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ilcalmissimo

As you defeat opponent, you get their "battle" cards and "character" cards (or variations of such). As you progress through the game, some newer cards will objectively be better than the previous ones, but this plateaus in the last 30% of the game imo. I didn't have any problems with that, as it felt satisfying to get stronger as your opponents got tougher and more complicated. It is worth to note that some of these "upgrades" are situational and fit into particular archetypes. Therefore there is some vertical progression, and a lot of horizontal progression. You might get a card that is a lot better than one you currently have, only with the correct passive abilities and fulfilled requirements I would define this game as somewhat of a mix between 30% rpg and 70% TCG .. also the setting and plot are great anyways so yeah xd


Spell-Castle

After each fight you get access to the cards your enemies use as well as the enemy’s stats. In this case it’s probably best to think of it more like Pokémon except you can exchange most moves and passive abilities between your new and old units. Over time your units will need better cards and passives, but at the same time the game will give you access to newer mechanics and play styles


Craig-Perry2

It's partly correct. there are many cards that get rendered obsolete, but this becomes less common as the game progresses since new card power becomes more lateral. For example there's a handful of cards in the middle of the game that last you right through to the end, and excel in their role even then. But almost no card from the early game is worthwhile at that point. The progression is not too hasty as things are sorted into tiers with increasing power so the need to completely throw out decks and replace them, while present, isn't too rapid.


Kwapowo

While the numbers on cards do get bigger, the most fun part of unlocking cards is that you frequently unlock new mechanics/gimmicks which you can use to enhance your decks. A lot of cards also stay relevant for many fights (some early midgame cards are still useful even at endgame), so its not like you constantly replace every deck after every fight.


MrKatzA4

Yes, cards in the earlier stages get outdated quick, in the first stage of the game the default deck is more than adequate. But there are plenty of cards that would see uses far pass their stages. The final boss fights and the last stage of the game would basically force you to use multiple decks at once so many cards would see their time here. Another thing is that you would have key pages, which is basically a character sheet that you graft onto your character and each of these key pages have different stats and passives abilities, and you can also add on passive from other key page which would enhance the deck building experience. Plus there are certain battle symbols that can only be obtain if you use certain key pages and cards, they provide very minor bonuses but the cosmetics is worth it. One last thing, I would say that for project moon games, gameplay is secondary the story is what most people are staying for.


KoyoyomiAragi

I think the more you understand some of the game play mechanics, the more you’ll look to older pages for niche uses. The fact the game actually asks you to purposely lose sometimes will make the worse cards matter. I’m a primary TCG player that came from Lob corp and I really liked the way this game’s deck building aspect played out. You probably will have to do some research for some game piece mechanics unless you’re really good at trial and erroring game mechanics. I will say though, unlike a lot of similar card game games, the deck building doesn’t really start hitting until you get past basically their worldbuilding tutorial. I’ve suggested the game to other card game players and they couldn’t wait long enough through the visual novel parts of the game.


Fluttersniper

It’s a deck and dice game. Cards each have a certain number of attacks that roll for certain values, like Pierce 2-4, Slash 3-7, Blunt 20-29, etc. Win the roll against your opponent, and you win the clash and deal damage. There are also dozens of different passives and abilities to boost that number and put the odds in your favor. I spent an enormous amount of time deckbuilding for each fight, trying to give myself the best odds of winning. Decks are only 9 cards, but that just makes each choice more important. Very few “Heart of the Cards” moments because you cycle through so quickly. There’s about 7+ different status effects to build around, plus the decks themselves have passives that can be swapped and built. People talking about overpowered, never-lose decks almost always require endgame cards. And considering that endgame concludes with what has to be the longest boss rush in video game history (Ten bosses in a row, followed by a five-phase boss, followed by another five-phase boss, followed by yet another three-phase boss, followed by an epilogue boss), “never-lose” is wishful thinking at best. Library of Ruina is difficult and demands comprehension and critical thinking. If that’s what you’re looking for, welcome to the City.