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Even better than the first Card City Nights. It plays similar to the first CCN, but instead of two seperate boards, you and your oppenant play on the same 3 tall, 6 wide board(basically both boards side by side). Every card has a number to the bottom right of their picture, indicating how many turns it'll take for them to. When you connect 3 cards, those cards become 'powered' and the timer starts counting down, and once they finish counting down, it'll resolve and enact the effect shown in the cards description, if it has one, then the card disappears. Some cards have high resolve counters and no effects, but that doesn't mean they're useless. Once a card is powered, it'll automatically power any card you connect to it, meaning you don't have to connect another 3 cards(which will take 3 turns respectivly), and you can just chain them together, and those high timer cards with no effects usully have a lot of arrows, so they serve the purpose of setting up combos. Like the first CCN, this is a strong single player game. But this time around in Card City Nights 2, there's an online Versus mode, letting you play against Friends. The Music and Sound Effects are good, and the Art Style is the same as CCN, but even more varied. And of course, this game has great humor as well. If you like card games, and/or want a strong single player card game, this is what you're looking for. If you're a fan of the first Card City Nights, then you MUST get this game, since it's even better than the first.
Nowhere near as enjoyable as the first game. I got to Rank E and would have had to grind out hours on the easiest AI just for a few packs to beat the next enemy. This was the first enemy that has a better deck than me. That would be fine, but considering how early it is in the game I just couldn't stand the idea of grinding for 75% of the game. The deck builder also needs a ton of work. There is are no sort functions. There is no highlight showing that you have a card in your deck. You can't use the scroll wheel to navigate the cards. Right click doesn't remove a card.
I felt like that sequel was rushed way too much. I enjoyed the first game enough to put 40 hours into, but when it came to this game, I really couldn't get into it. The original game was sort of lightning in a bottle to me, it had a lot of mediocre aspects but combined made it into a special game. This game however didn't improve on the game play, and because of it, I felt it really suffered. The best part about the game is the very strange wacky characters, but it wasn't enough to keep me wanting to play more.
Man I loved Card City Nights. Too bad they changed the card game. I want to be fair, the music and style is incredible. It's fun and silly. Props. I have no idea how I ever came across the original, but I loved it, and I'm sure people who have played Ludosity's other games will love this one. I just can't stand this game. The card game is entirely different. They removed the seperate boards, the armor defense thing, the ability to completely paralyze your opponent. It's not fun anymore. I was so looking forward to this, it sat on my wishlist for like 4 months until it was on sale and I had time to play, and I was so sad to see them completely uproot the game like they did.
The gameplay became worse, the interface became worse (editing your deck is a pain) and it's somehow even grindier than before. Almost near the end ('top tier') is the first time you'll run into enemies actually trying with specific strategies. The atmosphere is decent though, and if you're starving for a TCG (singleplayer) you could do worse for a few bucks. Get it on a sale if you're reallllly into the genre. Otherwise it's not recommended Edit; last complaint, 1/4th of the cards (the last pack) is at the complete end of the game - and unlike the other packs you can't outright buy them but have to draft for them. A bummer, at this point you are 99% done with the game and draft is relatively slow. Here's to hoping for a CCN3 that solves the issues - the game(s) do have clear potential.
I really enjoyed this a lot more than the original, which I enjoyed but felt was too barebones. They’ve rebalanced a chunk of the card game and designed it in a way that more deck types can be viable. I also feel that they improved the flow of the story mode; In the original, it got pretty easy to hit a wall at points and you’d have to grind away, but here I got the impression that they offer multiple paths if you got stuck at one opponent. They’ve also finally added online play, which I haven’t tried yet but planning to once I get enough of the cards I’d like to use. If there’s one minor gripe I have with the game it’s that I think coming across booster pack/cards is a lot more uncommon than I’d expect. Most of the prizes are coins to use to trade for packs, but other than that card prizes don’t happen often. Which means it’ll be a while at the beginning before you’re really able to make a solid new deck, but at least what they give you at the start is serviceable. Overall, if you really enjoy CCG games, especially the adventure-based ones of the Pokemon TCG GB or Monster Rancher Battle Card series, this is absolutely worth a pickup.
Loved the first game; I definitely recommend this one if you've already played through the first. If not, you should probably play the first one first unless multiplayer is a huge draw for you.
More of the same groove-infused, comically-constructed work of Ludosity: if you liked Card City Nights, my brief time with the sequel tells me you'll like it. There's been some sizeable mixups to the gameplay, moving from cards sitting until you've hit a prerequisite charge, towards cards 'powering up' adjacents, which then function on an independent timer. There's certainly stuff to like: * Amusing extents of apathy punctuate the cards, and the shift from 'prerequisite charge' to 'powering up' allows for time-sensitive plays that encourage riskier behaviour and combo cards in the deck. * The nice, downtempo trip that accompanied the first title's gameplay is back with innovative new sounds. :3 * You would appear to be able to challenge your friends to quick and easy online games. The button is there. I can't confirm it works; I lack the key ingredient. The systems are, unfortunately, minimalistic and lacking in many regards: * The learning curve can be a bit top-heavy: going into multiplayer just enthusiastically hands you all the cards (?), and single-player boosters now return more cards (more information to process -- I may be wrong on this front). The campaign or awkward inexperienced multiplayer defeat, seems firmly encouraged by the game's systems. * Typographic errors outstanding. Especially on a flagship frog's card(s). * There doesn't appear to be a chat / ranking system for the multiplayer. I think being able to recognise when a participant has achieved something cool and paying homage to that is a key part of card games, digital or otherwise: Gremlins, Inc., Hearthstone, Chronicles all achieved this with little more than a few buttons. I'm recommending it because I expect Ludosity will update some of the errors I've raised, based on their precedent of updating the first title. Elsewise, fair warning has been given -- the campaign in its current state seems playable, but I think in small bite-sized chunks. :)
I enjoyed CCN1 a lot, and this one had been sitting on my wishlist. Sadly, it's not as good as the first one, and it's all because of the core card game, everything else about the game is weird and fun just like before. The card game is frustrating because you start with crap cards, as expected, but there's no way to get better cards except tons of grinding. The method of progression and card acquisition is bad. I bet if I had access to all the cards, I could build some pretty fun & effective decks, but as-is it's just an exercise in frustration. I browsed the other negative reviews, and they seem to echo my thoughts on it. Too bad.
While I highly reccomend the first one, Card City Nights 2 decides to change the board and how the way the game is played. Unfortunantly it is not enjoyable becuase it loses its quick pacing which made the first game enjoyable. This one combines the 2 players boards into one big board and and new cards and straedgyies but it just slows the game down and the way the game is now played feels less fun the the first game. If you are looking for Card City Nights with multiplayer you will be disappointed. If you want a sub-par multiplayer card game about board placement control and resource managment than you might like it...
A lot of fun a huge improvement over the first game. I do have some gripes mostly with how hard it is to actually gather cards for specific strategies such as trying to use any of the tribes or mana tokens. As well as some weird resolution orders when an enemy dies from triggered damage then gets healed back up from a draw effect.
I'm not thumbs downing because I can't actually articulate what I didn't like about the game. I didn't like it, but I think that's based purely on gamefeel. CCN2 is a loose adaptation of the same art as CC1, and a slight evolution of CC!'s mechanics. You can no longer change the gamespeed for some reason, but matches move quicker and are usually single elimination. Both players now play on the same gameboard, and bricking isn't really a win condition. Instead, you activate cards by comboing them, and then they stick around and power other cards you link to them before their timer runs out. Card collecting is similarly less finnicky, and you can field multiple ultimates and rares in the same deck. Alchemy is simplified. Recycling and pack buying is way easier. It's almost like a bugfix for CCN1. And somehow it feels worse to me than the first game. I don't think my experience is going to be a common one. And again, I can't define why I dislike the game. If you liked CCN1 and wanted everything to be a bit smoother, you should pick this up. If the core gameplay of CCN1 bothered you, you may want to give this a miss.
If you played the original, you have like no reason to not buy this entry. It retains the quality graphics, music, humor, and vibe of the original. Just the same, if you're a fan of Ludosity's games, you'll still appreciate all of the references, subtle and otherwise. The gameplay is updated with a similar, yet different playstyle. Instead of playing on your own board, you share a large board with your opponent. You can block each-others' cards, and cards will stay on the playfield until they tick down and resolve. This allows for a greater versatility on card designs. There are some of the same balance choices from the original. Do you want more power at the cost of arrows? In addition though, cards can have effects while they hang around and tick down to 0, cards can change the color of your opponent's cards, and all sorts of other interesting stuff. This allows for many more effective deck designs than in the original. There is online play, but despite Ludosity's top notch quality, their games don't have as many purchases as they should, and so few people play the online mode, this is really sad as I believe there is a lot of fun to be had facing other people. Still, don't let this deter you. The single player mode is complete, and tons of fun. It is well worth the $10 USD on its own. If you haven't played the original, you don't need to have played it to enjoy this entry to its fullest, but the original is an amazing game as well. Don't wait for a sale, buy both now.
I spur-of-the-moment bought the first CCN upon release and instantly fell in love with the game and characters despite never having touched almost any of the crossovered properties. When CCN2 popped up as releasing on my news feed, grabbing it was a no brainer. Card City Nights 2 is a deck building/puzzle game based around activating cards by placing them in a chain. Each card has different arrows that can be connected and most cards have an effect such as damaging or healing. More gimmicky cards exist and there’s enough variation on the cards to keep most of them interesting, though unfortunately a handful of cards do get power creeped out pretty easily. Fans of the first game are probably thinking that this sounds a lot like the first game. This game is not like the first game. I am going to quickly point out a few key differences: *The entire game takes place on one board. You must now pay much closer attention to your enemy’s cards, as blocking is a very real strategy and, in fact, is one that the AI will start to utilize against you once you hit mid-game. In addition, more cards have effects on the opposing player to reinforce this change. *Cards now have a countdown once activated, rather than activating immediately upon a completed chain. Activated cards in their countdown phase can trigger new cards matched with them. This pulls two new factors into play. First of all, you now have to have the foresight to have a card ticking down before you strictly need it, but not so soon that it triggers and does nothing. Second, this means that in many decks you will have to keep up a pace so that you constantly have cards activating other cards. This makes having a good flow of arrows in your deck a little bit more important than in the first game. This also makes a lot of the healing cards lackluster. In my experience there were two to three healing cards that will likely see much use, the others you will probably ditch. *There is much more variety in the way of gimmick cards, now. In the first game most of the gimmick cards were pretty basic. They get more complicated and niche here, there’s a lot of options for decks. While I personally am not entirely sold on the validity of some possible gimmicks, they're cool enough to have fun with. Overall I found the actual cardplay of the original to be more my style, but all the same I am glad they tried out something new. It keeps things fresh and all in all it is still a very enjoyable core gameplay, even if it takes a little getting used to. I enjoyed the new gameplay, I just found myself preferring the old. The games presentation is great, there are quite a few charming characters (though a lot are really similar to their ccn1 personas, who are in turn inspired by their counterparts in other Ludosity games. It’s to be expected and doesn’t get in the way at all. I don’t have the greatest knowledge of Ludosity’s catalogue but I’d assume it is pretty cool to see the reimagined characters if you are a big fan of their games) a great soundtrack, and some really nice art. CCN1 had charming art, CCN2 takes that style and polishes the heck out of it while staying true to the series’ aesthetics. The game looks and sounds awesome. The game also encourages you to actively look at the art, as clicking various background objects will sometimes reward you with card sleeves, money, and rare cards. Finally, my childhood humongous entertainment adventure days have paid off! The game is a lot of fun and I enjoyed my time with it. There were some downsides, though. The game balance is a little wonky. Like the first game, the computer player grows smarter and more adaptive as you progress through the game at a pretty smooth rate. Not all decks are created equal, however. Since every enemy has a unique deck set, Around mid-game you’ll encounter extremely hard opponents followed by a chain of extremely easy ones. On one hand this does encourage you to build a new deck designed to be good against the deck you are having trouble with, which is awesome and is fair enough for near the end of the game. However when you encounter the first opponent that spikes difficulty, you probably won’t have the cards needed to be that flexible. This results in an indefinite period of grinding (because what cards you get are random. You could pull what you need in 10 tokens, or, while unlikely, it could take you 200 tokens). It’s not the biggest deal, but it does have potential to interrupt the game flow quite a lot and a more consistant curve would be preferable. The hacking mechanic is cool, but since it requires coins AND a copy of the card you’re hacking AND you are not able to tell what the cards hacked effects will be until you have performed at least one hack on that card type, It is not very efficient to use until the end-game. I feel like the coin cost at the least could be done without. It’s not much, but if it were to be even a little more assessable earlier on in the game I would have had more time to explore the gimmicks and hacked cards before at the end-game. All in all, I enjoyed my time with CCN2 and will probably attempt a challenge run (You unlock characters that, when picked, enforce additional rules on your playthrough). If you were a fan of the first game, then definitely pick it up. If you are new to the series, then I would recommend you start with the first game instead unless you anticipate playing a lot of multiplayer.
When will these guys make a bad sequel? Please let me know. Story Not much of a story, you just wake up from cryosleep and are asked if you want to fight you way up the card ranks and you decide, “sure, why not.” Like last time, the cast is made of AU versions of characters and cameos from their other games like Princess Remedy, Tor from Iji, Alya from Psycards and the returning Jenny’s but sadly no Jenny Shark. The only difference to the plot is that it’s more linear, there’s no rival and the villain isn’t hiding in the shadow’s trying and failing to be sneaky. Gameplay While it is a sequel, the rules are completely different with the only surviving rule being connecting cards and even that’s been changed. There is one board where you place your cards and if you connect three, they activate and you can start making chains in order to hamper and/or damage your opponent. And I’m struggling for the best way to describe this game since each card is different. Sure there are some which are the same but with different charge times, but you also you an get cards that silence cards, give you a shield, can be used with opponent's cards or even be used as soon as it’s drawn to name a few of the effects cards have. I personally prefer this system over the previous one since all the different cards make many kinds of decks and strategies since last time it was just mainly three. Like you can make a deck to try and brute force your way, or one where you keep adding cards to stop fatigue(along with their bonuses), or just one with lots of conductive arrows to keep chains going. Just don’t fill the whole board, you’ll get punished for it. Me, I was more of a offensive player with the occasional shield and healing card to keep me alive. And I know there’s multiplayer but I haven’t played it. However,since the game is more linear, you can’t try a different boss if one is giving you trouble, and you have to buy boosters instead of fighting certain opponents to get more. There’s also some bonus mini games where you can find some bonus cards such as a 3D version of one of their mobile game which I thought was fun and cool. or just start clicking stuff to find them. Presentation Not much to say here. Art is the same as the previous game except its sci-fi theme. I did took a look at the art gallery and to be honest, I wish Monster Of The Week used the original design since it actually looks like the character she’s based on. I also prefer the music in this game compared to last time but that is clearly subjective. Verdict These are two completely different card games and subjectively In prefer this one 8/10
UPDATE: It took me a while to get the new system and soundtrack. I enjoy it now. It is the most innovative card game on Steam. I've waited a long time for 9/1/2017 to play the sequel. + The artwork, slacker theme, groove electro jazz is pretty much equal to the original. + Cards have helpful instructions if you zoom in. + Lots of challenging fights and deck management strategy. + Yes, it is multiplayer now, which had better increase the fanbase. + I enjoy collecting cards. - The gameplay has changed radically, probably due to the criticism of SOME about the randomness or unbalance of the original's gameplay. It really is jarring though- there is one giant board now, time limits on cards to charge them, and no Red/Blue/Green matching. - They did try to enhance the GUI for card filtering, but wish I knew which cards were "new" and I do not like to scroll vertically on my existing deck. The sheer number of cards (200) is also hard to wrap your head around. With so many cards, it is a shame your deck has to be small. - Although the music is in the same spirit, I found the melodies to be more atmospheric than before. I am hoping that as I get deeper in the game, I will encounter better melodies. Conclusions: If you are a COMPLETE n00b, you HAVE to get the original for the slacker/apathy theme and music. If you are an old fan, you will have to learn how to play #2 from scratch. I have a feeling the devs wanted to make a new mature, balanced gameplay engine, but I really dug the original's. Pretty sure they would have sold the exact number of copies if they had added new levels, characters, cards, multi-player, maybe a slight modification like giving spaces on the board powers, without rebuilding the gameplay.
The original Card City Nights was a fun, yet flawed, game. It was a good little ~15 hour experience for $5. When I heard that a sequel was coming out, I was pretty excited that maybe they'd fixed some of the problems from before, and got it the day of release. First, let's start with the positives: + As always, Ludosity knocks the graphics/music out of the park. They always make beautiful-looking and beautiful-sounding games + The character design is fantastic. Every character on the spaceship felt unique and had personality. ...I just wish they'd spent as much time on the gameplay as they did with how the game looks. The negatives: The card game: - Let's just get right to it: the card game itself, which the entire game is based around, is unfortunately just not that much fun. If you've ever played Magic: The Gathering, most decks play like "burn" decks where you just try and send as much damage right at your opponent as fast as possible. There are other possible decks to build, but they all pale in comparison. - This "burn deck" issue was also my biggest complaint with the original too, and it seems like nothing was done to change it this time. This card game is so unique and interesting with linking cards together that it's a shame most games simply devolve into how fast you can sling damage at your opponent. - Sure, there are other decks that are possible to build (as your opponents show you throughout the game when you crush them with your "burn" deck), but they are all just inferior to the "burn" strategy. - There are many ways Ludosity could have fixed this: removing life totals altogether and changing the strategy, making life totals higher, powering up non-"burn" cards significantly, etc. Any one of them would have made the game more interesting. The cards: - There just seems to be a misunderstanding on Ludosity's part on how to build a balanced card game. There are so many useless cards in the game that require so much setup and support to be decent that they're just not worth it. - For example, building a "wand" deck (that plays lots of wands) or a MANA token deck could be fun, but unless you draw the key cards in your deck, your cards just basically do nothing on their own. It's like getting to choose whether you want a gun, or a bomb that takes ten minutes to explode, in a one-on-one fight in a ring. The bomb is more powerful, sure, but it requires so much time that by the time it goes off, you're already dead. - I wish that Ludosity had made more cards that let you search your deck for cards (enabling combo strategies), or draw more cards (enabling slower strategies). Instead, the vast majority of cards are just a slightly different variety of "wait X turns, deal Y damage." - All in all, when I was playing my matches, whether I won or lost just felt random. Sure, there were a few times where I made a decision that affected the outcome, but most of the time, if I lost, I'd just play the match again, and then I'd win, not because I made better decisions, but because I just got luckier that game and drew my Potatoes (which is one of the most broken cards ever). The story: - Aside from the cards and the card game, the story itself this time around felt weaker. The characters were cool, but they all felt disjointed. I missed having a rival in this game, and I wasn't sure exactly what I was supposed to be working toward throughout the game. What was my character's goal? To make "Top Tier?" ...that's it? - I beat the game in about 6 hours, and as far as I can tell there's nothing left of significance to do. That's less than half the time I spent on the original. I feel like Ludosity put a lot of time into making online battles work this time around instead of making the single player game better/longer. But unfortunately that came at a cost because, the sad truth of the matter is, the card game itself is just not fun enough to want to battle online with. If you've never played a card game before, or if you're an extremely casual card game fan, then maybe you'll enjoy this. But I think even casual card game fans would have an issue if their "goblin," "elf," and "zombie" decks all played pretty much the same way, and unfortunately that feels like the case here. Ittle Dew made me fall in love with Ludosity, and the original Card City Nights was a fun but flawed little game that made me smile. But with the disappointment that was Ittle Dew 2, and now this, I don't know what to think. For as beautiful as their games are, Ludosity needs to spend more time fine-tuning, playtesting, and listening to feedback on the gameplay of their games.
🟢 Plug and Play Game doesn't have controller support, but mouse steam input works pretty well. Using touchscreen is also good option. Tested on: OnexPlayer Mini Pro 6800U Follow Handheld Friendly [https://store.steampowered.com/curator/42772030-Handheld-Friendly/]
A great, cheap card game with a fun story mode, and multiplayer (which unfortunately is often empty because there aren't a lot of players, there are Friday Nights Multiplayers organized regularly, check the forums for these !). The game mechanics rely on connecting 3 or more cards with their arrows to activate these and trigger effects. Cards connected to activated cards will be activated as well. There are also continuous effect cards, quite a few combos, some have effects that trigger when they are played on the board, etc. The aim of the game is to reduce your opponent's life from 12 to 0. Cool mechanics, I hope MANA tokens will get more support in the future :)
I didn't play Card City Nights one, but as a big fan of card games, I decided to give CCN2 a try. I don't regret it at all. At first, the zany art and ridiculous story was a bit off-putting, but both soon grew on me. Well, the art style at least. The game itself was very different from any other game I've played, and the uniqueness was definitely refreshing. The storyline progression was fun and challenging, and I liked the different archetypes: Apathetic Frog and Goddess of Explosions, for example. It's taken me six hours to finish the main branch of the storyline (claiming the Ultimate Reward) but there still seems to be content afterwards. I really like that; I can't imagine it's easy to make a mostly single player card game with a lot of fun content, but this does it well. There's apparently multiplayer as well, but I haven't given it a shot yet, and I'm not sure I will. The card game is pleasingly simple and yet convolutedly complex at the same time. I'm not sure how I imagine the metagame of CCN2 to pan out, but the nuances of the game are a lot more than they seem at face value. With the booster packs and trading with NPCs, you can definitely do a lot of fun experimentation. So now, the complaints. The storyline was fun but a little too childishly written; then again, if you're buying this game and seeing the art, then expecting some sort of super deep meaning, that's your problem, not theirs. The tutorial introduces you to the basic mechanics of the game but then leaves you flailing. One of the most important mechanics, CHAINING together activated cards, I had to find out for myself. Also, traitorous cards were foreign to me at first; Space Jenny seemed like the most overpowered thing in the world. Additionally, I completed the storyline with very little deck structure. I lost quite a bit on certain opponents, but in general, I didn't bother tailoring my deck. I just slapped together the best cards and went at it. If this is reflective of how a competitive metagame might be, this game might be relegated to single player only. Obviously, it was intended to be a singleplayer game, so no real complaints there, actually. Overall, this game was fun, and well worth the price. Without playing CCN1, I was able to have a lot of fun playing this game, and there's even more to be promised. It's addictingly simple yet there's enough to appeal to those who want some sort of thinking challenge. If you're into puzzles, cards, and lighthearted amusement, this is a game for you.