EndCycle VS Reviews
App ID | 886200 |
App Type | GAME |
Developers | 12B3 |
Publishers | Hawthorn Games, 12B3 |
Categories | Single-player, Steam Achievements, Steam Cloud, Multi-player, PvP, Online PvP, Co-op, Online Co-op, Full controller support, Shared/Split Screen Co-op, Shared/Split Screen, Remote Play Together, LAN Co-op, Cross-Platform Multiplayer, LAN PvP, Shared/Split Screen PvP, Steam Workshop, Includes level editor |
Genres | Indie, Action |
Release Date | 20 Apr, 2022 |
Platforms | Windows, Linux |
Supported Languages | English, German, Simplified Chinese, Traditional Chinese |
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99 Total Reviews
89 Positive Reviews
10 Negative Reviews
Score
EndCycle VS has garnered a total of 99 reviews, with 89 positive reviews and 10 negative reviews, resulting in a ‘’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for EndCycle VS 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:
117 minutes
EndCycle (EC) doesn't scratch the same itch as Mega Man Battle Network (MMBN).
I have 2 major issues with this game.
[h3]Combat/Cards[/h3]
Both EC and MMBN use cards for actions.
[b]EC:[/b] players can choose from 12 cards in real-time, but each has a cooldown period. This system lacks excitement due to the repetitive use of the same cards.
[b]MMBN:[/b] around 5 cards are randomly drawn from a deck of 30 at the start of a battle and at timed intervals. That introduces a luck factor which invokes a feel-good monkey-brain response. Overpowered cards can also exist because of low draw chances and also invokes the same response. During the card selection process, combat is paused and up to 5 cards can be selected as long as they share the same name or letter code.
This allows time for newcomers to learn each card's function and for veterans to strategize.
[h3]Enemy Design[/h3]
[b]EC:[/b] enemy design is hectic. Enemies don't have clear telegraphs for their actions. It seems like they simply move and use cards in a mostly random fashion making it difficult to devise strategies. That type of enemy behavior would only be available in the mid-to-late game for only a few enemies in MMBN. Maybe they have some sort of pattern to them, but it's not easy to discern. Also, to balance the 12-card system, high-health enemies are needed which slows battles down.
[b]MMBN:[/b] enemy complexity ramps up gradually. In the early game, there are only 2 enemy types: 1 stationary and 1 mobile, and there can only be up to 3 enemies per fight. Only 1 enemy can move at a time, and attack only when the player is in the same row.
The combat is a bit like "rock-paper-scissors". Both starting enemy types have cards designed specifically for their defeat. A straight line 40 DMG attack for the 40 HP mobile enemy. And a slow 60 DMG throw perfect for the 60 HP stationary enemy.
This design leads to quick victories with the right cards.
👍 : 0 |
😃 : 0
Negative