Info about Phantom Rose 2 Sapphire:

Official game description:
  
Phantom Rose 2 is a roguelike deckbuilding game by developer & artist makaroll. Fight and collect powerful cards as Aria, trying to survive in her cherished school that’s being ravaged by evil creatures.
◆ A Special Card Adventure
--------------------------
Craft your deck with cards obtained through defeating Phantoms on your adventure. Unlike most deckbuilding games, there's no random card draw during battle. Instead, manage your card's cooldown to defeat your foe swiftly and efficiently.
◆ Multiple Difficulties, Modes and Ways to Play
-----------------------------------------------
Play through the adventure in increasing levels of difficulty, each posing a greater challenge than the last, to experience the story and world of Phantom Rose 2. The Arcade mode lets you rush through bosses for attractive rewards and you can even create your own challenges in Custom mode.
◆ New Class System for More Varied Gameplay
-------------------------------------------
Unlike the previous game, Phantom Rose 2 comes with two playable classes, the Blade class and the Mage class. Each class has their own unique cards and mechanics, allowing you to experience the game in more ways than one.
◆ Encounter Other Survivors and Events
--------------------------------------
Explore and discover other survivors along your adventure. Take time to interact with them, learn their stories, and carefully decide on your actions in each event. Who knows, you may receive a helping hand when least expected.
◆ Defeat and Collect
--------------------
By defeating Phantoms and rescuing other students in distress, you can collect over 200+ cards to craft your ideal deck and a slew of powerful items to aid your journey.

Release date: Oct 29, 2023

Categories: Roguelike Deckbuilder, Deckbuilding, Card-based Combat, Class-based Combat, Roguelite, Anime Art Style, Female Protagonist, Yuri

Feature scans:
- MTX: score 58; verdict: Aggressive Monetization (Paid Convenience & Currency Shop); summary: 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.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $9.99 - $14.99
  - Reasoning: The strongest positive recommendations are conditional on discounts: multiple reviewers explicitly advise waiting for a sale or say the game is worth buying on sale, while full price is questioned. Negative points about repetitive grinding, weak arcade-mode rewards, limited playable content, and divisive story/difficulty further reduce perceived full-price value. This suggests the community views a fair base-game price as modest, roughly in the $10-$15 indie range, rather than a premium full-price release.
- Playtime Metrics:
  - Game completion: 20.0h
  - Story completion: 7.0h
  - Session length: 0.6h
  - Endgame: 100.0h
  - Reasoning: The first quote directly supports gameCompletion at about 20 hours, since it describes finishing all main story events and endings plus most extras in that time. The second quote supports storyCompletion at roughly 7 hours, the midpoint of the reported 6-8 hour story-only range. The third quote, translated from a non-English review, gives a typical run length of 30-40 minutes, so sessionLength is set to about 0.58 hours. The fourth quote supports endgame at 100+ hours for prestigious or completionist goals. A conflicting report says clearing Ascension 2 and finishing the main story took about 3 hours, so confidence is moderate rather than high.
- Time-to-fun:
  - Summary: 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.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - 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
  - Unlock drivers: Unlockable card sets provide natural progression; Engravings and alternative modes are adjusted around adventure and campaign progression; Added mage class and Steam achievements increase replayability; Beating the odds after struggle produces a great feeling
  - Conditions: after completing the novice tutorial; for players who enjoy roguelike deckbuilder loops; for players who tolerate grind for skins and new decks; when alternative game modes are unlocked at Diamond 2 and Diamond 4; until Diamond 14 for Engravings progression; when enough cards have been drafted to reduce early-game threat; if bashing cute characters remains entertaining
- Player Archetypes:
  - Chill Casual Deckbuilder (buy)
    - Motivation: Relaxing, fun deckbuilding with charming art and light roguelike progression.
    - Playstyle: Plays short, low-pressure runs and enjoys deckbuilding and light grinding without seeking maximum difficulty.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Art and Character Collector (buy)
    - Motivation: Collecting attractive character art, skins, and customization options.
    - Playstyle: Unlocks portraits, cosmetics, and character upgrades while enjoying the art and supporting the illustrator.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Genre Veteran Seeking Innovation (no buy)
    - Motivation: Finding fresh roguelike deckbuilding mechanics and meaningful progression rather than a rehash.
    - Playstyle: Compares classes, builds, and boss patterns against other roguelikes; seeks higher difficulty and innovation, and drops runs that feel repetitive.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: Phantom Rose; Slay the Spire
  - Completionist Grinder (buy)
    - Motivation: Completing achievements, unlocking all content, and conquering high difficulties.
    - Playstyle: Grinds runs, arcade mode, and higher difficulties to unlock passives, cosmetics, and achievements.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: completionist; achievement hunter
    - 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:
- Praise for Art Style (weight 0.97): 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 (weight 0.65): 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 (weight 0.52): 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 (weight 0.52): 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 (weight 0.47): 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.
- Rich Unlockables and Content (weight 0.39): The game offers a huge amount of unlockables, including skins, achievements, and collectibles, providing extensive grind and replay value. The card pool is robust and varied with hundreds of cards.
- High Replayability (weight 0.25): Reviewers highlight high replayability without artificial padding, with many elements encouraging repeated runs. The game offers a lot of content to explore.
- Card System with Cooldowns (weight 0.25): The card system features a cooldown mechanic that persists across battles, with stronger cards having longer cooldowns. This adds strategic depth to the roguelike deckbuilder.
- Simple and Clean UI (weight 0.25): The UI is described as simple, convenient, and slick, with a cleaner and more readable design than the predecessor. Interaction is straightforward.
- Trial System and Difficulty (weight 0.23): Trials create a clear difference between difficulties, with more trials meaning higher difficulty. The overall difficulty is considered about right, not too hard.
- Good Time Killer (weight 0.19): Several players describe the game as a fun time killer or a good little game to pass the time, indicating it's suitable for casual short sessions.
- Nice Soundtrack (weight 0.14): The soundtrack is praised as nice and supportive of the game's ambience, enhancing the overall atmosphere.
- No Serious Bugs (weight 0.13): Players report no serious or fatal bugs, indicating a relatively stable and polished experience.
- Luck Stat and Items (weight 0.12): Items from chests can increase luck by 3%, adding a stat-boosting element to the game. This mechanic is noted by some players.

Common complaints:
- Boring and repetitive gameplay (weight 0.72): 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 (weight 0.7): 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 (weight 0.69): 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 (weight 0.68): 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 (weight 0.6): Despite being labeled a deck-building roguelike, the game lacks traditional deck mechanics like drawing cards. Combat feels shallow and strategy is limited.
- Mobile game mechanics and premium currency (weight 0.57): The game includes mobile-style microtransactions and premium currency that can be used to weaken bosses or retry after failing. This design feels out of place and irritates players.
- Low difficulty and easy gameplay (weight 0.56): The game is considered very easy, even at high difficulty levels like Diamond 14. Challenges mainly rely on numerical increases rather than new mechanics.
- Poor card balance and limited variety (weight 0.46): Card synergies are weak, and many cards feel underpowered or situational. The limited card pool leads to similar deck compositions across runs.
- Class imbalance and Mage issues (weight 0.46): The Mage class is considered weak and cumbersome compared to the Warrior. Its mechanics feel tacked on and don't differentiate it enough.
- Arcade mode and roguelike issues (weight 0.45): Arcade mode's random card draws hinder combo building, and roguelike progression feels too random or too reliant on meta-progression.
- Unbalanced buffs and debuffs (weight 0.41): Buffs and debuffs can overwrite each other, and many are confusing or annoying. The system lacks clarity and depth.
- Poor UI and slow animations (weight 0.39): The user interface feels clunky, with small fonts, slow animations, and limited resolution options. Quality-of-life features like animation skipping and window resizing are missing.
- Lack of card artwork (weight 0.34): Cards are represented only by simple icons, with no artwork. This makes collecting and playing cards feel bland and less engaging.
- No content beyond story (weight 0.33): After completing the main story, there is little motivation to continue. The game lacks endgame content and repeatable challenges.
- Slow pacing and low excitement (weight 0.33): The game's pace is slow, and combat lacks exciting moments. Many players find it fails to create a sense of challenge or thrill.
- Expensive skins and cosmetics (weight 0.32): Skins are expensive and require significant grinding to obtain. Many players find them not worth the cost.
- Two-card limit restricts strategy (weight 0.28): Playing only two cards per turn feels restrictive and limits strategic depth. This is especially problematic for the Mage class.
- Confusing resources and poor tutorial (weight 0.23): Resources like Sapphire and Soul Roses are ambiguous, and the tutorial is lackluster. Players struggle to understand key mechanics.
- Missing quality-of-life features (weight 0.23): The game lacks a notes system, detailed stats, and ways to access QoL screens during runs. Players wish for more in-game information and convenience.
- Poor optimization and bugs (weight 0.19): The game has optimization issues, such as problems on Chromium-based devices and a bug where the game doesn't close properly. These detract from the experience.

Gameplay feedback:
- Cooldown replaces card draw (weight 0.91): 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 (weight 0.54): 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 (weight 0.36): 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 (weight 0.33): 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 (weight 0.29): The game features many unlockable skins, achievements, gallery items, and other collectibles. These provide long-term progression goals.
- Roguelike tower climbing (weight 0.29): The game is often described as a roguelike tower climbing card game. This emphasizes vertical progression through increasingly difficult floors.
- Mage class with Arcane resource (weight 0.23): The Mage class uses a unique resource called Arcane, consumed when playing attack cards and replenished by specific spell cards. A separate mana system is also mentioned.
- Multiple classes available (weight 0.23): The game includes classes such as Mage, Warrior, and Blade. These offer different playstyles and resources.
- Blade and Mage modes (weight 0.23): Two main game modes exist: Blade and Mage. Mage mode requires costs to play cards, but some Mage-specific cards refund those costs.
- Increasing difficulty trials (weight 0.23): Trials or playthroughs become slightly more difficult each time. Difficulty is generally considered moderate or about right.
- Difficulty adds debuff affixes (weight 0.23): Each difficulty level adds 3-4 debuff affixes, accumulating over 30 affixes by floor 18. The highest difficulty mentioned is Diamond level 14.
- Card game with story modes (weight 0.22): The game is fundamentally a card-based game with modes and a story. It blends card gameplay with narrative elements.
- Two cards played per turn (weight 0.21): Players can play at most two cards per turn. This constraint shapes turn-by-turn decision making.
- One buff and debuff limit (weight 0.19): Each side can only have one buff and one debuff active at a time. Applying a new one overwrites the old, despite many buff and debuff types existing.
- Sequel preserves core gameplay (weight 0.13): This is a sequel that maintains the same core as the previous game, with many references to version 1.0. It builds on the original's foundation.
- Automatic left-to-right card play (weight 0.13): After determining order, the system automatically plays cards from left to right in the shared area, calculating all damage automatically. This streamlines combat resolution.
- Low run variety (weight 0.13): Runs feel similar each time, with not much variety between them. This reduces replayability for some players.
- Some cards require extra lookup (weight 0.12): Most cards are randomized, except for specific ones like Red Rabbit that require extra looking up. This adds minor complexity.
- Starting cards impact HP (weight 0.12): Card draw luck affects early HP management, and starting cards influence HP loss. Early game decisions are influenced by initial draws.

Performance notes:
- Smooth Performance No Bugs (weight 0.07): 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 (weight 0.07): 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.

Recommendations:
- Casual roguelike deckbuilder appeal (weight 0.46): 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 (weight 0.46): 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 (weight 0.43): 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 (weight 0.36): 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 (weight 0.28): Several reviewers give lukewarm recommendations, suggesting a middle option if available. Some would only recommend at a discount or for specific tastes.
- Recommended for specific interests (weight 0.23): Players who value unique aesthetics, character designs, music, and world setting will enjoy the game. It is also recommended for those who buy games for graphics.
- Not for hardcore roguelike fans (weight 0.21): Reviewers warn that the game lacks depth and excitement for hardcore deck-building enthusiasts. It is not recommended for those seeking a challenging roguelike experience.
- Mobile version preferred (weight 0.2): Some reviewers suggest playing on mobile where the game is free and buying the ad-removal option offers better value. It is also considered better suited for mobile play before sleep.
- Lackluster story and depth (weight 0.2): Despite great art and presentation, the story is not recommended and the game lacks depth. Some find it not worth it overall.
- Good for casual, stress-free play (weight 0.2): The game is ideal for playing while waiting or when busy, offering a stress-free experience. It can be enjoyed continuously if it suits your taste.
- Steam Deck issues noted (weight 0.14): Playing on Steam Deck is problematic due to limited controls, so PC is recommended instead. Steam Deck players can only use touch and R2 click.
- Focus card highly recommended (weight 0.07): The Focus card is specifically praised and recommended for use. It adds strategic value to the gameplay.
- Play Blade mode first (weight 0.07): For a full story experience, players are advised to play Blade mode first. This is a specific tip to enhance enjoyment.

Other player notes:
- Sequel to Phantom Rose (weight 0.37): 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 (weight 0.23): 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 (weight 0.23): 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 (weight 0.22): 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 (weight 0.21): 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.
- New cards and unlockables (weight 0.21): The game adds many new cards compared to a previous version, and the unlockable system includes new cards, powers, visuals, difficulties, and story bits. It also features a more detailed story and new modes, though some cards remain unchanged.
- Paid Steam version (weight 0.21): The Steam version is a paid game, requiring a purchase to play. This contrasts with the free mobile version that includes ads and microtransactions.
- Huge amount of unlockables (weight 0.15): The game has a substantial amount of unlockable content to work toward. This provides long-term goals for players.
- Free mobile with ads (weight 0.15): The game is available for free on mobile with ads and microtransactions for skins and other features. This provides an alternative to the paid Steam version.
- Story ends on cliffhanger (weight 0.15): The story does not end in a satisfying way, ending on a cliffhanger. This may leave players wanting more resolution.
- Buy-to-play monetization (weight 0.15): The game uses a buy-to-play monetization model. It includes in-game currency for all collectibles.
- Cheap price (weight 0.15): The price is very cheap, making it accessible to a wide audience. This is a positive point for budget-conscious players.
- Similar to Slay the Spire (weight 0.14): The game's grinding structure and campaign structure are compared to Slay the Spire. This suggests similar progression mechanics.
- Feels like huge DLC (weight 0.14): Some players feel it is like a large DLC for the previous game. This suggests it may not feel like a full sequel to everyone.
- Short play sessions (weight 0.13): The game has short play sessions and is easy to repeat. This makes it suitable for quick gaming sessions.

Emotions:
- Disappointment (weight 0.21): Players feel the sequel lacks innovation and content compared to the first game, with repetitive gameplay and unsatisfying progression. The card designs are bland, there are few new mechanics, and the overall value does not justify the price. The story and characters also feel underdeveloped, making it seem like a large DLC rather than a full sequel.
- Frustration (weight 0.16): Frustration arises from unfair mechanics such as taking damage before defending, forced reactive gameplay, and hidden enemy intents. Grindy systems, poor UX, and bugs like the inability to close the game properly add to the annoyance. The mage class's cost system and the shield mechanic further complicate play, leading to stuck hands and excessive damage.
- Satisfaction (weight 0.12): Satisfaction comes from rewarding gameplay where victories depend on understanding mechanics rather than luck. The game offers fun deckbuilding, appealing character designs, and a pleasing art style and music. Despite some issues, many find it a solid experience with ongoing fixes and enjoyable progression.
- Enjoyment (weight 0.1): Players enjoy the replayability from special rule modes and card selection, along with the fun and unique deckbuilding gameplay. The game is a fun time killer with a huge amount of unlockables and an interesting story. The art, music, and balanced difficulty contribute to the overall enjoyment.
- Appreciation (weight 0.08): Appreciation stems from the beautiful art style, excellent music, and an interesting spin on roguelite deckbuilding. The engaging story and innovative cooldown mechanic, along with strategic combat and replayability, are highly valued. The added dialogue and cutscenes further enhance the experience.
- Excitement (weight 0.05): Excitement is driven by intense boss fights, a unique card battler with a cooldown mechanic, and rich card decks with a clear story. The sequel is seen as a qualitative leap with new content, improved features, and an appealing girls' love story. Lower difficulty and an achievement system also add to the thrill.
- Boredom (weight 0.05): Boredom results from few event and card types, leading to repetitive gameplay and similar runs each time. The game is considered trivially easy with low relic variety and a lack of unique builds, making it feel monotonous. Shallow gameplay, especially in Arcade mode's boss rush, and unrewarding numerical balance contribute to the dull experience.
- Liking (weight 0.04): Players like the game for its appealing art style and yuri theme, along with fun and easy-to-understand gameplay. The beautiful visuals and the ability to play without worrying about complex elements at first are also appreciated. Easy save functionality adds to the positive experience.
- Love (weight 0.03): Love for the game comes from the improved item system and reduced difficulty of treasure chest tasks, making progression more enjoyable. The art, gameplay, and story are all enjoyable, and the deckbuilding gameplay with unlockable content keeps players engaged. Overall, it's a beloved experience.
- Dissatisfaction (weight 0.03): Dissatisfaction arises from slow, weak, and limited meta progression, and card game mechanics that aren't very deep. The deck-building roguelike depth feels insufficient due to simple combat and few relics, leaving players wanting more. This lack of depth and progression hampers long-term engagement.
- Fun (weight 0.03): The game is considered fun for those who enjoy the genre, with plenty of content and grinding to do. It remains fun to play, offering a good time for players who like the mechanics. Overall, it provides an enjoyable experience for its target audience.
- Confusion (weight 0.02): Confusion arises from icons that don't change and are hard to distinguish, making gameplay unclear. The story lacks explanation and is very confusing, jumping around and being hard to follow. These elements make it difficult for players to understand the game and its narrative.
- Hope (weight 0.02): Hope stems from the belief that the game has potential to grow despite its small audience, and the expectation that updates will add more content. Players see room for improvement and look forward to future developments. This optimism keeps them engaged with the game.
- Annoyance (weight 0.02): Annoyance is caused by mobile game monetization-like methods, such as premium currency prompts mid-game, which feel intrusive. Many debuffs accumulated are hard to browse, and enemy turns are blind and disruptive. These elements detract from the overall experience.
- Stress (weight 0.02): Stress comes from being endlessly forced to respond to enemy actions in every game mode, creating a constant pressure. Mage mode makes it difficult to place cards where needed, adding to the tension. This reactive gameplay loop can be overwhelming.
- Relaxation (weight 0.02): Relaxation is due to the game being very chill and having few luck-based elements, meaning no stress during play. Players can enjoy a calm experience without worrying about random setbacks. This makes it a soothing game to unwind with.
- Challenge (weight 0.01): The challenge comes from clearing the game's Challenge mode, which provides a difficult and rewarding experience for players seeking a test of skill. This mode offers a sense of accomplishment upon completion. It appeals to those looking for a tough gameplay challenge.
- Enthusiasm (weight 0.01): Enthusiasm is driven by the game being 'PEAK' and highly recommended by players. They express strong excitement and praise for the game's quality. This high recommendation reflects a passionate endorsement.
- Concern (weight 0.01): Concern arises from potential performance issues on Chromium-based systems. Players worry that the game may not run smoothly on certain platforms. This uncertainty about technical performance dampens their enthusiasm.
- Praise (weight 0.01): Praise is given for the excellent art and atmosphere, which are standout features of the game. Players appreciate the high-quality visuals and immersive environment. This praise highlights the game's strong aesthetic appeal.}