Info about Floppy Knights:

Official game description:
  
Hello there, humans. It is me, Carlton! Phoebe’s most trusted friend and super cool robot arm. I am here to tell you just a little bit more about Phoebe and her latest invention: Floppy Knights!  
Who is Phoebe, you ask? She is a talented inventor with a mission: save up enough cash to finally move out of her parents’ place. There are plenty of odd jobs all over town but only one Phoebe - and that is where the Floppy Knights come in!  
There are a bunch of Floppy Knights you can pick from to determine your own style. It will be up to you to mix and match snazzy card combos to make a winning strategy.  
**Turn-based tactics meet card-game strategy.**  
A fresh take on two familiar genres! Lead your Knights to victory across the battlefield using decks you have crafted with care.  
**Enter a vibrant world filled with retro tech and magic.**  
Jump into a fantastical land with hand-drawn visuals by Marlowe Dobbe (Dicey Dungeons), featuring lush vegetation, treacherous volcanoes, icy caves, and foggy forests.  
**Find your Floppy fighting style!**  
Every unit has a unique playstyle and ability to generate special cards during battle, creating endless possibilities.  
Each deck of Floppy Knights represents a different faction and strategy:  
*   **Plants Deck** - Upgrade your abilities, heal allies, and gain terrain advantages.  
*   **Monsters Deck** - Add armor and trade HP for buffs.  
*   **Hooligans Deck** - Three words: sneaky, poisonous, fast.
**Plan the perfect draw.**  
Whether you’re a tactics veteran or playing for the first time - snappy battles and numerous card combinations will keep you on your toes to find the perfect strategy. Take advantage of cards that add and flip complementary cards so you can execute seamless combos.  
**Jam out to some toe-tapping tunes.**  
Listen to the energetic and refreshingly retro soundtrack by Grahm Nesbitt (Garden Story) that will have you dancing across the battlefield!

Release date: May 24, 2022

Categories: Deckbuilding, Turn-based Tactics, Card-based Gameplay, Grid-based Tactical Combat, Deckbuilder, Turn-based Strategy

Feature scans:
- Proton/Linux: score 5; verdict: Works Well; summary: The reviews show the game runs without any Linux/Proton compatibility problems on Steam Deck. The only negative feedback concerns cloud save synchronization across devices, which is not tied to Linux or Proton. Therefore, Linux compatibility appears solid and problem-free.
- Steam Deck: score 70; verdict: Broken - Progress Wiping and Crashes; summary: User feedback shows a split experience on Steam Deck. The game client itself can run natively and smoothly, with several users praising readable text, good controls, and stable performance. However, a recurring cloud save bug overwrites or deletes progress whenever players switch between desktop and Steam Deck, forcing full restarts and directly deterring continued play. At least one user also reports near-3-4 minute load times and a crash that takes down the whole PC. The save-wipe issue makes the Steam Deck a trigger for data loss, which is a severe stability barrier despite otherwise solid native performance.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $9.99 - $14.99
  - Reasoning: The reviews are mixed on value. One reviewer strongly supports full price because of content quality, but that is outweighed by others who say the game is only worthwhile on sale, would be recommendable at half its current price, or explicitly would not buy at full price. The shared implication is that the game is not worth a premium roguelike deckbuilder price and that a fair base price should sit noticeably lower, around $10-$15.
- Playtime Metrics:
  - Game completion: 20.0h
  - Story completion: 12.5h
  - Session length: 2.0h
  - Endgame: 8.0h
  - Reasoning: GameCompletion is estimated near 20 hours because one reviewer reports 100%ing the game in under 20 hours, while another reports all achievements at about 21.5 hours. StoryCompletion is estimated at 12.5 hours based on the reported 10-15 hour main campaign. SessionLength is estimated at 2 hours because a reviewer played for a couple hours on Steam Deck and another describes pick-up sessions where hours pass. Endgame is estimated at 8 hours from the additional challenge missions and side quests beyond the 10-15 hour campaign, with all-achievement totals around 20-21.5 hours.
- Time-to-fun:
  - Summary: Players often enjoy the opening first hours while learning mechanics and unlocking cards/decks, but many report the game turns tedious and slog-like by mid-campaign and especially late game.
  - Stance: Fun then drops
  - Anchor: Learning the mechanics during the first hours
  - Time to anchor: N/A
  - Friction: RNG-heavy draws with no redraw; No undo for misclicks; Commander death ends the level; Tedious tracking of unit stats; Inconsistent card synergy; Large enemy unit turns create long waits
  - Unlock drivers: N/A
  - Conditions: Enjoyment reported during the first hours while learning mechanics; Good pacing of card and deck unlocks; Beginner-friendly and low-difficulty design suited to chill play; Tutorial-like first world laying down basics; Late-game large enemy unit turns creating tedium; Mid-campaign missions feeling like a slog; Unit stat tracking causing tedium; Card synergy inconsistency affecting enjoyment
- Player Archetypes:
  - Casual Tactics Newcomer (buy)
    - Motivation: An approachable, low-stakes first step into turn-based strategy that is easy to pick up and relaxing to play.
    - Playstyle: Plays at a relaxed pace, leaning on the game's gentle learning curve, pleasing art, and music rather than deep optimization.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Tactics Genre Veteran (buy)
    - Motivation: To find a familiar turn-based grid tactics experience that lives up to genre classics they already love.
    - Playstyle: Compares mechanics against established tactics titles and evaluates whether the game delivers the same deep, satisfying grid-combat loop.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Advance Wars; Into the Breach
  - Deck-Building Min-Max Optimizer (buy)
    - Motivation: Optimizing and shrinking the deck to build an efficient, overpowered engine and steamroll scenarios.
    - Playstyle: Theory-crafts minimal, lean decks, deliberately limits card usage, and pushes objectives with tuned leader lineups.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: weirdo
    - Reference games: Pokemon Trading Card Game; Into the Breach
  - Determinism-Seeking Hardcore Strategist (no buy)
    - Motivation: To master a demanding, deterministic tactical challenge where skill, not luck, decides outcomes.
    - Playstyle: Executes high-precision, low-margin strategies and treats each scenario as a solvable puzzle requiring perfect play.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: The Binding of Isaac


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:
- Charming art and music (weight 0.84): The cute cartoon art style and lively soundtrack are consistently highlighted as strengths. Many players find the visuals inviting and the music fitting.
- Fun and solid gameplay (weight 0.45): Players frequently describe the gameplay as fun, tight, satisfying, and stable. The overall game is considered good, solid, and very enjoyable.
- Addictive deck building (weight 0.36): The deck building system is highly praised for being fun and addicting, with unlocking new cards and discovering combinations creating satisfying moments. Players enjoy the freedom to mix and match cards.
- Unique deckbuilder tactics hybrid (weight 0.22): The combination of deck building and turn-based tactical battles is seen as an interesting and effective mix. It offers a fresh take on both genres.
- Dicey Dungeons inspired visuals (weight 0.19): The art style is often recognized as being from Dicey Dungeons or by the same artist, Marlowe Dobbe. This gives the game a familiar and appealing look.
- Interesting challenge levels (weight 0.16): Challenge levels provide additional fun and are often cited as the most interesting and time-consuming part of the game. They encourage thinking outside the box.
- Beginner friendly learning curve (weight 0.16): Tutorials are easy to understand and the deck building is well explained, making the game accessible to newcomers. The pacing is also considered beginner friendly.
- Charming story and characters (weight 0.16): The story is simple yet charming, with surprisingly well-written dialogue and expressive characters. This adds to the overall lighthearted tone.
- Flexible deck sizes (weight 0.13): Players appreciate the ability to build both thin 12-card decks and thick 30-card decks. This flexibility encourages diverse strategies.
- Replayability and content (weight 0.09): The amount of content and replayability are noted as positive aspects. Players find there is plenty to explore and enjoy.
- Well-balanced unique cards (weight 0.09): All cards have their place and feel unique without being overwhelming in number. This balance contributes to enjoyable deck building.
- Card crafting and gold (weight 0.08): Earning gold coins to craft cards and build custom decks is a feature that players engage with. It adds progression and customization.
- Challenging at times (weight 0.08): The game can be challenging, which some players find engaging. It offers a good level of difficulty for those seeking it.
- Slow but interesting gameplay (weight 0.08): Some players find the gameplay interesting despite being slow. The story does not bog down the experience.

Common complaints:
- Difficulty balance issues (weight 0.88): Balance is inconsistent: some parts are too easy (e.g., infinite combos, one-unit strategies) while later levels and challenge stages are brutally hard. Difficulty spikes unexpectedly, and some levels feel impossible without specific decks or luck.
- RNG overwhelms strategy (weight 0.52): High randomness in card draws and enemy behavior often makes levels feel like luck-based trials rather than tactical puzzles. Players frequently need to reset due to bad draws, and some challenge stages are RNG nightmares.
- Deckbuilding simple, low replayability (weight 0.48): Deckbuilding is basic, with little synergy and few meaningful choices. After collecting all cards and beating missions, there is little replay value, and many cards are useless.
- Save data loss bug (weight 0.47): Multiple clusters report that cloud saves overwrite or delete progress when switching between devices or platforms like Steam Deck and PC. This has caused players to lose dozens of hours and is a known issue not fixed for years.
- Bugs and performance issues (weight 0.44): Various bugs including cards not playable, units unable to move, and crashes. Performance issues like long loading times, frame drops, and high RAM usage are reported.
- Story and dialogue unengaging (weight 0.43): The story is mediocre, with excessive dialogue that is not funny or interesting. Many players skip it, and characters are forgettable or one-note.
- No undo or turn restart (weight 0.42): Players widely request an undo button or single-turn restart, as one misclick or wrong card order forces a full level restart. This is especially frustrating given the high randomness and punishment for mistakes.
- Game speed too slow (weight 0.41): Many complaints about slow gameplay, battle animations, and fast mode not being fast enough. Long waits between turns, especially with many enemies, make battles drag.
- Challenge levels force fixed decks (weight 0.4): Challenge stages lock players into predetermined decks, removing deckbuilding freedom and often feeling unfair or impossible. Some are broken due to balance patches or require specific RNG to clear.
- Insufficient content for price (weight 0.28): The game is short, with under 20 hours to 100% completion, and lacks content for the full price. Players wish for more levels, harder modes, and additional features like New Game+ or Workshop support.
- Poor deckbuilding UI and info (weight 0.27): Deck building interface is clunky, card information is hard to read at a glance, and new cards must be built in a separate workshop area. Players struggle to tell what is in their deck.
- Units cannot move without cards (weight 0.21): Units require movement cards to move, and if you don't draw enough, you are stuck or forced to wait. This restricts tactical flexibility and feels disadvantageous compared to enemies who move freely.
- Tedious enemy spawns and waits (weight 0.21): Later stages have large amounts of enemy units and constant reinforcements, causing tedious waits between turns. Enemies spawn new units every few turns, adding tedium without much danger.
- Commander death ends level (weight 0.2): If the commander unit dies, the level immediately fails, which is harsh because commanders are often main damage dealers and vulnerable. Two enemies attacking usually kills them, making late-game very risky.
- Art style and tone disliked (weight 0.19): Some players find the art style too cutesy, ugly, or obnoxious. The game's aesthetic and tone clash with the difficult gameplay, and the soundtrack can be annoying.
- Unit stats hidden, require hovering (weight 0.19): Attack and other stats are not shown on enemies or units without hovering over each one, making it tedious to track information. This slows down play and adds unnecessary micromanagement.
- No mid-game saving (weight 0.16): The game lacks mid-game saves, even temporary ones, forcing players to complete entire levels or leave the game running. This is frustrating for those interrupted by real-life obligations.
- Fog of war frustrating (weight 0.15): Levels with hidden enemies and limited visibility remove strategy and turn the game into a trial-and-error simulator requiring memorization. Players strongly dislike fog levels.
- Gender portrayal criticized (weight 0.07): Some reviews criticize the portrayal of men as weak or annoying and women as superior, finding it off-putting. This is a niche complaint with low gameplay relevance.

Gameplay feedback:
- Deckbuilding Core Gameplay (weight 0.37): Deckbuilding is the main mechanic, with cards earned or crafted using gold coins. Players build and upgrade decks throughout the game with many possible strategies.
- Turn-Based Strategy Deckbuilder (weight 0.32): The game blends deckbuilding with turn-based strategy, often described as a tactics game mashed up with a CCG. This hybrid is the primary genre classification.
- Tactical Combat with Grid (weight 0.32): Combat involves tactical movement on a grid where cards are used to move units and attack. It combines collectible card game mechanics with tactical war-game elements.
- Grid-Based Tactical RPG (weight 0.26): Described as a deck builder and turn-based battle game with grid-based strategy RPG elements. Players engage in tactical battles on a board using cards.
- Turn-Based Tactical Combat (weight 0.23): The game features turn-based tactics with movement, enemy ranges, combos, unit variety, and varied victory conditions. It is a turn-based grid tactics game.
- Mission-Based Deck Progression (weight 0.2): Players build decks and complete missions, which unlock new cards and decks. You can create your deck before each mission, with special rules for some missions.
- Free Card Mixing (weight 0.2): Cards can be freely mixed and matched from any deck to create builds, except for commander and fixed cards. This allows for plenty of deckbuilding variety.
- Deck Size 12 to 30 (weight 0.19): Decks can contain between 12 and 30 cards before missions. Players can choose thin decks of 12 cards or thick decks of 30 cards.
- Card-Driven Action Gameplay (weight 0.16): The main mechanic is card-based, with card-driven action gameplay and deck style. It is a card tactics game at its core.
- Challenge Levels with Premade Decks (weight 0.16): Secondary and challenge levels use premade decks or custom decks. Some challenge levels feature impossible decks that cannot be built in the main game, requiring adaptation to various play styles.
- Challenge Mode Forced Decks (weight 0.16): Challenge mode levels are remixed and have fixed decks, often providing a pre-designed deck that cannot be altered. Players must use the given deck to complete the challenge.
- Commander Must Survive (weight 0.13): You must keep your commander alive; if they die, you automatically lose or the level ends prematurely. Protecting the commander is a key objective.
- Movement Requires Cards (weight 0.13): Units cannot move freely; you need to play movement cards to move characters. Movement is limited to drawing and playing move cards.
- Draw 5 Cards Per Turn (weight 0.13): Each turn you draw 5 cards, and the commander generates its own special card. You also get 5 energy per turn to play cards.
- Turn-Based Strategy Game (weight 0.13): It is a strategy game, specifically a turn-based strategy or tactics game. The gameplay revolves around strategic decision-making.
- Story and Side Missions (weight 0.13): The game includes story missions with side objectives, challenge modes, and side quests. Additional missions are available outside the main story.
- Card Types Diversity (weight 0.13): Card types include minions, movement, attack, buffs, and debuffs. There are also unit summon and buff types, providing varied tactical options.
- Challenge Levels Reward Coins (weight 0.12): Challenge levels with fixed decks reward coins that can be used to buy more cards for the main quest. Some challenge levels give you a deck and require using only those cards.
- Challenge Stages Predetermined Decks (weight 0.12): Challenge stages use pre-built decks and can be stormed with specific cards or playstyles. They have predetermined decks that cannot be changed.

Performance notes:
- Poor optimization and performance (weight 0.17): The game is poorly optimized, consuming more RAM than Chrome and causing frame drops. Performance issues become more pronounced during retries.
- Cloud save data loss (weight 0.14): Players report that faulty cloud saves cause save files to be overwritten, leading to progress loss across different machines. This issue remains unfixed and severely impacts game progression.
- Game crashes entire PC (weight 0.06): The game crashes the whole PC, not just the application, indicating a severe stability issue. This can lead to data loss and hardware strain.
- Excessive loading times (weight 0.06): Loading times can take almost 3-4 minutes, which players find unreasonably long. This significantly disrupts gameplay flow and enjoyment.
- Smooth gameplay but technical issues (weight 0.06): While gameplay runs smoothly for some, loading times and crashes remain major problems. This contrast highlights inconsistent performance across systems.

Recommendations:
- Ideal for tactics/deckbuilding fans (weight 0.47): Multiple reviewers strongly recommend the game for enthusiasts of deckbuilding, tactics, and turn-based grid strategy games. It is described as a real treat for fans of these genres.
- Overall high praise (weight 0.31): Many reviewers gave high scores and expressed strong enjoyment, with some calling it a 9/10 or 8/10 experience. It is a solid game that fans of the genre will enjoy.
- Appeals to genre veterans (weight 0.27): Fans of Advance Wars, Into the Breach, or classic turn-based strategy will find a lot to like, though some SRPG veterans might be disappointed. The game offers a different take on deck building and strategy.
- Try it if curious (weight 0.24): Several reviewers suggest giving the game a shot if you're curious, as it may appeal to a wide range of players. It's worth checking out, especially if the trailer and screenshots look appealing.
- Good entry point for genre (weight 0.23): Several reviews highlight the game as an excellent introduction to tactics and deckbuilding, suitable for beginners or those new to SRPGs. It can prepare players for games like Advance Wars, Wargroove, and Fire Emblem.
- Positive overall but with caveats (weight 0.23): Many reviewers enjoyed the game but noted issues like difficulty spikes, lack of mid-game saving, or simple story. Some warn about poor optimization or hardware requirements.
- Not recommended for some players (weight 0.21): A few reviewers did not enjoy the game or cannot recommend it, citing reasons like simplicity, target audience mismatch, or lack of appeal. Some suggest avoiding it unless desperate for a new card game.
- Mixed value at full price (weight 0.16): Some reviewers feel the game is not worth the full price, especially given its current state, and recommend waiting for a sale or buying at a lower price point. Others suggest it's highway robbery when on sale.
- Good for casual and young players (weight 0.15): The game is seen as suitable for younger audiences, beginners, or those seeking a relaxing, low-difficulty experience. It's ideal for chilling and passing the time.
- Recommended for puzzle-solving fans (weight 0.12): Reviewers note that players who enjoy puzzle-solving or open-ended tactical challenges will get more out of the game. It is recommended for those who like a thinking-heavy turn-based experience.
- Simple story may detract (weight 0.08): Some players found the story too simple or lacking depth, recommending to focus on gameplay if that's not a priority. Others didn't mind and still enjoyed the game overall.
- Disable cloud saves to avoid loss (weight 0.05): One reviewer warned that cloud saves can cause progress loss and advised disabling them. This is a specific technical caveat to prevent frustration.
- Avoid on low-end hardware (weight 0.05): A review cautions that players with Intel Graphics 3000 or below, i3 or below, or 4GB RAM or less should think twice before buying due to performance issues.
- Not for inexperienced completionists (weight 0.05): One reviewer noted that relatively inexperienced players may struggle if going for a large completion percentage. The difficulty can be a barrier for some.
- Wait for Chinese localization (weight 0.04): One reviewer suggested waiting for the Chinese language option before playing, indicating that localization is important for some players.
- Alternative: Arcanium (weight 0.04): A reviewer recommended Arcanium as an alternative for those seeking a similar experience. This provides a helpful comparison for potential buyers.

Other player notes:
- Frequent Dicey Dungeons comparisons (weight 0.51): Many reviewers compare this game to Dicey Dungeons, noting the shared art style and artist Marlowe Dobbe, but also stating it lacks the addictive qualities and polish of Dicey Dungeons. Some appreciate the visual similarities, while others find it not in the same league.
- Compared to classic tactics games (weight 0.37): Reviewers frequently compare it to Advance Wars, Fire Emblem, Wargroove, and Final Fantasy Tactics, noting it holds its own but has its own identity by limiting scope and scale. Some say other games in the genre offer more varied units or type advantages.
- Story length around 10-15 hours (weight 0.33): The main campaign takes roughly 10-15 hours to complete, with additional side quests and challenge mode adding playtime. Some report finishing in about 10 hours, while completionists may take 21.5 hours for all challenges and achievements.
- Adequate content with levels and challenges (weight 0.31): The game offers 7 episodes, 27 levels, and 24 challenge levels, which many find to be a solid amount of content. Some feel the content could be larger with more levels for the full deck.
- Positive indie turn-based tactics experience (weight 0.25): The game is praised as a solid tactics game with a strong linear experience, offering a balanced learning curve and accessibility for younger gamers. It holds its own as an indie title that doesn't simply ape the big games.
- Deckbuilding balance and comparisons (weight 0.25): Reviewers compare it to deckbuilders like Slay the Spire and Monster Train, noting that card play doesn't reach the same highs and deck balance is not great except for one knight. Some mention overpowered decks and balance issues.
- Into the Breach favorable comparisons (weight 0.19): Some reviewers compare it to Into the Breach, stating that if they wanted a great turn-based game, Into the Breach is better. Others note it as a new standard for turn-based tactics but still find this game enjoyable after completion.
- Desire for more DLC or sequel (weight 0.17): Some reviewers would like updates or DLC, and note that a sequel with more content could be exceptional. The first DLC introduces a new faction and color-specific card synergies.
- Localization issues and support (weight 0.13): Korean language support was added recently, but there are font breaking issues in Korean. Chinese localization is in progress, and there is no Chinese language support currently.
- Steam cloud save sync issues (weight 0.13): Several reviewers report that cross-device play via Steam cloud saves is broken, preventing them from playing on different devices as intended. Save files do not transfer between devices.
- Works well on Steam Deck (weight 0.13): Reviewers note that the game is compatible with Steam Deck, with text visibility, controls, and performance working well. It has been played on both Steam Deck and laptop.
- Minor bugs and balance issues (weight 0.12): Some reviewers mention bugs and balance issues, but note they are not major like crashes or save deletion. Developers are aware of a rare bug and are working on it.
- Affordable price around $8 (weight 0.12): The game is sold for $8 USD, which many consider a reasonable price for a creative game. However, some note it shares a price point with games that revolutionized the genres it mimics.
- Short game with low completion (weight 0.11): The game can be finished in about 10 hours, and only 6% of players completed the main storyline. The achievement completion rate is very low, but the ending is considered a pro by some as many games become endless time sinks.
- Enemy AI behavior and tactics (weight 0.09): The enemy AI focuses on the closest unit and aims for the lowest health unit, going for killing blows on the Commander. It does not waste turns.
- Roguelike elements and replayability (weight 0.08): Despite initial impressions, the game is not a roguelite but a standard stage-clear SRPG with high replayability claims. It is compared to roguelikes with permadeath, with some finding it better.
- Steam Workshop and level editor potential (weight 0.08): There is no Steam Workshop support, but some see potential for player-made levels. This limits community content creation.
- Music and audio comparisons (weight 0.08): The music is by Grahm Nesbitt, who also did the OST for Garden Story. It evokes Kirby and Pokemon soundtracks, which some find fitting.
- Fast animation speed requested (weight 0.08): Some reviewers feel the game would be much better if animation speed could be increased by 8x. Developers have been quick to add QOL updates including an animation speed button.
- No mid-game save feature (weight 0.04): There is no mid-game save feature, and developers advised it's unlikely to be implemented based on game design. This can be frustrating for some players.

Emotions:
- Frustration (weight 0.2): Players are frustrated by a Steam cloud save bug that overwrites or deletes save files, causing massive progress loss and forced replays. Many also cite high RNG reliance, lack of an undo button, and brutal difficulty spikes in challenge levels that require specific decks and lucky draws.
- Disappointment (weight 0.17): Disappointment stems from unmet expectations: the game is not as deep or strategic as hoped, the story is simple, and balance patches made some challenge stages impossible. The unresolved cloud save issue and lack of endgame content or creative battle design also contribute.
- Enjoyment (weight 0.17): Players enjoy the addictive deck-building, satisfying combo moments, and strategic turn-based battles. The charming art style, cute story, and accessible yet tactical gameplay are frequently praised.
- Appreciation (weight 0.04): Appreciation is driven by the original deck-building tactics concept, refreshing light-hearted art and story, and well-designed early puzzle levels. Side quests that reward new cards and the balanced, polished turn-based gameplay are also valued.
- Satisfaction (weight 0.04): Satisfaction comes from overcoming difficulty spikes through planning and synergies, and the feeling of mastering challenge levels. The game's polish, depth, and well-implemented progression and achievements provide a rewarding experience.
- Annoyance (weight 0.04): Annoyance is caused by excessive dialogue in the first zone, the cutesy aesthetic, and irritating soundtrack. Gameplay annoyances include needing specific movement cards, hidden unit stats, and no save option during long rounds.
- Excitement (weight 0.04): Excitement arises from unlocking new cards and experiencing aha moments, with each turn feeling like an amazing combo. The novel mix of strategy simulation and deckbuilding, along with energetic art and music, keeps players engaged.
- Boredom (weight 0.03): Boredom sets in due to low difficulty, tedious enemy spawns, and repetitive missions. Deck building becomes basic and maps easy, making the game drag after halfway completion.
- Dislike (weight 0.02): Dislike is based on personal taste: the graphics and story do not appeal, characters are off-putting, and the art style is considered ugly.
- Love (weight 0.02): Players love the game for its excellent card combination puzzles, challenging yet fair gameplay, and great art, story, and representation. It is considered a game of the year with satisfying goals and deck building.
- Mild disappointment (weight 0.01): Mild disappointment is due to the lack of an undo move button, deck balance issues, and repeated objectives.
- Indifference (weight 0.01): Indifference results from a forgettable story and a lack of anticipation for unlocking new cards or decks.
- Dissatisfaction (weight 0.01): Dissatisfaction is caused by a mediocre story with uninteresting dialogues, and units lacking visible attack info, making the game feel unpolished with balancing issues.
- Enthusiasm (weight 0.01): Enthusiasm is fueled by tactical crunch and deck-building freedom, along with a cute art style, hype music, and fun gameplay.
- Charm (weight 0.01): Charm comes from colorful characters and a cute story made with love, as well as a relatable main character and charming art style.
- Confusion (weight 0.01): Confusion arises from card balance changes that left the reviewer unsure if their play style was off, and the art style choice of drawing Xs on teeth.
- Desire (weight 0.01): Desire is expressed as wanting a sequel to the game.
- Stress (weight 0.01): Stress is caused by time crunch levels that require resets.
- Regret (weight 0.01): Regret is felt by wishing they could get their money back.
- Engagement (weight 0.01): Engagement is maintained by a simple story that works and keeps the player hooked.}