Info about Neon Sundown:

Official game description:
  
Neon Sundown is an extremely challenging arena-shooter where you mow down hundreds of enemies at a time in different unique arenas. Build a powerful arsenal of weapons using a variety of different upgrades unlocked through the in-game XP system, and try to take down the enemies that reside in each arena.
Game Features...
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*   A variety of unique and challenging arenas to take on  
*   A powerful arsenal of ships to unlock and choose from  
*   Numerous diverse upgrades and synergies to create  
*   Unlockable power modules to upgrade your ship  
*   An array of different enemies to go head-to-head with
A massive update to the game went live on **August 20th, 2022**, which brought with it a new in-game store called the Black Market. Through this store, you're now able to unlock a variety of new content (including ships, arenas, cards, and more) using the in-game currency.
New in the Black Market update...
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*   3 new challenging arenas  
*   8 new cards to unlock and master  
*   5 new ships with unique abilities  
*   3 new menu tracks to unlock  
*   New dynamic card upgrades  
*   New arena bosses and achievements  
*   Modern interfaced redesign  
*   And more!

Release date: Mar 18, 2022

Categories: Twin-stick Shooter, Bullet-hell, Roguelite, Arena Shooter, Meta-Progression, Deckbuilding, Wave-based Survival

Feature scans:
- Steam Deck: score 60; verdict: Tinkering Required / Poor Steam Deck Support; summary: The audit finds a strong negative theme around Steam Deck playability driven primarily by poor or missing controller support. Several users describe the game as unplayable out of the box on Deck unless manual Steam Input configuration is performed, and some advise against buying it for the platform. Additional friction comes from unresolved or experimental controller updates, an abandoned development cadence, and offline-mode bugs such as a watermark and broken exit button. There is no evidence of external launchers, anti-cheat failures, battery drain, or launch crashes in the provided reviews. The experience fits the Tinkering Required range because users report that manual configuration is needed to make play possible, but the criteria for Broken are not clearly met.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $4.99 - $9.99
  - Reasoning: The clearest explicit price anchor is a reviewer who paid $1 on sale but believed the game should have been $10, suggesting the community fair full price is near $10. Other reviewers describe the $0.99 sale price as an easy recommendation and cite 40-50 hours of content, supporting a modest paid base-game price rather than a premium one. Counter-evidence that it is only worth buying on sale or is not worth full price limits the upper end. Combining these signals, the community fair base-game range is roughly $5 to $10.
- Playtime Metrics:
  - Game completion: 10.0h
  - Story completion: N/A
  - Session length: 1.0h
  - Endgame: N/A
  - Reasoning: The completion reports give 8 hours for all achievements, 10 hours to 100%, and 12.7 hours to 100% and explore everything, so a representative gameCompletion of 10 hours is supported. The session quote explicitly says sitting down to play for an hour, so sessionLength is set to 1 hour. No numeric story completion time is reported, and the endgame/score-chasing comments mention grinding without a concrete hour figure, so storyCompletion and endgame are null.
- Time-to-fun:
  - Summary: Players often find the game fun immediately and engaging for the first few hours, but many report it becomes repetitive or boring after a few runs, around the 15-minute mark, or once meta progression is exhausted. A minority say it improves only after grinding Black Market meta upgrades.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: slow leveling; grind WAY too much to unlock everything; upgrades locked behind a grind gate; lack of tutorial for synergies, dash, and burning cards; RNG-dependent synergies; currency drops are hard to come by outside the easiest arena
  - Unlock drivers: grinding out Black Market meta upgrades; frequent unlocks; XP-based permanent progression unlocks; clear progression map
  - Conditions: after Black Market meta upgrades are ground out; during the first few hours with frequent unlocks; once enough kill XP is earned; if synergies and core mechanics are explained; if the upgrade pool is not cluttered; if more content, arenas, and upgrades are added; if late-game XP rewards improve
- Player Archetypes:
  - Steam Deck/Controller-First Player (no buy)
    - Motivation: To play the survivor-like action comfortably on a controller or Steam Deck without manual configuration.
    - Playstyle: Plays with a gamepad or handheld, relies on Steam Input or workarounds, and expects smooth level-up and menu navigation.
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: Steam Deck; controller player
    - Reference games: Vampire Survivors
  - Completionist/Progression Grinder (no buy)
    - Motivation: To unlock all meta progression and earn every achievement, even after beating the main content.
    - Playstyle: Repeats stages to farm kill XP and crystals, chases 100% store/achievement completion, and pushes through long grind gates.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: 100% store completion; 100% achievement completion
    - Reference games: N/A
  - Roguelike Synergy Enthusiast (buy)
    - Motivation: Discovering weapon/card synergies and varied build options in a survivor-like roguelike.
    - Playstyle: Manual aiming, experimenting with synergies, and adapting builds to different arenas.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: rougelike genre
    - Reference games: Vampire Survivors
  - Casual Value Seeker (sale)
    - Motivation: Cheap, low-commitment arcade shooting that can be enjoyed casually without chasing unlocks.
    - Playstyle: Occasional short runs, often waits for a sale, and avoids deep meta progression or achievement grinding.
    - Experience: newcomer
    - Purchase stance: sale
    - Labels: casual dumb shooting
    - 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:
- Highly Positive General Reception (weight 0.48): Players consistently describe the game as good, satisfying, fun, and great overall. It is praised for being enjoyable and well thought out, indicating strong general appeal.
- Great Value for Price (weight 0.47): The game is frequently praised for being affordable and offering excellent value for money. Many consider it worth the price, with some stating it is a steal at a dollar and worth multiple times the cost.
- Fun and Challenging Gameplay (weight 0.43): The core gameplay loop is entertaining and challenging, with players enjoying the twin-stick shooter mechanics and bullet hell elements. The difficulty scaling and variety of enemies keep it engaging.
- Attractive Visual Style (weight 0.41): Many reviewers highlight the visually appealing graphics, including the neon aesthetics and simple but vibrant design. The visual style is often described as pleasing without being overwhelming.
- Solid Roguelite Progression (weight 0.35): The roguelite progression system is satisfying, with multiple forms of metaprogression and frequent unlocks. The leveling system and map-based progression are well-structured and keep players engaged.
- Enjoyable Synergy System (weight 0.31): The synergies system is a standout feature, allowing players to combine upgrades for powerful effects. Specific synergies like Dual Reaper and Powershots are mentioned as extremely powerful.
- Good Music and Sound (weight 0.26): The soundtrack and sound effects are well-received, with many players enjoying the music and finding it fitting for the action. The synthwave soundtrack is particularly praised.
- Cool Upgrade and Card System (weight 0.24): Upgrades and cards are well done, providing unique experiences and synergies. The level-up system presents choices that affect how players strengthen their attacks.
- High Replayability and Content (weight 0.23): Players report tons of replay value due to unique runs, frequent unlocks, and various areas to explore. The game has a lot of content, including enemies, upgrades, and levels.
- Vampire Survivors Comparison (weight 0.22): Reviewers often compare the game to Vampire Survivors, describing it as a great alternative or fusion with Nova Drift. It is seen as more active and engaging than Vampire Survivors.
- Manual Aiming Adds Depth (weight 0.2): The option for manual aiming raises the skill ceiling and adds decision-making during combat. Players can choose between manual and auto-fire, which enhances the gameplay experience.
- Variety of Ships and Playstyles (weight 0.2): The game offers many different ships and playstyles, including mobility, tank, and enemy conversion builds. Each class feels unique and encourages experimentation.
- Simple Yet Effective Graphics (weight 0.19): The minimalist graphics are simple but work well, with a vibrant and trippy aesthetic that helps distinguish player, enemies, and bullets. The visuals are a massive upgrade over similar games.
- Responsive Developer and Community (weight 0.17): The developer is praised for responding quickly and implementing community suggestions, such as adding helper units. The Discord community is described as nice and chill.
- Great Twin-Stick Shooter (weight 0.16): The game is a fun and solid twin-stick arena shooter, often compared to Geometry Wars. It is described as a great little bullet hell game with smooth controls.
- Short and Accessible Runs (weight 0.13): Runs are short, with bosses appearing around four minutes, making the game quick and accessible. The short playtime is seen as a positive for some, though others note it is fun while it lasts.
- Positive Early Game Experience (weight 0.11): The early grinding is not too bad, and frequent unlocks keep players interested in the first few hours. The progression feels rewarding and makes hours feel accomplishing.
- Chill and Relaxing Experience (weight 0.11): Players find the game enjoyable to play when they want to chill out, with smooth performance and a relaxing vibe. It is a good game to play when feeling bored.
- Easy Achievements and Completion (weight 0.07): The game has relatively easy achievements and provides tips for 100% completion. This makes it accessible for achievement hunters.
- Minor Bug Noted (weight 0.06): A few reviews mention a bug, but overall the game is still considered great aside from that issue. Everything else is reported as good.

Common complaints:
- Unbalanced and Grindy Gameplay (weight 0.97): Enemy scaling is overtuned, making the game frustrating and requiring specific builds to survive. Many upgrades and ships are useless while a few are overpowered, leading to a lack of variety.
- Lack of Replayability and Depth (weight 0.75): The game lacks depth, variety, and replayability, with repetitive gameplay and limited content. Runs feel samey, and there is little incentive to keep playing.
- Synergy System Is Flawed (weight 0.53): The synergy system is overly RNG-dependent and confusing, with most synergies being weak or illogical. Unlocking new cards dilutes the pool, making it harder to get desired synergies.
- Excessive Grinding and Progression Issues (weight 0.48): Unlocking content requires repetitive grinding of the same levels, and progression is slow and unrewarding. The game becomes a tedious grindfest, especially for 100% completion.
- Poor Controller Aiming and Support (weight 0.44): Controller aiming is slow and inaccurate, using a cursor instead of direct stick aiming, and menus cannot be navigated. This severely hinders gameplay and makes the game nearly unplayable with a controller.
- UI and Clarity Problems (weight 0.41): The user interface is unclear, especially for assigning upgrades and understanding stats. There is no indication of how stats scale, and the pause menu lacks important information.
- Game Abandoned and Unpolished (weight 0.36): The developers have abandoned the game with no updates for years, leaving it feeling unfinished and unpolished. Many bugs and missing features remain unaddressed.
- Currency and Upgrade Economy Broken (weight 0.35): Crystals and other currencies are scarce, making it hard to unlock black market items. Upgrades are too expensive, and progression is slow and unrewarding.
- Black Market Items Disappointing (weight 0.33): Black market tanks and cards are often worse than base options, feeling like a waste of resources. They are overly expensive and not worth the grind.
- Visual and Audio Complaints (weight 0.25): The visual style is bland and confusing, with poor contrast and color choices. The music is repetitive and too loud, detracting from the experience.
- Bugs and Glitches (weight 0.25): Numerous bugs exist, including upgrade issues, ship module unequipping, and unintended interactions. Many have not been fixed for years.
- Arena and Boss Design Flaws (weight 0.24): Arenas are repetitive, with the same win condition, and bosses are unbalanced. Some bosses have unfair mechanics and instant-kill attacks.
- Cursor Visibility Issues (weight 0.23): The mouse cursor is often hard to see, blending into the background, which causes frustration and makes aiming difficult. There are no options to customize its appearance.
- Difficulty Curve Unfair (weight 0.22): The difficulty spikes early and becomes overwhelming, with enemies moving too fast and swarming quickly. The game is often frustrating and unfair.
- Online Requirement Issues (weight 0.21): The game requires an online connection for major features like the upgrade store, which causes problems in offline mode and leaves a watermark.
- Meta Progression Bland (weight 0.19): The meta progression system is dull and maxes out quickly, with little long-term incentive. Permanent upgrades feel weak and slow to acquire.
- Developer Criticism (weight 0.13): The developers are criticized for rushing games, not testing, and not caring about players. Some accuse them of prioritizing money over quality.
- Steam Deck Compatibility Poor (weight 0.11): The game has poor Steam Deck support and is often unplayable on the device, with controller and performance issues.
- Lack of Language Support (weight 0.08): The game lacks support for multiple languages, including Japanese and Chinese, limiting accessibility for non-English speakers.
- Tutorial and Explanation Lacking (weight 0.05): The game lacks tutorials for key systems like synergies and dashing, leaving players confused and unable to utilize mechanics effectively.

Gameplay feedback:
- Synergy system combines cards (weight 0.3): A synergy system allows players to combine certain power-up cards to unlock more powerful abilities. There are multiple synergies, and some can be further combined, with unlocks occurring over time and requiring specific upgrades during runs.
- Geometry Wars meets Vampire Survivors (weight 0.25): The game is frequently described as a hybrid of Geometry Wars and Vampire Survivors, blending arena shooter chaos with roguelite progression. Several players highlight the chaotic shooter style and survivor-like formula.
- Manual aiming required, no auto-shoot (weight 0.24): Unlike typical survivor games, the game does not feature auto-attack or auto-aim; players must manually aim and shoot. Controller aiming uses a cursor or crosshair, and the cursor is essential for firing.
- Upgrade cards drawn from pool (weight 0.23): Upgrades are acquired as cards from a pool that includes both unlocked and base cards. These cards are added to a deck and randomly drawn as options during level-ups.
- XP-based unlocks expand pool (weight 0.23): Progression involves unlocking new content such as cards, upgrades, and features by gaining XP. These unlocks add to the upgrade pool, gradually expanding the variety of available options.
- Multiple ship types with differences (weight 0.22): The game features many types of ships, each with different characteristics and levels. Ships can also be unlocked and purchased through the black market.
- Twin-stick arena shooter (weight 0.18): Core gameplay is a twin-stick arena shooter with roguelite elements. Players control a ship in a chaotic arena, using twin-stick controls to aim and move.
- Level-up offers three choices (weight 0.18): Upon leveling up, players are presented with three power-up choices, which can include attacks or passive upgrades. This mechanic is a central part of the progression system.
- Various shot types available (weight 0.14): Players can obtain different shot types, including electric shots, laser shots, split shots, and explosive shots. These upgrade the weapon and add variety to combat.
- Progression system based on XP (weight 0.13): The progression system involves unlocking new things after gaining a certain amount of XP. This includes leveling up and expanding the upgrade pool over time.
- Meta progression unlocks ships and levels (weight 0.09): A meta progression system uses crystals to permanently unlock content, including new starting ships, levels, and upgrade pool variety. This provides long-term goals beyond individual runs.
- Upgrades often have trade-offs (weight 0.09): Level-up upgrades frequently require picking a positive and negative trade-off. This adds a strategic layer to upgrade choices, as players must weigh benefits against drawbacks.
- Crystals used in black market (weight 0.09): Light blue crystals are used to buy cards and ships in the black market. This currency ties into the meta progression and ship unlocking systems.
- Dash mechanic available (weight 0.08): Players have access to a dash ability, adding mobility and evasion options during combat. This mechanic is noted as a key part of gameplay.
- Upgrade gems drop for stats (weight 0.08): An upgrade system uses gems that drop at certain times, which can be used to upgrade stats. This provides an additional layer of character enhancement during runs.
- Enemies swarm the player (weight 0.08): Enemies swarm the player, especially after the start of a run. This creates a chaotic and intense combat experience typical of survivor-like games.

Performance notes:
- Optimization issues cause stuttering (weight 0.08): One reviewer reports significant stuttering and FPS drops even on high-end hardware, indicating poor optimization. Another reviewer states the game runs smoothly, showing mixed performance experiences.

Recommendations:
- Great value for low price (weight 0.33): Many reviewers highlight that the game is well worth its low cost, often calling it a great deal for the amount of fun or content it provides. The affordable price is a recurring positive theme.
- Poor controller support (weight 0.18): Many players report that playing with a controller is not recommended, citing incomplete controller support and the need for manual configuration. Some cannot recommend the game until controller issues are fixed.
- Not worth full price (weight 0.17): Several reviewers say the game is only worth it on sale or at a deep discount, and some consider it not worth the time or money at full price. A few mention returning the game or wanting a refund.
- Recommended for Vampire Survivors fans (weight 0.15): Several reviewers recommend the game specifically to fans of Vampire Survivors or similar survivor-like games. It is seen as a dirt-cheap alternative in that subgenre.
- Good for casual play (weight 0.13): Some reviewers recommend it for casual shooting sessions or when you want to chill out, but warn against expecting deep progression or long-term engagement. It is seen as a fun diversion for a few attempts.
- Positive recommendation with caveats (weight 0.13): A few reviewers recommend the game but with specific conditions, such as if you have time and money or if you are a fan of the genre. These recommendations are not wholehearted but still positive.
- Appeals to roguelike/roguelite fans (weight 0.12): Reviewers frequently recommend the game to anyone interested in roguelikes or roguelites, suggesting it is a solid entry in the genre. Some note it is a good alternative to Vampire Survivors.
- Mixed genre comparisons (weight 0.11): While some compare it favorably to Vampire Survivors, others say there are better games in the genre like Brotato and suggest looking further if you want something like Vampire Survivors. A few mention Geometry Wars as a comparison.
- Steam Deck not recommended (weight 0.09): A couple of reviewers specifically advise against getting the game for Steam Deck, saying they cannot recommend it on that platform. This aligns with the broader controller support problems.
- Fun but unbalanced (weight 0.08): Some reviewers find the game fun and worth it despite being unbalanced, while others criticize it as egregious beyond a few casual attempts. Opinions on balance and depth vary.
- Needs patches and fixes (weight 0.08): A few players express frustration with the game's current state, refusing to play until it is patched or demanding fixes. The game is seen as incomplete by some.
- Short but enjoyable experience (weight 0.08): A reviewer suggests it provides a solid couple of hours of fun before likely being forgotten in a Steam library. Another mentions 8-10 hours of chaotic fun.
- Achievement hunter appeal (weight 0.07): A reviewer mentions the game is not worth seeking out unless you like survivor-likes or are an achievement hunter, suggesting it has particular appeal for completionists. Another review echoes this sentiment for survivor-like fans and achievement hunters.
- Mouse cursor visibility issue (weight 0.05): One player cautions that for mouse players, the cursor blends into the background and is easily lost during gameplay. This can hinder the experience for those using mouse controls.
- Wait for updates (weight 0.05): Some reviewers suggest holding off until future updates add more layers to the game, indicating that the current version may feel incomplete. Others compare it unfavorably to finished games.
- Appeals to bullet hell fans (weight 0.04): One reviewer notes that fans of bullet hell games would enjoy the chaos the game offers. This niche appeal is mentioned as a positive for the right audience.
- Endgame score chasing required (weight 0.04): One reviewer warns that the game is not for those who are uninterested in chasing high scores in the endgame and showing them off. This suggests a specific target audience.
- Black Market card advice (weight 0.04): One reviewer advises against buying any new cards from the Black Market except for Chill Aura. This is a specific gameplay tip that may help new players.
- Developer reputation concern (weight 0.04): One reviewer states they will never buy another game from this developer, indicating a strong negative impression. This could reflect broader dissatisfaction with the game's state or support.

Other player notes:
- Comparisons to Vampire Survivors (weight 0.41): Many reviewers compare the game to Vampire Survivors, noting similarities in style, upgrade paths, and ease of play, but also point out differences such as manual aiming, higher skill ceiling, and more active engagement. Some suggest it as an alternative, while others note it has less depth.
- Low price and good value (weight 0.25): The game is frequently described as cheap or very low priced, often going on sale, and many find it offers good value for the cost, especially considering the amount of content and enjoyment it provides.
- Ongoing development and future content (weight 0.25): Reviewers mention that more content is coming, the developer is still working on the game, and there have been updates adding content and systems based on player feedback, including new classes and helper units.
- Content amount and playtime (weight 0.25): Opinions vary on the amount of content: some say it has a lot of content and can take 40-50 hours, while others report short playtime, with 100% completion in 10-12 hours. The game currently has 6 maps and 5 ship types.
- Visual style and aesthetics (weight 0.24): The game features a neon, abstract geometry style with modern, sleek, cyberpunk visuals and bright neon colors. Some praise the graphics, while others find the theming weak.
- Community and external promotion (weight 0.15): The game has a Discord community, was included in a Humble Bundle, obtained in a bundle, covered in a YouTube video, and the developer is working on Vectorio.
- Progression and meta systems (weight 0.13): The game has a progression system with 45 levels of unlocks via kill XP, and store upgrades that are not impactful early on. The progression drives engagement but hinders run comparisons.
- Comparison to Geometry Wars (weight 0.13): The game is compared to Geometry Wars, with some suggesting it as an alternative until the game is finished, and others noting it is comparable to Geometry Wars.
- Limited Steam Deck compatibility (weight 0.11): Reviewers note limited Steam Deck compatibility and lack of full controller support listing, which may reduce customer potential.
- Achievements and completion (weight 0.11): Achievements are relatively easy to obtain, but 100% completion requires finishing all store content and can be done in under 10-12 hours.
- Modules and card synergies (weight 0.1): There are 12 modules available, with 4 per run. Reviewers suggest adding the ability to see owned cards and potential synergies when leveling up, and a way to encourage certain cards or take a card twice.
- Pre-alpha state sold as complete (weight 0.08): Some reviewers note the game is sold as a complete game but is in pre-alpha state, and the last update was a 2.3 Experimental Controller update almost two years ago that never reached the main branch.
- Language and localization issues (weight 0.08): The game lacks Japanese and Chinese localizations, though English is simple enough to understand. This limits accessibility for non-English speakers.
- Developer communication and privileges (weight 0.08): Some reviewers mention that the developer gives special privileges to creators, which may give people the wrong idea about the game, and that the developer doesn't seem to care to change for fans.
- Color blind accessibility (weight 0.08): The game is not color blind friendly, though it has accessibility options to tone down visuals.
- Maps and bosses (weight 0.07): Each map has one unique boss, and there are currently 6 maps and 5 ship types.
- Black Market and crystal farming (weight 0.07): Farming crystals is required to buy items from the Black Market, where soundtracks are available to try.
- Music and sound (weight 0.07): The game has a Synthwave soundtrack, but some find the music boring.
- Online connection requirement (weight 0.05): The game requires an online connection to access major parts of the game.
- Mouse cursor visibility issue (weight 0.04): Mouse players report problems with cursor visibility.

Emotions:
- Frustration (weight 0.24): Players are frustrated by severe balance issues, where enemies are too strong and only specific builds are viable, combined with oppressive RNG for cards, upgrades, and crystal farming. Poor quality-of-life features, such as no restart button, missing buff information, and abysmal controller support, further aggravate the experience, especially on Steam Deck.
- Disappointment (weight 0.23): Disappointment stems from the game feeling unfinished, with poor balancing, lack of run diversity, and useless Black Market content. The developer appears to have abandoned the game without addressing core issues, leaving players feeling duped and unmotivated to return.
- Enjoyment (weight 0.18): Players enjoy the fun, addictive gameplay loop with unique card synergies, satisfying visuals, and challenging action that encourages experimentation. The variety of enemies, abilities, and ships provides a blast, even if balance issues exist.
- Satisfaction (weight 0.07): Satisfaction comes from the smooth, well-made progression system and the rewarding upgrade loop with cards and leveling. The game offers great value for its price, with fun twin-stick arena shooter gameplay and a satisfying sense of accomplishment.
- Fun (weight 0.07): The game is simply fun overall, with chaotic and entertaining gameplay that keeps players engaged. Even if simple, it provides a good time, especially when unlocking powerful ships like the Vanguard.
- Boredom (weight 0.07): Boredom arises from repetitive levels, slow leveling, and a lack of long-term variety, with fun peaking around 4-5 hours. The bland ships and upgrade system, along with grind-gated progression, make the game feel dull after the 15-minute mark.
- Appreciation (weight 0.06): Players appreciate the responsive developer who adds free content and listens to feedback, as well as the helpful Discord community. The addition of helper units and new game systems shows care for the player base.
- Excitement (weight 0.05): Excitement is driven by the substantial 2.0 update, unique classes, and fun synergies that expand the game. The blend of Vampire Survivors and Nova Drift elements, along with discovering mechanics like auto-fire, generates enthusiasm.
- Annoyance (weight 0.05): Annoyance is caused by repetitive arena music, a mouse cursor that blends into the background, and the tedious wait for red crystals while being swarmed by enemies.
- Dissatisfaction (weight 0.02): Dissatisfaction stems from a lack of depth and repetitive upgrades, where everything feels the same and nothing is unique or impactful.
- Enthusiasm (weight 0.02): Enthusiasm is high for this excellent fusion of Nova Drift and Vampire Survivors, with unique cards and synergies that are well applied.
- Anger (weight 0.01): Anger arises from unfair and unbalanced gameplay, including RNG-dependent outcomes, one-shot bugs, and problems with fast, tanky enemies and knockback.
- Interest (weight 0.01): Interest is maintained in the first few hours by frequent unlocks that keep players engaged.
- Engagement (weight 0.01): Engagement is sustained because the ability to move to different areas makes it hard to get bored.
- Gripe (weight 0.01): The main gripe is that major parts of the game, especially synergies, don't feel balanced.
- Mild disappointment (weight 0.01): Mild disappointment comes from the feeling that other games in the genre offer more depth.
- Unpleasantness (weight 0.01): Unpleasantness is caused by the grind and the dilution of card synergies when unlocking new cards.
- Tedium (weight 0.01): Tedium results from having to put down the controller to select cards with the mouse during level-ups.
- Discomfort (weight 0.01): Discomfort is experienced as wrist strain due to a lack of customization options.
- Indifference (weight 0.01): Indifference stems from a lack of depth, replayability, and viable builds.}