
What players like:
Common complaints:
Gameplay feedback:
Performance notes:
Recommendations:
Other player notes:
Review evidence
Charming art and fun, improved gameplay are undercut by repetitive, boring loops, a confusing incomplete story, and too much similarity to the first game.
Praise for Art Style: Many reviewers consistently praise the game's art style, describing it as beautiful, appealing, and unique. Clusters highlight hand-drawn artwork, excellent visuals, and captivating aesthetics.
Engaging and Fun Gameplay: Players find the gameplay fun, unique, and easy to understand, with a chill and entertaining loop. The simple yet enjoyable mechanics contribute to the game's appeal.
Improvements Over Previous Game: The game improves on the previous title in many parameters, fixing small issues and adding more content and game modes. It preserves the core while enhancing features and convenience.
Improved Story Over Predecessor: The story is considered more engaging, detailed, and interesting than the first game, with a well-crafted and deep narrative. Some note a strong yuri flavor in the heavy storyline.
Strong Character Design: Character designs are frequently praised as satisfying, cute, and expressive, with cute girls being a notable highlight. The diversity of enemy designs also receives positive mentions.
Boring and repetitive gameplay: The gameplay is often described as boring, dull, and repetitive, with little variation between runs. Many players lose interest after a few hours.
Similar to first game and Phantom Rose: Many reviewers note that the game feels very similar to its predecessor and other titles like Phantom Rose, with few new ideas. It often feels like an upgrade rather than a true sequel.
Confusing and incomplete story: Many players find the story confusing, inconclusive, and lacking sufficient explanation. It jumps around and ends on a cliffhanger, leaving the narrative unsatisfying.
Repetitive and grindy content: The game requires excessive grinding, such as playing through the main story around 20 times on increased difficulty. Many players find the grind tiring and not worth the effort.
Lack of deckbuilding and shallow strategy: Despite being labeled a deck-building roguelike, the game lacks traditional deck mechanics like drawing cards. Combat feels shallow and strategy is limited.
Cooldown replaces card draw: Cards no longer use random draw or discard; all cards are available but enter cooldown after use, with cooldown time scaling with card level. This removes draw randomness and makes higher-level cards take longer to reuse.
Roguelike deckbuilder core: The game is consistently described as a roguelike deckbuilder or roguelite deckbuilding adventure. This core genre defines the overall gameplay loop.
Shared four-slot play area: Both player and enemy share a card play area with four slots, split evenly. Enemies choose two positions first, then the player chooses from the remaining two and can freely decide the order of their cards.
Multiple game modes available: Players can access adventure, arcade, and custom modes, some of which require prerequisites to unlock. Arcade mode includes a boss rush.
Unlockable content and collectibles: The game features many unlockable skins, achievements, gallery items, and other collectibles. These provide long-term progression goals.
Smooth Performance No Bugs: The game ran smoothly throughout with no crashes, bugs, or glitches. This indicates a stable and polished experience for most players.
Potential Chromium Performance Issues: The game runs on Chromium and may be poorly optimized on devices that have issues with it. Users on such devices might experience suboptimal performance.
Casual roguelike deckbuilder appeal: Many reviewers recommend the game for fans of casual roguelike deckbuilding and card games. It suits players who prefer light, quick deck-building experiences over hardcore ones.
Wait for a sale: Numerous reviewers advise waiting for a sale or buying at a discount, often specifying at least 40% off. The game is considered not worth full price by several users.
General positive recommendations: Many reviewers simply recommend the game, calling it worth the money and a must-play. Some advise buying early and not regretting it.
Sequel improves on original: Fans of the first Phantom Rose game highly recommend the sequel, stating it improves on the original in every way. Those who liked the previous game should not miss this one.
Mixed or conditional recommendations: Several reviewers give lukewarm recommendations, suggesting a middle option if available. Some would only recommend at a discount or for specific tastes.
Community fair range: $9.99 - $14.99.
Game completion: 20.0h.
Story completion: 7.0h.
Session length: 0.6h.
Endgame: 100.0h.
Reports mostly present the game as an immediately fun roguelike deckbuilder, with positive players citing addictiveness and natural unlock progression. A notable minority reports early friction and persistent grind or repetition, so the immediate-fun signal is not unanimous.
Friction: Lackluster tutorial and ambiguous resources or UI; Slow, weak, and limited meta progression; Grindy unlock requirements for gems, skins, and new decks; Repetitive gameplay for some players; Cards feel soulless and boring to collect; Difficulty becomes trivial after drafting many cards.
Chill Casual Deckbuilder: Plays short, low-pressure runs and enjoys deckbuilding and light grinding without seeking maximum difficulty. Motivation: Relaxing, fun deckbuilding with charming art and light roguelike progression. Stance: buy.
Art and Character Collector: Unlocks portraits, cosmetics, and character upgrades while enjoying the art and supporting the illustrator. Motivation: Collecting attractive character art, skins, and customization options. Stance: buy.
Genre Veteran Seeking Innovation: Compares classes, builds, and boss patterns against other roguelikes; seeks higher difficulty and innovation, and drops runs that feel repetitive. Motivation: Finding fresh roguelike deckbuilding mechanics and meaningful progression rather than a rehash. Stance: no buy.
Monetization: The reviews confirm that this title sells a real-money premium currency ('diamonds') alongside a mobile version with skins and other microtransactions, giving it a distinct free-to-play mobile feel. The premium currency is spendable to gain gameplay advantages such as weakening bosses, rerolling store selections, and retrying after failure, which matches the 'convenience/pay-for-advantage' pattern. However, multiple reviews note the currency is easily earned through play and that long-term players do not need to pay, so the monetization is aggressive but not predatory gacha or hard pay-to-win. No real-money lootboxes or intentionally broken grind-walls were reported.
Sequel to Phantom Rose: The game is the second entry in the Phantom Rose series, released four years after the original. It continues the story from Phantom Rose Scarlet.
Developed by makaroll: The game is developed by makaroll and published by PLAYISM. The developer is also an artist with a Pixiv account worth checking out.
Comparison to first game: The game is often compared to the first game's initial or classic gameplay. It is also compared to the first game in the series overall.
Previous game played on mobile: Many players played the first game on mobile. The game has a mobile version (first generation) that is an extension of the first mobile version.
More content than first game: The game offers more content and improvements over the first game, including better graphics and many gameplay changes. It expands on the original with additional features.