Info about Dragon Eclipse:

Official game description:
In Dragon Eclipse, you collect magical Mystlings—unique creatures that enhance your deck and join you in battle. Build your team of three Mystlings with distinct stats, abilities, and special cards. Remember that your beasts grow and evolve as you play, so understanding their nature is the key to victory!
Combine auto-battler mechanics with deck-building strategy for endless creative possibilities. Unlock new Mystlings, cards, and tougher difficulty levels with every run. Experiment with setups, craft complex combos, and elevate your playstyle to unlock tons of fun!
Each Tamer has a distinct playstyle and unique specialization. Which one of them you choose will define the shape of the whole run.
Every Mystling has unique stats, abilities, and a starting card for your deck. Strategically balance your team, make them your loyal companions, and together, fight against the encroaching evil.
Mystlings level up and evolve during combat, gaining powerful new abilities. You’ll have to discover and harness their potential. Sweet and unassuming at first, they can transform into fearsome allies under your guidance.
Throughout your journey, you'll construct a powerful deck full of great combos. Acquire new cards from various sources, engage in battles, and encounter intriguing characters to ensure your deck is tailored to your combat preferences.
The approaching Eclipse limits your time to gather resources and cards. Not the whole map can be explored. Make decisions to secure victory before it's too late.
**Are you ready to become the ultimate Tamer? Start your journey today!**
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Release date: Dec 5, 2024

Categories: Roguelike Deckbuilder, Auto-battler, Monster Collecting, Creature Collection, Deckbuilding, Monster Breeding, Card-based Combat, Meta-Progression


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $5.00 - $10.00
  - Reasoning: Reviewers repeatedly frame the game as worthwhile only at a discount, with anchors around 6 euro to $8 or lower. Others say the current price is high for the amount of content and recommend waiting for a sale or deep discount. These comments support a fair base-game range of roughly $5-$10 rather than a full-price premium price.
- Playtime Metrics:
  - Game completion: 7.0h
  - Story completion: 5.7h
  - Session length: 7.0h
  - Endgame: 25.0h
  - Reasoning: The quoted last-act report anchors main campaign completion near 7 hours, with other provided reviews also clustering around 5-10 hours. A translated French review explicitly reports story completion at 5.7 hours. The one-sitting comment directly reports a 7-hour session, so I use 7 hours for session length while noting it may be an outlier. The 20-30 hour 100% claim supports an endgame/completionist estimate, and I use the 25-hour midpoint. Confidence is moderate because several playtime claims are ranges or uncertain.
- Time-to-fun:
  - Summary: Players commonly report early enjoyment, but repetition, limited variety, slow pacing, and late progression problems reduce fun over time. A minority describe the opposite arc, with early boredom turning into fun after unlocks.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Slow overworld movement and long backtracking; Core mid-combat repositioning mechanic is easy to miss; UI bugs and unresponsive clicks or freezes; Limited card and enemy pools; Early deaths or tutorial difficulty; Run resets with little meta progression
  - Unlock drivers: Unlocking more content and combinations; Mystlings evolving through play; Refining strategies across playthroughs
  - Conditions: Whether the player has prior roguelike deckbuilder experience; How quickly core combat mechanics are learned; Whether more content has been unlocked; Whether the player survives the early game or begins to steamroll; Whether full late-game unlocks dilute build consistency; Tolerance for repetition and limited variety; Bugfixes and pacing improvements
- Player Archetypes:
  - Roguelike Deckbuilder Veteran (buy)
    - Motivation: Mastering and evaluating deckbuilding depth against established roguelike deckbuilders.
    - Playstyle: Plays at higher difficulties, assesses card and monster synergies, and benchmarks systems against genre standards.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: fans of the genre
    - Reference games: Slay the Spire; Monster Train; Across the Obelisk; Dicefolk; Darkest Dungeon
  - Cute Creature-Collector Casual (sale)
    - Motivation: Enjoying cute creatures, art, and relaxed deckbuilding with collection and evolution.
    - Playstyle: Casual low-stress runs focused on cute monsters, board-game feel, and trying fun creature combinations.
    - Experience: familiar
    - Purchase stance: sale
    - Labels: boardgame backers; creature collector
    - Reference games: N/A
  - Meta-Solving Build Optimizer (no buy)
    - Motivation: Finding dominant combos and optimizing builds, including leaderboard-worthy strategies.
    - Playstyle: Tests synergies and meta builds, often converging on one winning combination instead of experimenting broadly.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A
  - Completionist Value Seeker (sale)
    - Motivation: Completing achievements and collections while judging content quantity against price.
    - Playstyle: Efficient casual runs aimed at unlocking everything quickly, often waiting for a discount.
    - Experience: mixed
    - Purchase stance: sale
    - Labels: N/A
    - 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:
- Fun and engaging gameplay (weight 0.3): Many reviewers find the game simply fun and engaging, with the core gameplay loop being the main draw. It keeps players entertained throughout and is the most common positive sentiment.
- Great art style and artwork (weight 0.23): The art is repeatedly called attractive, well done, and gorgeous. Distinct art style and character designs are a major highlight for players.
- Strong core concept and ideas (weight 0.16): The underlying concept and core idea of the game are widely considered solid and appealing. Reviewers see a good foundation that makes the game worth trying.
- Solid and well-made foundation (weight 0.12): Most of the game is considered well made and solid, with a robust underlying basis. The framework for great gameplay is present.
- Cute creatures and characters (weight 0.11): Players find the familiars, critters, and characters adorable and charming. The cute aesthetic adds to the game's appeal.
- Fun initially but may not last (weight 0.07): Several reviewers note the game is novel and entertaining for the first few hours but loses steam later. Initial fun doesn't always sustain long-term engagement.
- Satisfying deckbuilding experience (weight 0.07): Fans of deckbuilding find the game worthwhile, with varied deck-building gameplay. It satisfies the craving for the genre occasionally.
- Effective genre mashup (weight 0.07): Reviewers enjoy the combination of roguelike, deckbuilding, and monster-taming mechanics. The blend of these elements works well and feels fresh.
- Original and unique features (weight 0.07): Some reviewers highlight the game's originality and unique ideas. These fresh elements help differentiate it from other titles.
- Accessible yet deep gameplay (weight 0.07): The game is easy to use and not unnecessarily complicated, but still offers solid depth. This balance makes it approachable for a wide audience.
- Overall acceptable but unremarkable (weight 0.06): Some players find the game just okay overall, with mechanics that are acceptable but not outstanding. It falls in the middle ground for them.

Common complaints:
- Insufficient Content and Short Length (weight 0.44): Many players report the game is very short, with little content and limited replayability, often beatable in under 10 hours. This lack of volume is a recurring complaint across multiple clusters.
- Poor Game Balance (weight 0.28): Balance is widely criticized as unreasonable, affecting battles, cards, and overall gameplay. Numerical design and difficulty curves are also seen as flawed.
- Unpolished and Unfinished State (weight 0.25): The game feels unfinished, buggy, and lacking polish, with some comparing it to an Early Access title. Players note it needs more development and bug fixing.
- Repetitive and Lacking Depth (weight 0.18): The gameplay loop becomes boring and repetitive quickly, with roguelike resets contributing to monotony. Players feel the game lacks depth and stops being fun after a few rounds.
- Limited Variety and Strategy Options (weight 0.18): Card pool, deckbuilding options, and viable strategies are extremely limited, reducing replayability and strategic diversity. Monster selection is also seen as too restricted.
- Frustrating and Unfair Difficulty (weight 0.12): The game feels unfair and frustrating, with an unreasonable difficulty curve and high difficulty that some find too punishing.
- Weak Story and Narrative (weight 0.09): The story is barebones and nearly absent, giving little reason to care about the narrative. This contributes to a lack of engagement for some players.
- No Meta Progression (weight 0.05): There is no meta-progression beyond unlocking new characters and collectible monsters, which reduces long-term motivation for some players.
- Lack of Healing Mechanics (weight 0.05): Players note there is basically no way to heal, which can make runs overly difficult and frustrating.
- Missing Language Support (weight 0.05): The game lacks support for Chinese and Russian languages, limiting accessibility for non-English speakers.
- Acid Mechanics Issues (weight 0.04): Acid does not disappear and is not blockable, which players find problematic and unbalanced.
- Lack of Tactile Feedback (weight 0.04): The game is not very tactile or satisfying to control, lacking sticking power and responsiveness.

Gameplay feedback:
- Card game with creature collection (weight 0.39): Players repeatedly describe the game as a card game that combines creature collecting with card battling. The core loop revolves around collectible monsters and deck-driven combat.
- Deckbuilding and archetype combos (weight 0.28): The game is widely characterized as a deckbuilder where cards and archetypes can be combined into synergies. Deck construction is central to the experience.
- Roguelike run-based structure (weight 0.26): Many reviewers describe the game as a roguelike or roguelite deckbuilder with a run-based structure. This framing appears frequently alongside card and creature mechanics.
- Creature evolution unlocks abilities (weight 0.2): Mystlings can evolve to unlock new abilities, often by stacking artifacts. Evolution is a recurring progression mechanic tied to combat rewards.
- Multiple difficulty levels available (weight 0.16): Several difficulty settings are available, including harder difficulties above normal. Players note that these increase challenge across runs.
- Card costs and energy system (weight 0.14): Cards have mana or energy costs, with basic attack cards costing two energy. Combat is built around managing these costs alongside attacks.
- Mystling roster with distinct roles (weight 0.13): The game features a roster of Mystlings used as characters, each with distinct roles and synergies. Players collect, evolve, and combine them in combat.
- Three-monster team composition (weight 0.08): Players build a team of three monsters per run, which forms the core party structure. Team composition and synergy matter during combat.
- Shared deck carries into adventure (weight 0.07): The deck built by the player carries into the adventure, functioning as a shared deck across the run. This deckbuilding persistence is noted as a key feature.

Performance notes:
- Severe UI soft-locks and freezes (weight 0.08): Interface freezes occur frequently, sometimes near-constantly, and in one case caused a soft-lock that persisted through save-and-exit. These bugs can block progress entirely.
- Game crashes on Steam Deck (weight 0.06): Multiple crashes were reported specifically on Steam Deck, including repeated crash occurrences. This makes the game unstable on that platform.
- Freezing during and after boss fights (weight 0.03): The game freezes when fighting bosses and immediately after fights end, disrupting core combat progression. This is a high-impact stability issue.
- Crash at food cap (weight 0.03): The game crashes when obtaining new food at the food cap. This appears to be a specific trigger for a crash.
- Left arrow key stuck continuously (weight 0.03): A possible input bug causes the left arrow key to be held continuously. This can interfere with controls and menu navigation.
- Minor crashes reported (weight 0.03): Some reviewers encountered minor crashes during play. The details are sparse, but they add to the overall stability concerns.

Recommendations:
- Not recommended currently (weight 0.26): Multiple reviewers cannot recommend the game in its current state. Issues cited include lack of content, balance problems, and overall unpolished experience.
- Strong genre recommendation (weight 0.23): Many reviewers recommend the game to fans of card games, deckbuilders, and monster taming. It is often described as a must-play for players who enjoy roguelike card games.
- Wait for discount (weight 0.23): A large number of reviewers advise buying the game only on sale or at a discount. Several suggest waiting for a significant price drop before purchasing.
- Price too high (weight 0.11): Several reviewers feel the game is hard to justify at its current price. Some suggest it is only worth buying at a significantly lower price, such as around 300-500 yen or a 50% discount.
- Positive but cautious (weight 0.11): Some reviewers give a positive recommendation but with reservations. They note the game is short, rough around the edges, and still in early access, leading to mixed feelings.
- Appeals to genre veterans (weight 0.1): The game is recommended for players with extensive experience in roguelike deckbuilders and those who enjoy deep combat and theorycrafting. It offers variety and depth for seasoned fans.
- Fans of similar games (weight 0.1): Reviewers frequently compare the game to Slay the Spire, Monster Train, and Across the Obelisk. It is recommended for players who have enjoyed those titles and love the genre.
- Try before you buy (weight 0.09): Reviewers suggest trying the game within the refund period to see if it suits you. Others recommend waiting six months for more content and improvements before purchasing.
- Support responsive developer (weight 0.08): Some reviewers encourage supporting the developer due to responsiveness and ongoing improvements. Backers of the Dragon Eclipse board game and board game players also find it appealing.
- Relaxing casual experience (weight 0.07): The game is described as a good casual option for players who do not usually play card games. It offers a low-stress break from more intense titles like Call of Duty or Helldivers.
- Avoid if seeking depth (weight 0.04): Players who prefer finding one winning strategy may enjoy the game less. The game is not recommended for those seeking deep strategy or a replacement for other card games.

Other player notes:
- Heavily compared to Slay the Spire (weight 0.34): Many reviewers explicitly compare the game to Slay the Spire, often noting it as a source of inspiration or a direct competitor. Some describe it as a clone or knock-off, while others see it as a unique twist on the formula.
- Early access status and updates (weight 0.27): The game is in early access or recently moved to full release, and reviewers note frequent updates. Some mention it is still rough around the edges but improving with consistent patches.
- Great potential and strong foundation (weight 0.15): Despite criticisms, many reviewers see significant potential in the game and believe it has a strong foundation. They look forward to future updates and content additions to realize that potential.
- Unfavorable comparison to board game (weight 0.05): Some reviewers compare the digital version unfavorably to its board game counterpart, preferring the board game's systems. They feel the digital adaptation does not capture the board game's strengths.
- Map movement criticized (weight 0.05): Some reviewers find the WASD map movement less convenient than node-based or mouse-click map systems. They compare it unfavorably to other games' map navigation.
- Obtained cheaply in bundles (weight 0.05): A few reviewers mention acquiring the game at a low price through bundles, which may influence their perception of value. This suggests price sensitivity among some players.
- Steam Deck compatibility (weight 0.05): A couple of reviewers mention playing on Steam Deck, noting it is playable after control fixes. This indicates decent compatibility but some initial issues.

Emotions:
- Disappointment (weight 0.2): Players are broadly disappointed by the game's short length, shallow content, and lack of replayability despite an appealing concept. Balance issues, dominant strategies, and limited build variety make runs feel samey, while the story and endgame are perceived as underbaked. Numerous missing features, bugs, and a feeling that the game is unfinished compound the letdown.
- Frustration (weight 0.19): Frustration stems from severe balance problems, including sudden difficulty spikes, unfair enemy scaling, and strategies that feel luck-based rather than skill-driven. Technical issues such as crashes, save corruption, UI bugs, and softlocks frequently interrupt play. Slow movement, unclear mechanics, and a punishing economy further erode the experience.
- Enjoyment (weight 0.08): Players enjoy the core deck-building and monster-collecting loop, finding the art, animations, and creature designs charming. The synergy between Mystlings, artifacts, and cards offers satisfying combo-building and strategic depth. Many describe the game as fun and engaging, especially in shorter sessions.
- Boredom (weight 0.06): Boredom sets in quickly once optimal strategies are discovered, as the game lacks sufficient depth and variety to sustain repeated runs. Repetitive gameplay, limited story and event content, and a monotonous loop make later acts feel like filler. The ease of becoming overpowered removes tension and incentive to continue.
- Dissatisfaction (weight 0.04): Dissatisfaction arises from janky controls, unintuitive UI, and an unrewarding gameplay feel. Short runs, poor guidance, and insufficient content leave players feeling that the experience lacks payoff. The game still feels unpolished and incomplete, with balance and synergy issues undermining satisfaction.
- Satisfaction (weight 0.04): Satisfaction comes from discovering powerful pet combinations, unlocking new Mystlings, and mastering the strategic deck-building. The game offers solid depth, high replayability, and a fair price, with balanced difficulty settings and rewarding progression. Fans of the genre find the core loop engaging and worthwhile.
- Excitement (weight 0.04): Excitement is driven by the novel fusion of Pokémon-style collecting and Slay the Spire deck-building, with vibrant art and unique creature designs. Players eagerly anticipate unlocking new evolutions, trying team combinations, and exploring cross-creature synergies. The game's potential and continuous content updates fuel enthusiasm.
- Annoyance (weight 0.03): Annoyance primarily stems from clunky overworld navigation, slow movement, and controller issues that hinder smooth play. Repeated dialogue after deaths and the inability to discard cards without a mouse add friction. Minor UX shortcomings, like the lack of a random button, also irritate players.
- Appreciation (weight 0.03): Players appreciate the colorful art style, charming Mystling designs, and the game's improvement since early access. The developers' professional communication and responsiveness are also valued. The creative twist on the roguelike deck-builder genre and the depth of monster worldbuilding earn praise.
- Hope (weight 0.03): Hope is rooted in the game's strong foundation, promising concept, and the developers' evident effort. Players believe that future updates and DLC could resolve current issues and realize the game's potential. The near-finished state and ongoing improvements inspire optimism.
- Fun (weight 0.02): Fun derives from original ideas, rewarding dragon synergies, and the mix of card game, monster battles, and auto-battler elements. The monster taming and artifact evolution systems add novelty, and players enjoy experimenting with combos. The game is seen as enjoyable for fans of similar titles.
- Confusion (weight 0.02): Confusion arises from odd navigation, unclear movement mechanics, and village NPCs that offer only compendiums instead of meaningful interactions. Bugs like the left arrow key being held and disappearing blessings, along with ambiguous story transitions, leave players puzzled about how systems work.
- Enthusiasm (weight 0.01): Enthusiasm is fueled by the discovery of powerful combos, fresh gameplay with creature placement, and continuous content additions. The smooth optimization each round and the variety of dragons and strategies keep players engaged. Swapping party order and evolving team members to fit runs adds to the excitement.
- Surprise (weight 0.01): Surprise comes from the game exceeding expectations, particularly for players not typically fans of deck-building roguelites. The early access version feeling complete and polished, despite genre conventions, caught players off guard. The short story length also surprised some.
- Optimism (weight 0.01): Optimism is based on the game's strong basic systems and enormous potential, with consistent updates and a bright future. Players see it as fun despite limited content, and believe it could grow to rival genre leaders. The foundation is solid enough to support future improvements.
- Mild disappointment (weight 0.01): Mild disappointment stems from a lack of polish and variety, with the game feeling a bit easy and in need of more content. Unpolished UI, weaker animations, and prototype-level map movement contribute to a slightly underwhelming experience.
- Anger (weight 0.01): Anger is triggered by feeling deceived during the first two hours, save file loss, and repeated Steam Deck crashes. These severe technical and trust issues provoke strong negative reactions.
- Interest (weight 0.01): Interest is piqued by different combos and overall gameplay being good, making players want to explore more. The game is found interesting enough to hold attention.
- Love (weight 0.01): Love for the game comes from its fusion of roguelike, deck-building, and monster-collecting elements, combining two favorite indie genres. The unique blend resonates strongly with players who enjoy both card games and creature collection.
- Concern (weight 0.01): Concern centers on balance issues, particularly an extremely broken early Dragon build, and limited unlockable content that dedicated players can finish quickly. Players worry the game might end up with Mixed reviews due to these problems.}