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Reviews for "Gekisen card game"

Potential... but

The game certainly has potential, but as previews reviews have pointed out the card system is not perfect...

If this was improved and the graphics were more appealing then this would certainly be a very cool game indeed...

Too longwinded, somewhat broken

There are three main problems with this game that need mentioning:

The first problem is, of course, the fact that most of the cards will do little to nothing when used. Of course there are cards like offence boosters and defence boosters but they don't do much when you are adding say, 1 or 2 offence points to one of the numerous cards that do 1 or 2 damage. The only real cards that do anything are cards that induce bleeding or cards that do upwards of 5 damage, or more. That and cards that heal you, and maybe the stat boosters.

This leads to another huge problem. The fact is that the game is incredibly slow paced and it takes many turns to draw certain cards that deal damage, especially when you're opponent can make you get rid of all of them at once with one card. This leads to the problem of cards that deal bleeding or let you regenerate: having one blood point may not be many, but since there are only 2 or 3 cards which solve the problem of bleeding and there's 75 cards or so you can be bleeding for quite some time before drawing them, and even then it could be too late as the opponent could have gained a huge lead which you can't come back from.

The same goes for regeneration, as there's only one card which stops it short of curses, which are only temporary, which means that if you come to a standstill and neither player draws any damage cards (which happens quite often), the opponent will keep gaining life and short of dealing damage every turn or having several reflect points it's pretty much impossible to win short of giving them bleeding points or inquisition to balance it out.

The last problem is that there are too many worthless cards that deal 1-2 damage or heal for 1-2 points and not enough cards that help status attributes and the sheer number of cards for dealing 1-2 or other worthless things outweighs the amount of useful cards such as vorpal blade heavily, and it takes way too much luck to get them.

Overall, the main thing that needs to be fixed in this game is balance. Having a deck editor and point values for the cards (to prevent having all bleed and regen cards, for instance) or just slimming the deck to bare necessities would probably fix most of these problems

it good

take it time to load but good game

Quite good but...

The idea of this game is excellent, but it could have executed better. Game is quite similar to some trading card games like Yu-gi-oh. Too bad that the game has some major flaws which reduce its overall rating. Let's see...

Basic idea is to combine right cards with correct timing. Unfortunately card selection is WAY too huge, making chances of drawing tha cards you need slim to none. That's not good, especially when most of the card are just better versions of the some card. ( Gain 1 health, 2 healths, 3 healths etc.) Because of this the game is based more on luck than strategy. It's especially frustrating when you draw weak healing cards like "cold sake" while opponent draws powerful damage cards like "critical hit".

Also, some of the cards are way too powerful. For example, if opponent regenerates 2 HP every turn it's nearly impossible to win. The only way to counter regeneration is "vorpal blade" and with 110 cards in deck it is NOT likely to get one when you need it. Same goes for bleeding. 1 HP each turn doesn't sound much, but when it lasts for 40 turns with no cure you simply bleed to death.

It IS still possible to pull off some great card combos. For example when opponent uses poison you counter with "Inexperience" and "Dishonorable blow". Or when you have lots of hazumi you can use "Defencive stance" to get your hazumi in defence and then use "versatility" to switch your offence and defence so that it will not revert.

The game has some bugs that should be fixed.

1. If opponent plays "Strategy" or "Tactics" he will not discard. Instead, you don't get new card when your next turn starts.

2. Tackle has no effect. Opponent get his defence score back before you have a chance to attack him.

3. If you have 5 or less cards in your hand and press empty cards slot you will just skip your turn.

Other negative things:

1. Training is meaningless

2. Bonuses from tournament are for one-time use.

3. If you lose a trial you immediately lose a belt rank.

4. Because opponent has 5 HP more at each rank of belt trial it's almost impossible to win at highest ranks. I had gray belt at best.

5. It seems like opponent cheats. No matter what player does opponent has counter.

Game would improve if bugs were fixed and some useless cards were removed. Or you could build your own deck. It would also make game more balanced by limiting the number of powerful cards.

Poor

Interesting card fighting strategy game but horribly executed. The damage system is simply based upon some internal code that makes it completely inefficient leaving strategy at the door. I also found that the randomization of your card influences your loss. This doesn't strike me as a strategy more of luck. Also how does the combat work? I send an attack command with 10 damage and the enemy took no damage with no armor and dishes 15 to me? This game seems broken completely and is enjoyable for a minuscule amount of time.