
EndCycle VS is a grid-battle adventure that challenges you to create the ultimate deck. Battle against the oncoming Noise or prove yourself in epic online battles - now with ROLLBACK NETCODE!
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About
Build your deck, go online and prove you're the strongest! Battle against the oncoming Noise or prove yourself in online grid-battles with Rollback Netcode!!!
In EndCycle VS the world is standing on the brink of war! A rotating city, purple ice-deserts, mysterious worlds built with data… It is a wild world with new challenges every day. Two teenagers find themselves in the middle of the biggest conflict this world has ever faced.

Challenge others in local or online multiplayer - NOW WITH ROLLBACK NETCODE!
Play your way through dozens of hours of content with decks and strategies YOU'VE created!
Create a unique playstyle with thousands of custom attacks and over 20 unique characters!
Vanquish your foes throughout an increasingly challenging world,
choose different cards and evolve your hero as you uncover forbidden truths!
Create entirely new maps, characters and builds with the simple in-game creative center!
Let your creativity go wild with the easy-to-learn tools which let you create mods entirely without any code!
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Definitely a possible Successor to Megaman Battle Network Series. I would also recommend a similar game "One Step to Eden". Both of these are Successors in my opinion. The game-play does take time to get because it's unique in its own sense. But once you get it down its pretty fun.
it's like megaman battle network but good
Really fun versus and amazing take on on the grid battles from megaman battle network. Love the game. Dev's are amazingly friendly too!
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $11K | 137 | 53% | $4.99 | |
| $11K | 137 | 67% | $4.99 | |
| $11K | 70 | 90% | $6.99 | |
| $11K | 65 | 68% | $7.99 | |
| $11K | 97 | 78% | $5.99 | |
| $11K | 126 | 87% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $713.1K | 1.3K | 82% | $19.99 | |
| — | 0 | — | — | |
| $24.1K | 96 | 93% | $12.99 | |
| $18K | 26 | 38% | $15.99 | |
| $12.3K | 64 | 98% | $7.99 | |
| $9.1K | 22 | 82% | $19.99 |
Languages: English, German, Simplified Chinese, Traditional Chinese
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I first saw this when Retromation uploaded this and I decided to get it because it looks fun. And BOY DO I NOT REGRET ANYTHING! This game is a load of fun to play when you are in the mood to play it! There are 20 different characters, each with their own traits and skills. You want to build around what your play style is, and it can be done quite easily with the characters and moves, as you have so many combinations for moves due to the modifiers you can give moves! Examples include a modifier to help change opponent types, forcing an opponent to use the move, and even some crazier stuff like almost completely reversing what a move does or healing your most recent debuff and using it on your attack! My favorite character to use is Tankitty, which is a glass cannon with a crazy amount of electric synergy like being able to use generator and sinewave to do crazy damage! You should try the game out if it seems fun!
Disappointment. Could not find the fun. ............................................________........................ ....................................,.-‘”...................``~.,.................. .............................,.-”...................................“-.,............ .........................,/...............................................”:,........ .....................,?......................................................\,..... .................../...........................................................,}.... ................./......................................................,:`^`..}.... .............../...................................................,:”........./..... ..............?.....__.........................................:`.........../..... ............./__.(.....“~-,_..............................,:`........../........ .........../(_....”~,_........“~,_....................,:`........_/........... ..........{.._$;_......”=,_.......“-,_.......,.-~-,},.~”;/....}........... ...........((.....*~_.......”=-._......“;,,./`..../”............../............ ...,,,___.\`~,......“~.,....................`.....}............../............. ............(....`=-,,.......`........................(......;_,,-”............... ............/.`~,......`-...............................\....../\................... .............\`~.*-,.....................................|,./.....\,__........... ,,_..........}.>-._\...................................|..............`=~-,.... .....`=~-,_\_......`\,.................................\........................ ...................`=~-,,.\,...............................\....................... ................................`:,,...........................`\..............__.. .....................................`=-,...................,%`>--==``....... ........................................_\..........._,-%.......`\............... ...................................,<`.._|_,-&``................`\..............
I was looking for a moddable card battler, what I got was a stress attack fighting game. Perhaps if it was turn based where the enemy only moves when you do I would like it, but there is just too much too keep track of at once, all the while, the timer is counting down. After I got introduced to spark and had to start learning combos while my vision goes away from the enemy, that was my quit moment
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.
[h1]《轮回对决》[/h1] 这是一款非常有意思的技能(卡牌)构筑类战斗肉鸽游戏,本作有趣之处在于他的战斗模式,在有趣的同时,还极具挑战性,在独立游戏中也是不可多得的一部作品。 [h1]相当有趣的战斗规则[/h1] 游戏的地面有三种颜色,红色、灰色和蓝色,玩家只能在自己对应派系颜色的地面上移动,灰色则是作为中立地带,任何角色都可以在上方移动。玩家拥有一个可以改变地面颜色技能,使得不属于我方势力的地面夺取被我方占据拥有,不过夺取只能是片刻时间,一段时间后该地面又恢复成初始颜色。而玩家需要操作角色的便是,通过上下前后在我方能够行动的区域内,利用手上一套四个技能来进行躲避敌人攻击和我方技能命中敌人这么一个过程。敌方角色HP数字上方有一个进度槽,玩家倘若可以连续快速将攻击技能命中敌人的话,该进度槽在连续攻击之下会迅速填满,随后敌人头像会出现“CRUSH”字样,表示敌人被我方破防,此时的敌人将无法进行包括移动和攻击在内的任何操作,进入一个短暂的僵直眩晕状态,玩家此时便可以尽情的攻击。以上,则是游戏的一个基础规则。 [h1]游戏核心的技能构筑[/h1] 本作的玩法核心便在于技能的构筑组合和合理使用。在非故事模式里,玩家是可以通过商店购买等途径获得技能,而玩家在这些技能之中,选择合适的技能放置于四个技能槽,选择好的四个技能组合成一套卡组。玩家每次出战是可以携带三套卡组,战斗过程中是可以即时切换卡组,使用不同的技能,不过这三套卡组中,同一个位置的技能槽所放置的不同技能,都是共享一个冷却CD。因而,如何选择三套卡组的十二个技能(可以重复),此外,技能上还可以安置一个“模式”,使该技能能够具备某些特殊效果。这些内容都是非常考验玩家对于技能词条的洞察力和Build构筑的思维性。而技能功能复杂、数量繁多,也让构筑搭配的组合套路极其丰富,以下根据两种分类方式大致统计一下技能类型。 [b]根据攻击范围分类:[/b] 近战1-2个格子;近战弹跳经过多个格子;远程越过中间数个格子命中后排1个格子;直线经过一排所有格子(直到遇见第一个障碍物或者敌人);直线经过数个格子(带穿透);随机降落多个格子;十字交叉等花样型多个格子。 (备注:技能说明里不会介绍技能的详细攻击范围和攻击距离,这个需要玩家自己在测试中摸索。) [b]根据技能作用分类:[/b] 攻击类;治疗类;防御类;位移类;状态类;放置物品类;地形类;延迟或者触发类等。 (备注:技能的功能作用一样也只有一个简单的词条说明,具体的内容也需要玩家自己在测试中摸索,如果看一个大概就直接拿去战斗,只能说很勇) [h1]手忙脚乱的即时反应[/h1] 如果一般的卡牌构筑玩法,是考验玩家的策略组合的智慧的话,那么本作不仅仅是脑力的比拼,同时还非常看重玩家的即时反应能力。游戏wsad和上下左右这八个键,分别对应角色的移动和四个技能的释放,左Ctrl和空格键则是切换卡组。看似简单的十个键位操作,实际体验便是手忙脚乱。战斗过程中,玩家需要通过上下前后的方位移动,躲避敌人的各种类型技能攻击,其中不少的技能的攻击形式很花里胡哨。同时,玩家还要尽量将自己的技能快速、连续的打到敌人身上,堆积敌人的破防值使得敌人破防。技能命中敌人很关键一点,就是把控技能释放距离和攻击范围。其次,不同的敌人,他们的技能也各不相同,而故事模式里每一个关卡的任务目标也不一样,有的是杀敌(特定目标),有的是全歼,有的是生存,有的是保护等等,如果段时间内完成目标,一样很考验操作技术。事实上,即时反应和计算能力不好的玩家,体验这款游戏,确实难度相当高,脸接技能很正常,技能命中率不高也很正常,卡在某关反复去世更是正常。所以说,这个游戏真的不简单,挑战性很大。 [h1]总结[/h1] 本作的技能数量和种类的繁多,使得游戏在Build构筑上的玩法非常丰富,而游戏自带的故事模式、冒险模式、联网对战等多种模式,也为游戏提供了包括肉鸽和挑战在类的诸多玩法。而游戏的战斗不仅看重玩家的构筑策略,还相当考验玩家的即时反应能力,是一款挑战性和游戏性都非常不错的作品。 [quote]关注[url= https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url= https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote]
A heavily thought out battle network style game, regardless of the confusing ui and menu's. Uses an unique setup for its chip library in battle, that allows for strategic depth. Has a more party mode feel with all the modes for multiplayer and otherwise. Try it out if you like the rare genre, better with a friend.
[h1]没点实力你还不好意思对决[/h1] 内核上,这是款相当具有操作难度的类《洛克人EXE》网格战斗游戏。虽然像素风的卖相很朴素,但是在技能搭配上,数量庞大,种类丰富。加上角色、镶嵌和元素系统的一锅乱炖,使得游戏整体的战斗搭配方案眼花缭乱。模式上,不但有单人故事模式,还有街机模式、闯关向的猛攻模式,类肉鸽的轮回模式以及联机模式。虽说总有一种能满足你的需求,但是难度整体偏高,手残党需要至少练习两个半小时。 [h1]挑战自我,修成正果[/h1] 这类网格战斗游戏之所以偏难,是因为地形十分有限,攻击节奏又非常快,极度考验玩家的瞬时反应能力。但微操是一方面,另一方面对技能的搭配、套装的切换和释放时机的要求也非常高。加上本作的技能繁多,非简单难度下更是难上加难。不过整体上技能的分类可以归纳为以下几个类型: 1.禁锢类 直接限制敌方的行动,如冰冻。 2.伤害类 又分成单体和AOE,AOE的范围和形状也不尽相同。 3.位移类 包括拉取、交换位置等等。 4.投掷类 如推箱子、扔炸弹。 5.消除类 抵消弹幕 6.拆迁类 破坏地形或者改变地形 7.Buff类 普遍携带另一个Debuff,如转让地面提升攻击力、目盲后提升移速等 8.治疗类 回血大法 9.召唤类 可防御可攻击 同时,技能都不是孤立的,4个技能为一套VOC,最多携带三套,不过轮回模式仅能使用一套。技能上还可以组合“模式”(不知道为什么这么翻译,其实就是理解为装备上的宝石),使得技能附带额外效果如回血、击退等等。同时部分攻击效果还有元素属性,这就很好理解了,水克火那种。简单总结下: 不同类型的技能+自由搭配的“模式”+各类元素效果=庞大的Build空间。 [h1]轮回模式最有趣[/h1] 在该模式下,游戏就变成了Rogulike,初始4个技能,只有一套VOC(卡组),共有20波怪。有意思的是:每击败一波怪系统会让你强制替换一个技能,随机到的什么技能奖励完全不可控。因此你的Build会不断被打破并更新。不过此处稍稍建议下,应该在替换的时候附带原始技能的说明,有的时候光看图标很难意识到原本是什么具体效果。不过虽然技能会换个遍,但是人物升级后获得的VOC、治疗、闪避等增益在本场战斗中是保留的。 这个模式兼具随机性和挑战性。尤其是对于手残来说,最大的好处是不会因为VOC套组过多、频繁切换而导致手忙脚乱。 最后友情提示下,如果是冲着在线联机模式来玩的恐怕要失望,至少我从来没有匹配到玩家。 [quote]点击关注「 [url=https://store.steampowered.com/curator/41448772//]三言两语评测」→ [/url]简洁的语言,实用的内容 [/quote]
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