Card-building strategy games were once very popular, so a large number of card-building-based strategy games can be said to have emerged in endlessly. If you want to leave a deep memory for players, you must have your own characteristics. There is a card-building strategy game that is still in the trial stage called "Theseus Protocol", and the first impression of this game may be that of two-dimensional Japanese girls.
"Theseus Protocol" is a card-building game developed by Starseeker Studio and published by Archive Games. It also has Roguelike elements. It is currently available in an early access version.
The overall UI of this game can be said to use a cartoon style. When you first start the game, you will see a two-dimensional anime girl with silver eyes and long silver hair. Her name is Charlotte. The game has designed three characters that players can choose from. The girl can be used at the beginning. After the character experience level 2, another character, Nina, can be used. The third character is currently in a state of stay tuned. .
The three characters are all presented in the form of dynamic drawings. Each character has its own story and abilities. Charlotte is an all-round agent who is proficient in various fighting styles, while Nina is a repairman who lives in symbiosis with AI Sting. Masters, their abilities also affect combat situations.
Among them, Nina is special in that she can enter two rounds of Sting time through the weapon switch button, and she can increase weapon damage by charging during the transformation. After the end, she will cause damage to all enemies and enter the cooldown, and because of her unique The mood mechanism reminds me of "Harley Quinn". Her hair and eye color are half red and blue. She is cute and playful at the same time. It can be said that my favorite character in the current version is Nina. The little girl looks naturally rebellious. ah!
The game starts with a map route that is common in many card games. Players can choose from the diamond icons that appear on the route nodes, enter various options such as battles, random events, shops, etc., and finally fight against the BOSS. The design of this part of the map It also has a sense of future time and space, and the combat turn-based system can be said to be a more traditional card confrontation.
In terms of character survival, in addition to health points, there are armor and shields. The shield is only effective in the current round and prioritizes resisting damage. The armor will continue to exist after the card is played. The initial action points are three, and the remaining action points can be used after use. Cards charge weapons, and you can also choose to end the turn. The remaining cards will go directly to the discard pile.
The cards in this game are divided into three categories: attack, defense and tactics. The card effects are affected by the character's ability. For example, Charlotte can electrocute and pierce, while Nina can summon mechanical partners, which also have card-consuming settings. After the cards with consumption are used, the cards that charge the weapons in the round will also be put into the consumption deck, and cannot be obtained again in the shuffle after this round.
The current favorite cards to use are piercing and electromagnetic, which are a bit similar to armor-piercing and toxin flow. Nina's summoning flow is being studied, and I am also curious about the card set of the third character.
At the beginning of the round, you can observe the enemy's intentions through the enemy's head, and the player takes the first shot in each round. The game is also designed with a displacement function. Players can control the character to move, and can combine cards with displacement damage to attack the enemy. And if the moving position is occupied by a unit, a collision effect will occur, and the collided unit and itself will suffer piercing damage, ignoring shields and armor.
The current feature of this game may be that each character has his own exclusive weapon. You can use the cards in your hand to charge the weapon. After the charging is completed, you can attack. After the attack, it will enter the cooldown. Here, an element of overloading is designed to increase the damage.
When settling, you will get character experience and technology points to unlock the chip. The chip system here is more like a technology tree. You can increase the damage of the weapon by unlocking and upgrading. The chip tree of each weapon is separate. The unlocked passive chip can be activated. To take effect, the active chip needs to be equipped and can be upgraded. Active chips will increase weapon load and need to be noted.
There is no plot at the beginning of this game, and the world view also involves battles, character introductions and random events. Currently, I have learned a few fragmented information about the consortium. I have to say that I don’t understand some of the options. The mini-boss battle is won. In addition to equipment, you can also get props. The props are disposable items. The overall process will feel very repetitive later. I feel that in addition to chips, you can also add a new thing, such as general abilities. You can choose an ability bonus or something at the beginning of the round. Increase fun.
The cute two-dimensional anime girl makes card battles very enjoyable. The card construction and Roguelike elements can be played quickly. The card part is also combined with the character's ability, but the more unique part is the weapon. The system settings and chip system, and the understanding of the cyberpunk-style world view mostly comes from randomly selected event options, which is more like a riddle. However, this game is still in the early access stage, and we look forward to more plots and new content in the future. The characters have been updated.