Blood Card (Review)

Source: Cashmoneys
Price: £11.39
Where To Get It: Steam

Goodness me, we’re getting a lot of these card fighters. Unfortunately, they can’t all be good. Take, for example, Blood Card, which, while it has an interesting aesthetic to it, doesn’t really work well despite its interesting idea.

Weeeeeeelp.

And it is an interesting idea, make no mistake. Well, a couple. You see, you are a being trying to escape Death. Y’know, the bony feller with the robes and scythe version, tends not to let people go. And your deck? Is also your health. Much like other card battlers, there’s a limited energy pool from which to play cards, there’s a limited time in each combat before Death appears, and… Honestly, this is where the problem begins. While your hand replenishes (apart from cards which destroy themselves) after each fight, enemies very quickly start ensuring that Death will appear, doing increasing damage for each turn he’s there. Sure, he ends up killing the enemies too, but that race against the clock is definitely not in your favour, especially with elites and the bosses. The objective? To either kill death, or leave the dungeon.

“You could be cool like me!” Yes, er… I see a flaw in this argument…

Aesthetically, the game is odd. Some good pixel art, with some interesting enemy designs, meshes somewhat poorly with the workmanlike, and admittedly more accessible clean sans-serif font, and while the mood is meant to be Dark Fantasy (You know, blood and death and guts and gore and ohgodwhy, that sort of thing), it breaks this mood surprisingly often. Like the barrel guy, or the vampire, whose first thought in “Convincing the hero(ine) they want to be a vampire” is simply “Wouldn’t it be cool?”

Well, yes, but it would also suck, if you’ll pardon the pun. I’ll pass. The brevity of the character lines doesn’t exactly help, as it feels stilted. The music, well, it’s fitting (choirs, bassy brass, that sort of thing), but you’re going to get tired of it relatively quickly, alas.

Well, I mean… The attacks do 4 damage to one enemy, so… Ooh, I’m gonna be here a while…

Now, there is a third idea that normally, I would applaud: Letting you choose what to deal with. You get X rooms before the boss, and Y,Z, and so on of normal enemy groups, Elite enemy groups, shops, and events. But this, also, doesn’t really mesh that well, because the bosses are pretty damn mean, and when even normal enemy groups can delay and debuff you enough to ensure that Death sticks around for at least a couple of rounds (and yes, Death will turn up during the boss fights, making them increasingly more difficult the longer they go on)

Overall, Blood Card feels like it’s tough for the sake of being tough. 3 energy a turn quickly runs out, meaning you don’t often get to play, for example, Finishing cards (Which require you to have 1 card in your hand when played to get the effect), and your base attacks are relatively weak. While the art is quite nice for grimdark pixels, it can’t, unfortunately, mask the fact that the game doesn’t really want me to get very far, or see much of what it has to offer.

The Mad Welshman does appreciate the cape value of being a vampire, but would honestly prefer werewolfdom. Saves time on “Hair of the dog that bit you?”

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