Cherry Tree High Girls' Fight Reviews
Cherry Tree High Girls' Fight is a strategic turn-based card battle fighting girl raising simulator where you play the role of the new coach in the circuit. Train your team to become #1 among all of the rival schools!
App ID | 459540 |
App Type | GAME |
Developers | 773 |
Publishers | Sekai Project |
Categories | Single-player, Steam Trading Cards |
Genres | Indie, Simulation, Sports |
Release Date | 13 Jun, 2016 |
Platforms | Windows |
Supported Languages | English |

46 Total Reviews
34 Positive Reviews
12 Negative Reviews
Mixed Score
Cherry Tree High Girls' Fight has garnered a total of 46 reviews, with 34 positive reviews and 12 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Cherry Tree High Girls' Fight over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
42 minutes
I really wanted to like this one, I really did.
I just can't believe this game was made by the same people who made the other CTH games.
I loved Cherry Tree High Comedy Club, that game really made me laugh sometimes. Cherry Tree High My Girls unfortunately removed the recruitment system but the dialogue was atleast just as funny as the first game.
But THIS... this game has none of the appeal of the previous games, the characters feel like carbon cut-outs they aren't interesting or realistic they're just there, even the best characters from the previous games are now written like insignificant NPC characters (even in the first game the NPC felt alive and like real people.)
And now for the gameplay, the idea isn't that bad but has been executed horribly. You basically pick three girls and train them for the weekly battle against another girls fight team, but I feel you get way too little time to train for the first fight and training your characters and watching them fight just isn't fun, it's not just that you hardly do something. That isn't necessarly a problem but if you're forced to watch something boring. I.E watching lifeless characters fight and train and give the most basic response to the results (With zero personality) yes then it's a problem. You can also walk around the school during your free 4 days before the fight this takes CP but it doesn't even feel worth it because then you have to listen to the boring and uninpired NPC characters talk so that you have a conservation topic for your for when you want to talk to your boring and uninspired girls-fight members. (NEVER)
It's just such a disappointment playing this game after the great first two CTH games, this game just doesn't have the charm of these games. So even if you're a fan of the series I just can't recommend it, just play the other CTH games those are great and I hope we get a sequel to those in the style of the first one one day.
👍 : 5 |
😃 : 2
Negative
Playtime:
653 minutes
This game is literal rng. It explains nothing and is rps the game. Very few guides exist for it for good reason. AVOID this at all costs. and if you decide to play this prepare to restart your game 1000 F****in times. your friends on steam will unfriend you after seeing you play this.
👍 : 1 |
😃 : 1
Negative
Playtime:
768 minutes
A simple, card-based fighting game might be a turn-off for some, but I found myself enjoying it once I got into the swing of things.
You take charge of a trio of girls (with various fighting styles ranging from karate and wrestling to magical and superheroic styles) and have to train them to achieve the fighting championship.
Pros
+ Simple interface
+ Simple combat system
+ The girls have a deeply personality once you know them better.
Cons
- Luck plays a huge element in combat
- A lot of trial and error in learning the ropes
- Battle tutorial is bad.
My full video review is below.
https://www.youtube.com/watch?v=HgKjZA0eYlI
👍 : 0 |
😃 : 0
Positive
Playtime:
609 minutes
While the game's mechanics take a steep learning curve, the card battling shines once you fully understand it.
And as for the girls, they are strong in their own ways.
Since there are no further games in the Cherry Tree High universe, I believe this is the intended grand finale, and it's impressive.
👍 : 0 |
😃 : 0
Positive
Playtime:
459 minutes
If there's one thing i could say about the game it's that this would undoubtedly be perfect for the iOS as it works wonderfully as a time killing card battle game and i could see many other's being able to get into it even more strongly on that platform.
While the tutorial doesn't do well to explain the mechanics of the game very clearly i was able to easily figure my way around having played many card games of a similar nature in the past so found myself able to soar through my playthrough with fair ease on normal mode and overall found this one quite enjoyable!
One of my favourite features was getting to talk to the girl's and getting to know them individually, over the course of the game you can unlock 'topics' and interact with them during certain periods using 10 AP, When exiting the game there seems to be special skits where you can see some of the girls from other teams or otherwise interacting or in some cases saying an ending message by their lonesome as was the case of a certain heroine.
Other than that it turns out my new kitten really loves this game and puts her paws up on the side of my laptop to watch which is just too precious~ The ost is wonderful and the work the artists did on all the available characters is something to really be admired.
👍 : 7 |
😃 : 0
Positive
Playtime:
416 minutes
Has potential but suffers from bad RNG and mediocre instructions.
Essentially Female Fight Club with card battles.
EDIT: Full Screen Resolution has been added. Game autosaves beginning of each day. Tested by closing the game mid-day.
For fans of Cherry Tree High, you'll be happy to see two returning characters from the main cast.
Art is a significant step up from CTHCC and CTHCC My Girls.
Pleasant sound with each character having a theme, and plenty of dialogue per character to give some personality.
You assemble a team of 3 fighters, each of whom has an introductory dialogue.
Unfortunately, you're forced to recruit the character once you speak to them.
A bit of a bummer, but you do get a brief background on the character and fighting style before you make the choice.
The game is broken out into Monday-Friday weeks, with Monday-Thursday being a stat sim and Friday being the weekly fighting competition.
One major flaw is the limited instructions. The ingame tips and stat screen cover the basics of how to raise your fighters and combat, but not much else.
The lack of stat values on moves is especially frustrating. It was a process of trial-and-error before finally settling on using certain moves.
Most of my success in the campaign came from abusing Unblockables, Numbing (stun effect), and just brute forcing it with Asuka (STR build).
Overall, it was enjoyable, but this is as a fan of CTHCC and someone who likes stat sims/card battles.
Resolution lock and manual save weren't a deal breaker, but can be annoying.
You have to save by going to Settings (ingame) and return to the Title Screen.
Surprisingly, this game does not have a New Game Plus like CTHCC.
EDIT: The game saves topics unlocked through playthroughs.
At its worst, the game feels like a rush to min/max your characters while trying to figure out how the combat system works.
Characters heavily favor certain move types, so it's better to specialize rather than make a jack-of-all trades.
It takes a significant amount of training to force a character to excel elsewhere.
With a better guide and more forgiving RNG, this could be substantially better.
The characters and aesthetics were definitely charming, and the story, albeit odd at the end, was pleasant enough.
A nice touch is the first girl you pick gets an extra epilogue conversation.
👍 : 12 |
😃 : 0
Positive
Playtime:
237 minutes
Recommended on sale for fans of casual management games, card battlers, art, and light anime VNs. Fairly simple and low budget but plenty of charm and battles are a fun way to see your training pay off. Some people have complained about RNG and difficulty but I think they misunderstood the system. You need to choose one stat (ex. STR for punch/kick), learn new moves about 1x/wk, and focus the rest of the time on training that stat + HP or defense. During battles, you will only get attacks if you choose high cards and faster attacks than your opponent. Speed = card# + 5 - Attack Lv. If your card is a 4 and you pick a Lv 1 attack, your speed is 8 and you will beat any enemy attack slower than that. Save high level attacks that you learn for when you are sure to hit, and guard if you can't use the right stat or don't have high cards.
+Music
+Art style
+Character designs, variety
+Choice of manager traits at start
+Selection of teammates
+Variety of moves/attacks to learn/use
+Variety of choices for training
+Build connections, conversations
+Affinity for moves increases with use
+Turn-based card battles
+Steam trading cards
-No widescreen (black bars if fullscreen)
-No voice
-Lacking attack animations
-Barebones options (msg speed, volume, animations only)
-Hidden controls, no key rebinding
-AP for converstations restored 1x/week, not per day
-No achievements
-Hidden stats (bond levels, energy)
-Minimal relationship building
-Autosave only, unclear when saved
-Short, ~3-4 hrs per run
-Possible to make battles unwinnable with training choices
👍 : 1 |
😃 : 0
Positive
Playtime:
1341 minutes
This game had a few mixed reviews here on Steam, so I was hesitant to buy it, even on sale. I'm glad I did, though, as this game is a lot of fun. The developers must have paid attention to the reviews about the resolution and full screen mode, as these features have been changed now and I ran the game beautifully in full screen.
I found the tutorials and the tip pages to be just fine in teaching me how to play the game. Sure, the systems aren't fully transparent, but that would take the fun out of the game if they were. Part of the challenge and enjoyment of this game is trying to figure out what works best in combat and training. There is a learning curve, and you should expect to lose a few matches (or even lose the game on your first play through.) If everything was handed to you right away it wouldn't be any fun.
I will admit the random card values and odd tiebreak system did upset me from time to time. While it may seem like the computer wins ties more often, if you play enough you will see it does even out. Unfortunately, I hated when the rng failed me. My first playthrough I was in the finals and both teams were down to a single girl. My girl was half health and the opponent was at a sliver. My three highest cards were all 4s, and my opponent got all 5s, and I lost. Fortunately, the game autosaves before the final so you can replay those as much as you need to in case you get hosed by the rng.
I think the replay factor on this game is great. There are a ton of combinations of girls to choose from, and each has a wide variety of moves they could learn. With the numerous strategies for training, coordinating the girls, and leanring moves, I'm excited to play through a few more times to see which strategy can work the best.
I got this on sale ($11) and I think it was a great deal at that price. I may not have tried it at the full $15, but even at that price it would still be a decent game.
👍 : 15 |
😃 : 0
Positive
Playtime:
459 minutes
I tried to like this game, I really did.
The art is great, the sound is decent and upbeat. The resolution didn't bother me and I don't care about saving.
However, this game has a combat system that is punishing, random, and lacks transparency. I can forgive a game for any one of those three, but games--like this one--that combine the three are not fun.
Combat is punishing. Mistakes incur devastating penalties.
Combat is random. Each round you are given 5 random cards, each of which has a rank from 1-5 and an attack type (punch, kick, throw, etc). It sounds intriguing, but then the reality of RNG stes in: your boxer--who only deals damage with one of the 6 card--may *easily* go 5 rounds in a row without drawing a card that permits you to use a punch. IF you do get a card that permits a punch, it may then be a rank so low that the attack will fail. Combine that with the devastating penalties, and you have numerous occasions where the game gives you the illusion of choosing your attacks, but the underpinning gameplay reality is that all your choices result in failure.
Combat is not transparent. It isn't clear what moves win and when they win. What is clear is that the CPU opponent will always win ties. Sometimes, the CPU will use a low ranked card and higher ranked card will still lose; this would be okay if your lower ranked card sometimes won. They don't, and you get no explanation why.
There are so many great games available on Steam that I feel cheated when a belligerent developer insists on this type of bad gameplay and poor instructions. Stay away from this game!
👍 : 54 |
😃 : 1
Negative
Playtime:
404 minutes
So in light of all the rampant negativity toward this game, I figured I would talk about it as well.
All in all? It's good. Not great. But it's fun and has a lot of charm. The price point is a touch steep for me, and I don't see it having all that much longevity, about 3 hours for a playthrough, or so. Replay value will probably trail off pretty quick, too, as you exhaust the dialogue for the girls you like best. That in mind, waiting for a sale might not be a bad choice. Still, it's definitely worth playing.
Most of the reviews I've seen cite the resolution as a major flaw of the game, and quite frankly that baffles me; not every indie japanese game that [i]barely[/i] gets a translation at all can get the Fruitbat treatment. Japanese games don't tend to support higher resolutions. Very often UI elements lock the game to the default resolution. I could see it being an issue if you have a tiny monitor that you're running above its native resolution, but if you happen to be that corner case, you are going to have other problems on a daily basis anyway, resolution of this game being least among them. It might be annoying, sure, but to say it makes it a terrible game by default would be funny if it weren't so sad. The game is perfectly playable as is. Saying it's some sort of criminal cash-grab because they didn't add higher resolution support is... bizarre.
Additionally I see a lot of complaints about a lack of transparency in the combat system, and enemy cards with low numbers frequently beating cards with higher numbers. This is because, [i]as the game points out in both the tutorial [b]and[/b] the tips section, card value is not the only determinant of victory[/i]. The number next to the move in your move list is also a major determining factor. If you have a punch card with a value of five for instance, and pick a level 5 punch, it will lose to an opponent with a level 2 card.
The phrasing in the tutorial could probably be clearer, but the tips section explains it rather plainly. If you don't understand the mechanics and yet you haven't bothered to look at the freely accessible help section, that is not necessarily the game's fault.
The game has a high amount of luck involved, but like any game that involves rolling dice, the strategy lies in minimizing the amount you have to rely on it. Choose skills that do so.
And finally, I've seen a lot of complaints about how the game has ironman mode on at all times. Just back up your save if you don't want an engaging and tense experience. Seriously I've never seen so many people PC Master Race so hard about resolution without knowing how to PC.
Now that that rant about how to play the game is out of the way, the game does have its fair share of problems. While the references were initially endearing, they're so constant throughout that it starts to grate after a while. "Oh. The girl with a stand made another Jojo reference. How unexpected."
The inability to check what a character's moves do if she's not in your team is also brutal. While I could see it being because in reality you [i]wouldn't[/i] know what these moves are if you don't know the girl, it's rather frustrating in a gameplay environment, especially when the AI obviously has no such disadvantage.
The tutorial is a bit vague, and some of the wordings (particularly on the card value and move value subject) could use some clarification, and while the tips section helps, it doesn't explain everything (lax or strict club environments? That one i have only guesses on). There are useful tips on loading screens, but with no easy way to view all of them at once, it's not the best way to present that information. Additionally, some NPCs around the school will give "useful" advice, but since you have to spend AP to even wander the school, these conversations are a frustrating waste of money rather than actually helpful most of the time.
The art is quite nice, though. Combat portraits and everyday portraits are both very high quality, although the difference in style can be a bit jarring in some cases. Character writing is also quite wonderful as far as the girls I've seen, Liling best girl, though that might be heavily to taste. Several characters fell a little flat for me, though that too may just be taste in archetypes.
Overall feels like the hate is unwarranted. People's main complaint being the resolution ought to make that obvious anyway.
👍 : 69 |
😃 : 1
Positive