reports clearing the highest difficulty, Arcade Mode tier 10, and having all story and notes full within 25 hours, supporting gameCompletion and storyCompletion at approximately 25 hours. The sessionLength is supported by a reviewer who returned after the first hour and played for about 3 hours straight. For endgame, one reviewer reached Crown Trials Stage 69+ after 40+ hours in that mode, and another collected all Reina and weapon skins after 66+ hours; I used 66 hours as a conservative lower-bound endgame/completionist figure.
- Time-to-fun:
  - Summary: Players report a rough early phase of tutorials, a steep learning curve, and scarce cards, after which surviving a run's opening and gaining mastery turns the game hooking. A minority report the opposite, with the loop growing boring quickly or never fully developing.
  - Stance: Clicks after
  - Anchor: Surviving the early game of a run and building enough mastery to get the hang of the deckbuilding combat
  - Time to anchor: 1h 0m
  - Friction: Aggressive opening tutorial that breaks immersion; Steep learning curve with RNG barriers; Starved for cards at the start of a run; High first-time difficulty for players new to card games; Unhelpful HUD obscuring crucial information behind tedious chores
  - Unlock drivers: Surviving the early game of a run to obtain loads of powerful cards; Building enough mastery over time to get the hang of the mechanics; Returning after an initial flat first session and getting hooked
  - Conditions: Learning curve varies by mode, with Classic steeper and Scarlet simpler; Prior card-game experience lowers initial difficulty; Whether the player pushes past the frustrating opening hour
- Player Archetypes:
  - Casual Card-Game Newcomer (buy)
    - Motivation: An approachable, low-stress entry into deckbuilding roguelikes that can actually be finished without deep genre skill.
    - Playstyle: Plays on Casual mode, learns deck mechanics gradually, and values forgiving difficulty over challenge.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: newbie
    - Reference games: N/A
  - Deckbuilder Genre Veteran (sale)
    - Motivation: Experiencing a new twist on a familiar deckbuilding roguelike formula they already know well.
    - Playstyle: Builds around card archetypes, compares mechanics to genre benchmarks, and pushes into higher difficulty modes.
    - Experience: veteran
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: Slay the Spire; Neoverse
  - Roguelike Depth Purist (no buy)
    - Motivation: Meaningful strategic depth, build variety, and replayability expected from a serious roguelike deckbuilder.
    - Playstyle: Theorycrafts combos and deck archetypes, and judges the game harshly when variety and strategy are thin.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A
  - Atmosphere and Art Seeker (buy)
    - Motivation: Enjoying the hand-drawn art, music, and overall atmosphere more than the card mechanics.
    - Playstyle: Plays casually for the vibe and characters, tolerating or ignoring the deckbuilding depth.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Stunning art and illustrations (weight 0.75): Art quality is frequently praised as gorgeous, phenomenal, and detailed, often cited as the main reason for purchase. This is a standout feature across many reviews.
- Addictive and engaging gameplay (weight 0.61): The gameplay is repeatedly described as fun, addictive, and engaging, with a good challenge and attractive mechanics. High frequency of positive feedback highlights core loop strength.
- Unique roguelike deckbuilding (weight 0.38): The game is recognized for its unique approach to roguelike deckbuilding, excelling in the concept and offering a fresh card system. This differentiates it from other deckbuilders.
- Card cooldown system praised (weight 0.33): The cooldown mechanic for cards is highlighted as strategic, allowing deckbuilding around main damage cards and avoiding bad draws. It raises the skill floor and adds depth.
- Appealing characters and design (weight 0.31): Character designs are described as pretty, cute, and attractive, contributing to the overall appeal. Both main characters and enemies receive praise.
- Post-update experience improved (weight 0.22): The game experience has greatly improved after updates, with added content and story. This shows ongoing developer support.
- Easy to learn and accessible (weight 0.19): The game is fairly simple and easy to pick up, with easy modes and understandable mechanics. This makes it approachable for new players.
- Resource planning valued (weight 0.13): Both 1.0 and 2.0 versions require reasonable resource planning, which players appreciate. It adds strategic depth.
- Multiple difficulty modes (weight 0.13): The game offers several modes with steadily increasing difficulty, providing options for different skill levels. This adds replayability.
- Risky mode offers unique fun (weight 0.12): Some players find the Risky mode more enjoyable and even easier than standard mode once understood. It provides an alternative challenge.
- Stylish dark world setting (weight 0.12): The dark style and cool world setting are appreciated for their aesthetic and thematic fit. It adds to the game's atmosphere.

Common complaints:
- High difficulty and poor onboarding (weight 0.43): Players find the game very hard to play, harder than expected, and difficult to control. Newcomers to card games face a steep learning curve to understand cards and swapping.
- Limited card synergies and combos (weight 0.38): Card synergies are narrow, extremely limited, or hard to achieve because cards run out. The ability to play only 2 cards per turn and a small card refresh (3 out of 30-60) makes combos nearly impossible.
- Lack of content and card variety (weight 0.24): Players report a lack of content and a small number of cards, leading to limited variety. This reduces replayability and deck-building options.
- Unfavorable comparison to Slay the Spire (weight 0.24): The game lacks the combo satisfaction and deck-building variety found in Slay the Spire. It is also seen as less professional and less challenging than contemporaries like Slay the Spire.
- Repetitive music and gameplay (weight 0.23): The music can become boring over time. Gameplay repetition is a bit high and can feel repetitive.
- No Steam achievements (weight 0.23): The absence of Steam achievements is unsatisfying and considered a bummer by players.
- Permanent card destruction hinders deck building (weight 0.14): Permanent card destruction prevents maintaining deck concepts and ruins deck building. This mechanic frustrates players who want to build specific decks.
- Confusing story and unclear mechanics (weight 0.14): The story is confusing and hard to understand. Card combination gameplay is not clear, adding to player confusion.
- Inconsistent monster difficulty (weight 0.14): Some elite monsters are weaker than normal monsters, which is confusing. Monster difficulty is inconsistent, with some normal monsters being stronger than elites or bosses.
- Unavoidable Phantom rooms (weight 0.13): If you reach the bottom of the map early, you cannot avoid future Phantom rooms. This limits player choice and strategy.
- Useless basic heal card (weight 0.13): The Heal 2 card is useless except for finishing blows. Enemy attack patterns make the basic heal card ineffective.
- Need for fixes and adjustments (weight 0.13): Players note that the game still has things to fix and needs adjustment. This suggests ongoing development issues.
- Frustrating treasure chest minigame (weight 0.13): The treasure chest minigame causes frustration on failure because failure means no reward. This adds to player frustration.
- Cannot take screenshots (weight 0.12): Players are unable to take screenshots in the game. This is a basic feature that is missing.

Gameplay feedback:
- Roguelike deckbuilding core (weight 0.97): The game is a single-player roguelike deckbuilder with turn-based card battles. Its deckbuilding system is central and features permanent card destruction.
- Cards are consumed on use (weight 0.88): Most non-basic cards are permanently removed from the deck after being played, making them finite resources. This creates a core tension where players must manage card usage carefully.
- Limited actions per turn (weight 0.63): Players can play a fixed number of cards per turn, typically 2 or 3, while enemies play 2. Some modes specify 3 player actions and 2 enemy actions.
- Cards have cooldowns in Scarlet mode (weight 0.61): In the Scarlet (2.0) system, cards go on cooldown instead of being consumed, allowing for more repeated use. This is a major shift from the classic one-time-use card design.
- Difficulty modes and progression (weight 0.47): The game offers standard and risky difficulties, plus a Diamond level progression up to Diamond 9. Difficulty is manually adjusted via Trial Options.
- Rose currency usage (weight 0.41): Roses are a currency used for many actions, including copying cards, buying cards, triggering events, buffing, and preventing enemy buffs. They are essential for maintaining offensive decks.
- Random card and event acquisition (weight 0.36): Card acquisition, item acquisition, and event encounters are random. Random events can grant cards, adding replayability and unpredictability.
- Single buff and debuff slot (weight 0.31): Only one buff and one debuff can be active at a time for both player and enemies. New ones overwrite old ones and reset the duration.
- Card copying and rewards (weight 0.31): Players can save cards to obtain more copies or duplicate them to avoid losing them. Rewards often give 2-3 copies of a chosen card.
- Card order manipulation (weight 0.28): Card order matters and can be manipulated by both player and enemy. Cards are placed on a field and activated left to right, with some randomness each turn.
- Skins and unlockables (weight 0.28): Character skins can be unlocked through in-game achievements and currency. There is a variety of skins available.
- Deck compression and card removal (weight 0.24): Players can freely compress their deck by removing cards, often using camp sites. Deck compression is recommended for optimal play.
- Map movement restrictions (weight 0.23): The map is a grid where you can only move forward or down, with no backtracking. This linear progression is a key exploration constraint.
- Boss rewards and minigames (weight 0.22): Defeating special phantoms grants rewards like Roses, cards, items, and stat increases. Opening chests involves a minigame.
- Card types and effects (weight 0.19): Various card types exist, including attack, defense, buff, and debuff cards. Advanced cards and normal attack cards provide different effects like bleed and lifesteal.
- Card swapping from hand (weight 0.18): Cards can be swapped from the hand but become locked, and each position can only be swapped once per turn.
- Casual mode available (weight 0.17): A casual mode is available for players who want a less challenging experience.
- Camp sites and card management (weight 0.14): Camp sites allow removing cards for rose points or obtaining advanced cards by paying a cost. This is a key strategic decision point.
- Advanced card sources (weight 0.13): Advanced cards are obtained through battles, chests, and merchants. Some loot offers a choice between two sets of cards.
- Deck always in hand (weight 0.13): The entire deck is always accessible, but cards disappear from the deck when used. This simplifies draw mechanics.

Performance notes:
No performancepoints

Recommendations:
- Appeals to card game enthusiasts (weight 0.64): Recommended for players who enjoy card games, deck-building mechanics, and strategy games with a unique aesthetic and non-traditional challenge. Suitable for both genre veterans and newcomers.
- Deep discount strongly advised (weight 0.48): Many reviewers suggest waiting for a sale or purchasing at a discount, citing the price as a consideration. Some note it is still worth full price if the art and gameplay appeal.
- Mixed feedback on quality (weight 0.46): Some reviewers rate it around 6/10 to 8/10, acknowledging rough parts and not expecting typical mainstream quality. A few refunded or gave negative recommendations.
- Recommended for roguelike fans (weight 0.41): Players who appreciate roguelikes and deckbuilders find the game worthwhile, especially those seeking a challenge. It is positioned as an entry point for newcomers to the genre.
- Art and atmosphere praised (weight 0.37): Players attracted to the visual style, illustrations, and stylish atmosphere with maid characters find the game appealing. Beautiful artwork and mystery add to the experience.
- Good for genre newcomers (weight 0.35): The game serves as an accessible entry point for beginners to deck-building or roguelikes, even for those who have never played a roguelike. It offers a moderate challenge suitable for casual players.
- Not for Slay the Spire fans (weight 0.32): Players expecting a Slay the Spire or Monster Train experience may be disappointed, as deck-building variety and depth differ. Not recommended for those seeking similar mainstream roguelike deckbuilders.
- Strong challenge and difficulty (weight 0.3): Recommended for players who enjoy tough challenges, grinding, and achievements, with risky mode offering intense difficulty. The game can provide hours of challenging gameplay.
- Version 2.0 mode preferred (weight 0.23): Several reviewers recommend playing the 2.0 Scarlet or roguelike mode over the 1.0 version, which is considered less polished. The classic mode is also highlighted for the true experience.
- Try mobile version first (weight 0.21): Reviewers suggest trying the free mobile version before purchasing on Steam, especially if unsure about the card gameplay or price. The mobile version can help gauge interest.
- Consumable card system divisive (weight 0.12): The one-time use card function may not appeal to everyone, and some do not recommend the game for those who dislike consumable card systems. Open-mindedness is advised for this mechanic.
- Support developers via Steam (weight 0.06): One reviewer recommends buying on Steam to support developers and for easier diamond collection. This is a minor point but noted by some.

Other player notes:
- Compared to Slay the Spire (weight 0.78): Many reviews compare the game to Slay the Spire, noting similarities in the deckbuilding roguelike genre. Some find it less professional or challenging, while others see it as a unique entry point.
- Mobile version availability (weight 0.76): A mobile version called Phantom Rose Scarlet was released, offering free-to-play with ads that can be removed via donation. It has simpler mechanics and differs significantly from the Steam version.
- Updates and development history (weight 0.61): The game had a troubled launch but improved with major updates, including the Scarlet mode and balance adjustments. The developer actively patches and fixes issues rapidly.
- Story and unlockables (weight 0.49): The game includes a story told through unlockable pages, notes, and diary entries, with multiple modes required to fully understand the narrative. Unlockable skins and a gallery add replay value.
- Game mechanics and difficulty (weight 0.46): The game features multiple difficulty modes (casual, adventure, risky) and a unique card removal mechanic. Challenges are harder than the sequel, and the design requires different strategy from Slay the Spire.
- Platform availability (weight 0.44): The game is available on both mobile and PC via Steam. Buying on Steam supports the developers, and the mobile version was previously free.
- Mobile version specifics (weight 0.4): The mobile version has extra outfits that require additional money, no character upgrades, and simpler mechanics. Its rules were ported to PC in the Scarlet mode.
- Pricing and value (weight 0.4): The game is reasonably priced at a low cost, with some questioning full price value but considering it worth it on sale. The Steam version has no microtransactions, while mobile offers optional purchases.
- Review context and reception (weight 0.37): Negative reviews often come from players expecting a Slay the Spire clone, and many reviews are based on a pre-Scarlet update version. The game's reception improved with updates.
- Two game modes (weight 0.36): The game features two distinct modes: Classic (1.0) and Scarlet (2.0), with different mechanics and story elements. Scarlet was originally a mobile version that was later ported to PC.
- Art and aesthetics (weight 0.35): The art style is cartoon/anime with clean designs and cute characters, appealing to otaku. The soundtrack complements the experience, and unlockable skins add visual variety.
- Solo developer creation (weight 0.33): The game was developed almost entirely by one person, makaroll, who handled both development and art. This highlights the impressive scope of the project for a solo effort.
- Release and version details (weight 0.28): The game was released on August 8, 2019, and has received three major updates. It was not in early access, and the current version is 1.0.7.
- Comparison to other games (weight 0.28): Besides Slay the Spire, the game is compared to Monster Train, Vault of the Void, One Way Heroics, and Blood Card. It is also likened to economic management games like SimCity or Tropico.
- Sequel and future plans (weight 0.22): A sequel has been released or is in development, with the solo developer now focusing on it. A new character, Aria, is mentioned as coming soon.
- Game length and complexity (weight 0.21): The game is not very long or hard to master, with a simpler system than the sequel. It has a minimalistic story and fewer complications than other deckbuilders.
- Technical limitations (weight 0.19): The game lacks Steam achievements and screenshot support due to a custom game engine. It is fully playable with a mouse.
- Development details (weight 0.17): Development took about a year and a half, and the game has an official Discord for tips. The developer is passionate and communicative.
- Currency and unlocking (weight 0.17): Unlocking gameplay features and skins requires a lot of in-game currency, and collecting diamonds is harder on mobile than on Steam. A patch increased rose acquisition but also tier 4 crafting cost.
- Story integration (weight 0.11): Rare fragments of conversations and documents do not form a complete story, giving only crumbs for thought. Players need to play both modes multiple times to understand the narrative.

Emotions:
- Disappointment (weight 0.17): Players are disappointed by the game's lack of polish, depth, and strategic variety. They cite shallow card synergies, poor balance, and limited replayability, especially compared to other deck-building roguelikes. The permanent card destruction and uninteresting soundtrack further reduce enjoyment.
- Frustration (weight 0.15): Frustration stems from unfair difficulty spikes, poor card balance, and reliance on luck. The consumable card system and harsh enemy buffs often make runs feel impossible, while lacking tutorials and fast-forward options exacerbate the issue. Many also mention mobile version disparities and localization problems.
- Satisfaction (weight 0.1): Satisfaction comes from satisfying deck-building choices, strategic gameplay, and gradual mastery of mechanics. The card cooldown system and moderate difficulty allow players to execute desired strategies. Visual design, lore reveals, and atmospheric music also contribute to a satisfying experience.
- Enjoyment (weight 0.1): Players enjoy the unique gameplay loop, addictive nature, and variety of strategies. The story, art, and character design enhance immersion, and the game becomes more enjoyable once the vanishing card mechanic is understood. It offers a good challenge and replayability with achievements.
- Boredom (weight 0.04): Boredom arises from repetitive gameplay, monotonous combat, and a lack of variety in the late game. The music becomes dull over time, and mindless back-and-forth battles reduce motivation to continue.
- Admiration (weight 0.03): Admiration is directed at the game's breathtaking anime-like dark art style, beautiful character designs, and excellent piano soundtrack. The theme, mechanics, and enemy aesthetics are also praised, along with the execution of the deck-building roguelike concept.
- Confusion (weight 0.03): Confusion often stems from unclear game mechanics, a weird currency system, and an overly minimalist interface. The story is hard to follow, and the dual-purpose soul rose resource adds to the confusion.
- Appreciation (weight 0.03): Appreciation focuses on the music, stylish dark world setting, and character designs. Players also value the game's ruthless brutality at high difficulty and the developer's responsiveness to feedback.
- Enthusiasm (weight 0.03): Enthusiasm is driven by the Encore card, deep combat, and perfect music. Discovering the economic strategy and the improvements in Update 2.0 further fuel excitement.
- Encouragement (weight 0.03): Encouragement comes from version 2.0 making the game easier to understand and more appealing. The revamped experience and overall quality despite initial flaws inspire positive reinforcement.
- Hope (weight 0.03): Hope is inspired by the developer's passion and rapid updates. Players believe the game will continue to improve through active patching and future optimization.
- Engagement (weight 0.02): Engagement is fueled by strategic deckbuilding, planning ahead, and the card cooldown system. The forced card play adds tactical depth that keeps players invested.
- Annoyance (weight 0.02): Annoyance arises from the repetitive music that becomes sickening after hours and inconsistent card effects like the 50% dodge chance. These elements detract from the overall experience.
- Love (weight 0.02): Love is expressed for the well-designed game and the care shown by the developer. The aesthetic, music, and engaging gameplay create a strong emotional connection.
- Anticipation (weight 0.02): Anticipation is high for the author's new work, the upcoming sequel, and future updates. Players are eager to see what comes next.
- Praise (weight 0.02): Praise is given for the new 2.0 version and the developer's efforts to fix the game after release. These actions have significantly improved the player experience.
- Challenge (weight 0.02): Challenge is found in the risk of running out of cards if played wrong and the Steam version being harder than the mobile version. These aspects test player skill and strategy.
- Interest (weight 0.02): Interest is piqued by rare fragments of conversations and documents that provide crumbs for thought. The different battle mechanics and potential for improvement also spark curiosity.
- Anger (weight 0.02): Anger is caused by unfair balance, frustrating minigames like lockpicking, and design choices that punish the player. The treasure chest minigame and enemy advantages further infuriate players.
- Excitement (weight 0.01): Excitement centers on the new Scarlet game mode, which offers fresh content and experiences for players.}