CD 2: Trap Master Review Summary

Last updated: 2025-06-05
  • Fun, polished tower defense deckbuilder roguelike hybrid.
  • Strategic trap placement and card synergies are enjoyable.
  • Random levels increase replayability.
  • Poor card balance and limited variety.
  • Poor translation and confusing descriptions hinder gameplay.
  • Numerous bugs and unfair situations frustrate players.
CD 2: Trap Master header

What players like:

Common complaints:

Gameplay feedback:

Performance notes:

Recommendations:

Other player notes:

Review evidence

Why players say this

What players like

Fun, polished, and enjoyable gameplay: The game is generally considered fun, enjoyable, and easy to get into, with smooth animations, good music, and polished visuals. It offers a relaxing and casual experience with a comfortable pace, and has improved since its early access phase.

Strategic trap placement and synergies: Strategic trap placement is key, with diverse and carefully crafted traps that can be moved and combined for powerful synergies. The game rewards players for creating effective trap setups and utilizing environmental interactions, leading to satisfying and visually impressive defenses.

Random levels increase replayability: Randomly generated levels with different map layouts ensure high replayability. The levels are well-designed and offer a balanced difficulty, making the game suitable for short play sessions.

Charming and whimsical art style: The game features a charming and whimsical art style with cute and colorful designs. The visuals are well-executed and suit the game's theme, although some reviewers noted that the presentation is not perfect.

Unique and challenging boss designs: The game features unique and challenging boss designs that require players to adapt their strategies and card combinations. Interesting map designs further enhance the overall gameplay experience.

Common complaints

Poor card balance and limited variety: The game suffers from poor balance, with weak starting cards, limited card variety, and ineffective card synergies. This leads to repetitive gameplay, a heavy reliance on luck, and a lack of strategic depth, making the game feel tedious and unrewarding.

Poor translation and confusing descriptions: The game suffers from poor translation quality, with untranslated strings, confusing descriptions, and inconsistent terminology. This makes it difficult for players to understand game mechanics and follow the story, leading to a frustrating and confusing experience.

Numerous bugs and unfair situations: The game suffers from numerous bugs, glitches, and crashes, negatively impacting the gameplay experience. Some levels contain unfair or unwinnable situations due to enemy spawns and map design. These technical issues and design flaws lead to frustration and detract from the overall enjoyment of the game.

Inconsistent and low-quality visuals: The game's visuals are inconsistent and of low quality, with reused assets and a strange art style. This contributes to the impression of an unfinished or low-quality product, detracting from the overall presentation and player experience.

Long loading times and tedious menus: The game suffers from long loading times and a tedious main menu, making it frustrating to start and continue playing. These issues contribute to a negative initial impression and can discourage players from engaging with the game.

Gameplay and performance

Tower defense deckbuilder roguelike hybrid: The game uniquely blends tower defense mechanics with roguelike deckbuilding elements, drawing comparisons to 'Slay the Spire' and 'Orcs Must Die'. Players strategically place traps (represented as cards) to defend against waves of enemies on randomly generated maps, progressing through levels connected by a roguelike-style tree diagram.

Adjustable speed, varied enemies/terrains: The game includes features such as adjustable game speed, pause functionality, and diverse terrains that change even after multiple playthroughs. Battles involve regular, elite enemies, and main bosses, with bosses posing a significant challenge by attacking multiple times and leading their followers.

Card customization, varied rewards/events: Cards can be customized with affixes, but enhancements reset after each stage, encouraging strategic choices. Victories reward players with gold, new cards, and artifacts, while random text events and trading opportunities add variety to each run.

Complex card synergies and stacking: The game features complex card synergies and buff stacking mechanics, such as Rage stacks and totem combinations, that can significantly impact gameplay. Optimizing these synergies requires careful deck construction and strategic card play.

Random maps, short playthroughs: The game incorporates roguelike elements, including random map generation, which can lead to varying levels of difficulty and require adaptable strategies. A single playthrough is relatively short, lasting approximately one to two hours.

Inconsistent performance reports: Some players report good performance and smooth gameplay, even on lower-end hardware, while others experience lag issues. This suggests that performance may vary depending on specific hardware configurations or game settings.

Recommendations

Numerous issues; not recommended: Many reviewers do not recommend the game due to issues such as poor level design, frustrating UI, unfair difficulty spikes, and imbalance. Some also cite misleading advertising and a lack of resemblance to previous installments. Several reviewers requested refunds or warned against purchasing, citing concerns about encouraging low-quality releases.

Enjoyable for genre enthusiasts: Some reviewers find the game enjoyable and recommend it, especially to tower defense and roguelike fans, or when purchased on sale. They highlight its unique gameplay, card system, and roguelike elements. However, some suggest that balancing and card acquisition need improvement.

Potential for improvement exists: Some reviewers found the game enjoyable despite its flaws. They hope the developers will use this as a foundation to improve, address shortcomings, change the art style, and create better works. Some suggest adding more modes in the future, such as endless or challenge modes, to increase replayability.

Hopes for future improvements: Reviewers express hope for future updates to improve the game, particularly regarding balance adjustments, map optimization, and the addition of more traps. There is a sense that the game has a solid foundation but needs further development to reach its full potential. Some also hope for improvements to the Japanese translation.

Fun, addictive, rewarding (vague): Some reviewers found the game fun, addictive, and rewarding, citing terrain modeling, trap interactions, and variety of enemies and traps. One reviewer still found the game fun despite the lack of challenge. These points are too vague to be useful.

Other review notes

Varied card types enable synergies: The game features a diverse card system with trap, skill, consumable, and curse cards. Players can discover treasures and enchant cards, creating opportunities for powerful synergies and unique card-drawing strategies.

Minimal story, inconsequential choices: The game's story is minimal, primarily involving conversations with a book. Dialogue choices have no impact on gameplay, as the player is always sent into battle, with winning battles earning the book's respect.

Early access, balance issues: The game is in early access, so balance issues are expected. The reviewer expresses hope for future content additions.

Unskippable startup animation: The game forces players to watch an unskippable animation on every launch. This negatively impacts user experience due to the unnecessary delay.

Support for domestic games: The reviewer expressed hope and support for more high-quality domestic games in the future. This point is a general sentiment rather than specific feedback.