
Summoner's Gambit is an innovative duel game that blends strategy roguelike with auto-battler positioning. As a powerful summoner, you'll forge a dominant formation and clash against other players on the ever-shifting battlefield, where wit and luck collide.
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About

Acquire new cards and creatures through adventure, building a powerful deck to deploy your forces in exhilarating battles against foes. Positioning strategy directly affects unit attack priority and skill range. Leverage numerical bonuses and tactical synergies between creatures to forge a unique combat style and experience card duels rich in strategic depth.

Summoning in this world requires adherence to fundamental energy laws—proceed with utmost caution. Prevent energy overflow to avoid backlash; skillfully leveraging this constraint can become a weapon against your enemies. Remember, greater risks yield greater rewards. Of course, certain unique tricks will let you navigate risk and reward with mastery. Can you evade the Old God's gaze?

Each race offers multiple build paths. Moreover, nearly all acquired creature cards can be fused. The resulting creature inherits traits from both components, becoming a more formidable entity. Continuously fuse and upgrade your creatures to reach the ultimate goal.

Defeated the final boss? Is it truly over? Rich online battle modes await—experience the thrill of asynchronous duels!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Japanese, Traditional Chinese
Engagement
Reviews
Themes across 109 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
《神之一手》是由Billion Studio制作发行的一款像素风卡牌构筑策略类游戏。 本作亮点集中在核心战斗与养成体系。对局围绕22点费用上限展开博弈,可借助秘牌、技能、药水灵活调控战局,策略空间充足。独创的卡牌融合玩法可玩性极高,支持卡牌自由融合,打造输出、辅助等不同流派,养成自由度很高。不同角色配有专属主题卡牌,游玩手感差异明显,通关解锁的高难模式也为硬核玩家提供了挑战空间。 当然本作的硬伤十分突出:数值平衡性极差,遗物、药水强度差距悬殊,费用上限类符文强度超模,多数普通符文鸡肋无用,角色联动卡组成型难度极高,单卡强度碾压组合体系。 无保底的过度随机性是最大弊端。关卡路线、战斗奖励、符文获取全部纯随机,高难模式下体验崩盘尤为明显,经常出现无融合工坊、缺金币、刷不到核心卡组的情况。符文获取更是大概率空手套惩罚、白白掉血。后期敌方拥有成型融合卡组与完美费用调控,玩家却常因运气劣势无法成型,无理战败的挫败感极强。 总体来看,本作战斗博弈与卡牌融合的核心玩法极具潜力,底子优秀。但数值失衡、随机性泛滥等问题过于突出,游玩压力远大于乐趣,亮点几乎被短板完全掩盖,整体体验虎头蛇尾,是一款十分可惜、亟待优化的半成品作品。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/46072643]“黄油收集师”[/url][/td][/table]
差评给没有云存档,和难度,玩法是不错
没有云存档 事件少重复度高没有多选项 藏牌次数没有藏起来的直接不能用
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $26.1K | 185 | 98% | $3.99 | |
| $26.1K | 184 | 55% | $15.99 | |
| $26.1K | 66 | 77% | $14.99 | |
| $26.1K | 73 | 93% | $19.99 | |
| $26.1K | 54 | 63% | $16.99 | |
| $26.1K | 180 | 92% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.6K | 9 | 100% | $5.99 | |
| — | 0 | — | — | |
| $103.9K | 279 | 77% | $14.99 | |
| $17.9K | 128 | 61% | $4.99 | |
| $1.4K | 14 | 29% | $4.99 | |
| $431 | 3 | 100% | $4.99 |
Hours played at review time, across 109 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
感覺設計上有問題,局內隨機性太大的同時骰子輸一波的時候就要被痛扁,贏的時候卻沒有很大的反饋,而且感覺boss的卡牌成形速度太快,然後精靈贏點數的時候只給精靈陣營加血,那給我其他陣營的牌就很怪,我可以理解多陣營的技能效果可以有不同組合,但是我拿別的陣營的卡跟精靈卡融完變其他陣營的我不就炸了,精靈這個初始符文跟其他陣營的融合性太差,現在玩起來的感受是有時候有爽感,但大部分時間玩的都很難受
这游戏必须给差评 一堆莫名其妙的箭头,配合一些百分比数值,根本不知道那些所谓箭头的数值是干什么用的 其次,合成居然会失败,居然不在合成界面显示合成几率而是在一个问号帮助栏里显示,看都看不懂的合成规则 你游戏最核心的东西都是猜谜语是把? 一个21点和比大小的游戏,能做的如此潦草,30块我觉得是不值得的
作为一个打牌游戏,打输了我不服,是很要命的。 拼点的时候,我这边爆点了,我是服的,是因为我贪了。但是敌人的上限比我高,或者抽牌就是比我神抽,那么我赢什么?赢的点就是看策划让不让我赢? 还有,死亡拼点也是,明明有很好的献祭XX设计,但是还要和恶魔拼点,这个拼点我难道能有什么出牌策略吗?还不是策划让我死我就死。 这不是打牌游戏,这是看策划心情决定你活还是死的游戏。
做数值的是给你喂屎,当你SL了一个角色通关后,已经错过退款时间
内容量相当充实的一款游戏,解锁内容非常多,玩的时候也有各种赌一把的机制,非常上头,但这只是表象 真正的游戏机制根本不是21点,核心构筑思路是删牌控费追求确定性,保证成型后每次抽都卡点数,比如说吧,拿一个+2费的符文,这时候是33费,这时候只留一张牌是9费,剩下都是8费,那么最低也是32... 但这样构筑思路就变得很单一,就导致后面难度比较高了没什么爽感
好玩
《神之一手》在设计思路上有借鉴类似21点的爆牌思路,玩法则是自走棋+肉鸽卡牌。上限开局大约22点。每张仆从都占点数,多抽一张就多一个上场的人,总和一超,场上全被古神吞掉,自己挨打。牌库大概十张,剩下的牌能看见,所以这手不完全是蒙。藏牌能顶点数,次数有限,藏着不用会卡在隐藏区,本场等于少一张。拼完点,抽到的顺序就是站位,一对一对殴,受伤还会掉攻。点差大的那边能削对面、抢金币。金币不够就扣血,等于第二条命。药水能给对面塞大牌,也能过载上限梭哈一轮。 玩起来其实最关心的是:这副牌还剩什么,下一张爆不爆。刺激和新鲜感多半来自玩家明知概率还是伸手赌。本作把牌靴缩到十张,还让你盯着剩余牌。虽然说有一定的自走棋玩法,但只有站位能换,抽牌顺序先天会排好,脆皮抽到最前就可能先死。技能有开战、攻击、反击、亡语,搭配是有的,可战斗开了你插不上手。点差还会打成AOE。感觉互殴最后还是看拼点,拼赢了,后面好打一截;拼输了,再精妙的站位也在补洞。 但游戏核心的经济数值设计有点太“重”了,金币的作用很大,枭、追债、点数获胜扣金币。钱能买牌、删牌、融合,空了就变成血。通关思路依旧优选“小卡组”,将牌删到每次抽都能卡满,这样其实可以更顺畅的进行控费,随机性就减弱了,也不需要“再来一张”。 美术是像素风加触手看板娘,部分元素用了AI。目前还不支持创意工坊,等后续数值优化和加上,我觉得本作还是挺有潜力的吧。
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