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Recent reviews by Spooky Boo~ky

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Showing 1-10 of 62 entries
2 people found this review helpful
5.1 hrs on record (3.7 hrs at review time)
Cirno is the strongest so this game gets a 99/10!!!

Okay in all seriousness, Cirno Lifts a Boulder is a short and sweet platformer with a lot of charm to it. The low poly graphics on everything and the peaceful music made the game very comfy to play through and it was satisfying getting all 100% of the collectibles. When you only have a small amount of collectibles left, they even have a small ball of light that can point you in the right direction of what you're missing so you're not spending potentially hours looking for the last few things you need and and I personally appreciated that feature.

It took me about an hour to get enough power to lift the boulder and another 30 minutes to get all the collectibles I was still missing and despite the short amount of playtime, I really enjoyed my time here and could see how much effort was put into it (the various Touhou references scattered throughout the map were pretty cool too!)

Overall, I can highly recommend this game to both Touhou fans and anybody who wants a fun platformer that doesn't take too much of your time!
Posted 11 March.
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3 people found this review helpful
7.9 hrs on record
A classic RPG comes to Steam with various improvements to stuff like the combat and with some new content! I enjoyed my time playing through this game again after several years and it still holds up. The new bosses were pretty neat, though they were more gimmicky than actually difficult. I personally didn't mind the new soundtrack too, though I definitely see why people prefer the old one. Thankfully, they made it very easy to mod the old one in!

I would say that the price is fair for what you're getting here and it helps support the developer. The free version is still an option if you're unsure you would like this game or not.
Posted 24 November, 2025.
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28 people found this review helpful
1 person found this review funny
3
2
2
7
8.8 hrs on record
So once again we have another SpongeBob platformer. I will go over what I liked and didn't like about this game, with some comparisons to Cosmic Shake and Battle For Bikini Bottom Rehydrated when applicable to see how it stacks up. I will also do my best to avoid spoilers since this game is so new right now.

Positives
-The presentation is amazing
I already thought Cosmic Shake was a great looking game when I played it a few years ago, but this one somehow looks even better. I think it's something to do with the lighting/shading, but whatever they did it looks great. Cutscenes are very expressive like something you'd see from the show and they are easily the best looking part of the game. The in-game graphics look very nice too and I can tell that a lot of effort went into making the environments look both natural and appealing. I can't really think of any complaints here, it's just very good all around.

-The Platforming is solid
This is another area where they improved over Cosmic Shake. The platforming here is some of the best of all the SpongeBob platformers I have played. Patrick makes his return as a playable character and you're able to switch between SpongeBob and Patrick whenever you want with the push of a button and this mechanic is why platforming is more interesting this time around.

SpongeBob and Patrick share pretty similar movesets, but they each have a few exclusive moves. SpongeBob has a karate kick and bubble blowing move while Patrick has the ability to grapple items or enemies and a move that lets him burrow into the ground. These moves are the reason that you will be switching between each character on the fly.

For example, you could be using SpongeBob to karate kick across some balloons and then while in mid-air, switch to Patrick to use their grapple on a platform to pull it closer so that they can land on it. It's hardly the most difficult platformer, but it manages to keep me entertained with how it constantly asks you to use both characters abilities to platform and solve puzzles.

-Level Design is good
If I had to describe what the levels are like for the most part, it would be mostly linear platforming with some occasional side paths for collectibles, but there are still a few sections that allow you to wander around and explore. Unlike previous games, you won't really be backtracking to previous worlds besides for a couple races, a side quest involving Sandy, and any missed collectibles. This is mostly because by the end of the second main level, you will already have all the abilities you will be using for the rest of the game and the game is designed to let you get (mostly) everything in one run.

I don't think this is a bad thing as it allows for the platforming to gradually get more complex instead of having the majority of the platforming be very samey. It would be nice to see them try a more open ended platformer like Battle For Bikini Bottom where you could mostly choose what you wanted to do, but that's getting off topic. I think what we got here is solid and it entertained me the entire time I was playing.

-General stuff I like
I think the voice acting is great as you would expect from SpongeBob and I enjoyed the music here quite a bit too. It's atmospheric and fits the vibe of each level well. My favorite song has got to be the one that plays in the starting area of the fourth main level. Battle For Bikini Bottom fans will probably get a smile from hearing it. I also find the story here a lot more interesting than Cosmic Shake. It actually feels like the stuff we're doing matters and is not just an excuse to travel to different locations. I enjoyed the humor throughout the game also. Considering this is SpongeBob, there are a lot of moments where it doesn't take itself seriously or will have you do something silly, like getting some royal pajamas to wear so that you can talk to a character in a level and despite not being the target audience, it still managed to amuse me.

Costumes are back from Cosmic Shake and Patrick can now get in on the action with a variety of pretty cool costumes! Besides a few returning costumes, they're all unique and reference things from the show. Collectibles in general are more varied and rewarding to get in this game compared to Cosmic Shake. There's chests, jellyfish, TVs, and items needed to complete side quests. Completing these will give you a variety of things including costumes, stuff for the hub area, underwear pieces that you can combine to increase your health, photo filters for the camera feature in the game, and awards that mostly serve as your indicator for how close to 100% you are.

Neutral
-The hub world is small and not very interesting
Compared to the hub worlds of both Battle For Bikini Bottom and Cosmic Shake, the hub world here is pretty small. In the context of the game it makes sense why it is, but I wish there was more to see and do here. There's a few neat things here, such as a minigame where you cook krabby patties or a portal you can enter to do various challenges, but for the most part you're just coming here to talk to some characters before you enter the next level. One thing I do like is that you can purchase items to slowly decorate the area and make it more lively, with the vast majority of items being cosmetic.

-Bosses are a mixed bag
I liked the spectacle of each of the main bosses and their attack patterns were all good, but I wish there was some more variety to how you fight them. Every boss in this game puts you in a small arena where you dodge their attacks for a little bit before they have an opening where you can attack them. There's also what you could consider mini-bosses in this game, but they mostly serve as an introduction to enemies that you will encounter pretty soon during regular gameplay, just with significantly less health.

In my opinion Cosmic Shake did bosses better since it wasn't always just waiting to wail on the boss. That game had more variety in that some bosses had you going through areas that were essentially a test of your platforming skills more than anything and those were pretty fun. I will say that the final boss was definitely better than Cosmic Shakes though, this one feels like a decent test of everything you've learned.

Negative
-This game is too short
This is by far the shortest of the SpongeBob platformers I've played even when accounting for going for 100% completion. The most noticeable thing is the lack of levels in the game. Not counting the starting level that serves as more of a tutorial and the hub world, there are only 5 levels in this game. To give them credit, the levels are pretty long and are of high quality, but the lack of levels compared to earlier games is still pretty noticeable. It took me only 9 hours to 100% complete the game and that was with me missing a fair few collectibles and having to backtrack to all the levels to find them. I did enjoy what was here, but I really would have liked to see at least a few more levels considering this game costs 40 USD.

Bit of a rant, but do we really need to keep more content that could have helped the game feel more complete behind a season pass, for a single player game no less? I see no reason why the current DLC for the game which consists of some platforming challenges and a boss rush couldn't just be part of the game from the start and have DLC for more substantial content like more levels?

Conclusion
So with everything I have said, what are my final thoughts? I think platforming wise, it's the best SpongeBob platformer I have played, but it is somewhat lacking in content and might disappoint you if you were expecting something that is like Battle For Bikini Bottom. I think the game needs a little more content or a slightly lower price for what it offers, but I still don't regret getting it. I can still recommend it to somebody wanting a simple platformer or a SpongeBob fan.
Posted 20 November, 2025.
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27 people found this review helpful
11.8 hrs on record (8.7 hrs at review time)
A cute chill fishing game where you can chat with other people that will unfortunately never receive any updates or bug fixes again because of what happened to the developer. Despite having no updates for close to a year and being past its prime in terms of popularity, there is still a small dedicated community that plays this game and a somewhat active modding community to help keep the game fresh. Whether you are here for the fishing, chatting, or both, you'll have an enjoyable time.
Posted 15 November, 2025.
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80 people found this review helpful
1 person found this review funny
6
2
2
2
23
321.6 hrs on record (83.9 hrs at review time)
After completing all the single player content on offer and reaching Legend rank online, I think it's fair for me to give a review of the game. If you want the short version: I think the game is great and it's been super fun to play for all of my playtime despite a few minor issues that I have with it. If you're a fan of kart racers and/or Sonic, this game is well worth checking out. I think it's personally worth the $70 price tag, but I totally understand waiting for a sale if you're not 100% sure.

Now for the long version: To start, the controls are very solid and I never had an issue with being able to control my kart. They include a variety of options to make the game more accessible too, such as auto-steering and auto-accelerate which is always a plus. I really like how satisfying they make doing different things in this game feel too. The particles, special effects, and sound effects make even a simple drift feel satisfying to perform and I can't get enough of it.

The roster of characters they have here is pretty good. They have fan favorites like Sonic and Shadow of course, but they also includes more obscure picks such as Charmy Bee and... an Egg Pawn? The craziest part are probably the crossover characters that will be added at a later date. How many games do you know that will let you play as Spongebob, Joker from Persona 5, and Hatsune Miku in the same game just to name a few? I'm very much looking forward to seeing who gets added later on.

The race tracks are also great and are a mix of tracks based on previous Sonic games and some original tracks thrown in. Being a huge Sonic fan, it was really fun figuring out which game each track came from and I was surprised to see some more obscure Sonic games being used as inspiration. I think they did a great job making every track feel unique and fun to play on. You have simple tracks like E-Stadium that are just your basic stadium level you see in pretty much every kart racer, to more wacky tracks such as White Space that drastically change between laps and will require you to also drive on water and fly through the air. The music for all the tracks are great too and they fit with the vibes of each track. They even give you the option to select your own music for each lap through a jukebox accessible through the main menu and that's a pretty awesome feature.

Another thing the game excels at is the customization. There are 5 different categories of vehicles that are particularly good at different stats and each of those categories have lots of vehicles to choose from. This is already pretty nice, but the game includes a feature that allows you to create a custom vehicle by combining the front end, back end, and wheels from different existing vehicles. Once you have a set of parts you're happy with, you can change the colors to your liking and add some decals to it to truly make it your own. It's a pretty simple thing, but I appreciate having the freedom to make the vehicles look how I want them to.

If that wasn't enough for you, the game has a system known as gadgets that allow you to effectively create builds that can provide various benefits during a race. Want to make a build that is all about making drifting more effective or maybe a build that's all about ramming into other racers to get a speed boost and steal their rings? You can do both of those things. There are a mix of serious gadgets to make you go faster on the track and more silly options like being able to start a race with a monster truck item or making your drift spin your kart around rapidly and knock other racers away from you. Combine gadgets with being able to make custom vehicles and you have a lot of options for how you want to approach races.

Despite the many positives I've listed, there are a few issues that I have with the game. The first issue I want to talk about are some balance issues that I've noticed with the game. Despite my praise for the vehicles of the game, the best ones by far are the extreme gear. These vehicles have a high boost stat that can quickly fill the boost meter when they drift. This is fine on its own, but when you add gadgets into the mix, these vehicles are able to snake and spam boosts for the entire race, making them speed demons that either require you to do the same thing if you want to keep up or use items to slow them down. Other vehicle types can technically do this too, but the mix of high boost and handling stats of the extreme gears makes them by far the easiest to abuse this with and is a big part of why you see them so often in online play.

I believe part of the problem is that the stats in this game are... actually pretty underwhelming. There's a speed stat that you would think most people would want to have at least decently high, but the difference between between a low speed build vs one that invests into maxing speed is only 4 MPH and no, I did not make a typo, the difference really is that small. Acceleration also ends up being kind of underwhelming as a stat. It sounds nice to be able to get to max speed faster after an item or hazard hits you, but you can effectively get back to max speed with any vehicle just by drifting and doing a level 1 boost. Power as a stat is... okay I guess. It helps with not losing rings when people ram you or when you touch walls, but you lose so few rings even on vehicles with low power that it doesn't feel impactful just for that. Power also helps with pushing other vehicles out of the way, but this also usually doesn't do much unless you're able to push people into off road areas or a pit. Is it any wonder why people in higher ranks focus on boost and handling stats and not really care about the other stats?

Another gameplay issue you might encounter is item bagging. This is nothing new for these types of games, but it can be pretty bad in this one for a few reasons. The gadget system has gadgets that make this tactic more effective. You can make a build that allows you to have 3 items instead of 2 and also make it so that you can't drop items if you're hit by items that would normally force you to drop them. If somebody is able to get three really strong comeback items and then save them for near the end of lap 3, they can use all three items back to back and have a pretty good chance of getting at least top 3 in a race. It's a very cheesy strategy that I thankfully haven't seen too much of, but this really should not be something people can do even in a game as chaotic as this.

Finally, this is a minor nitpick, but the rate that you earn tickets is very slow. For unlocking stuff with tickets such as vehicle parts it works fine because the prices are reasonable and it's realistic to be able afford them after a couple of races. Once you get into stuff like buying all the decals and horns for their respective achievements, you really notice how slowly you earn tickets in this game. Acquiring all the decals and horns will take you over 20,000 tickets, in a game where doing good in a race can get you maybe 20 tickets. This is already absurd, but there's something that takes even more tickets and that's the friendship system. By investing enough tickets into a character of your choice, you can earn different cosmetics rewards related to that character. Want to know how many tickets you need to invest in a character to unlock everything for them? 50,000 tickets... for ONE character. I get that they want to give people a reason to keep playing the game, but the fact that you could play this game for 100+ hours and still not have enough tickets to unlock all the things for your favorite character is mind blowing.

So for my overall opinion of the game after all that? It's the best kart racer I have ever played even with the issues I mentioned. Everything just oozes with so much attention to detail and the gameplay manages to feel very fun for me 40 hours later. I can't recommend this game enough if you think it looks interesting.
Posted 29 September, 2025. Last edited 9 October, 2025.
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2 people found this review helpful
19.1 hrs on record
if you like mean girls, fluffy boys, and dad running over the local deer population in their truck, this is the game for you. truck :)
Posted 25 June, 2025. Last edited 24 November, 2025.
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6 people found this review helpful
2 people found this review funny
1
0.0 hrs on record
This is the seventh DLC pack released for this game and oh boy, do I have a lot to say about it.

The first thing I'd like to talk about is the fact that this is one of the first dlc packs to include new playable campaigns in the single player. Yes, I said campaigns because it actually comes with two of them! The stories for both campaigns are pretty enjoyable with some nice character moments for Star Breaker, Sweet Breaker and a few others. The actual gameplay is just okay to me, but to be fair, that applies for pretty much all the campaigns. Playing against CPUs on preset boards and events just isn't very exciting compared to playing with actual people and the randomness that comes with that. I consider the campaigns a nice bonus more than anything and the only real reasons to play them are if you enjoy learning about the characters or you want the achievements and cosmetic items for beating them on higher difficulties. With all that said, let's talk about the characters now, starting with Sweet Breaker.

Sweet Breaker
Sweet Breaker has 6 HP, 0 ATK, 0 DEF, 0 EVD, and 6 REC. She has a pretty high amount of HP and neutral stats so you can use most cards with her pretty effectively and the only real flaw with her is their higher than average REC if she gets KO'd.
Sweet Breaker also has a passive ability where for each reverse card a player she battles is holding, she gains +1 to ATK, DEF, and EVD. There are only two ways for somebody to end up with reverse cards. The first is through the trap "Sealed Memories" which reverses the hand of the person that lands on it for 3 turns. The other way is through Sweet Breaker's hyper, "Melting Memories".

Melting Memories when activated will permanently reverse the cards that are currently in your opponents hands and shuffle them. One of the cards that was in their hand will also be discarded and replaced with a card from the deck (which will also be reversed). This hyper can be devastating to any character that relies on having specific cards in their hand for their game plan. They will also be under threat of being attacked by Sweet Breaker who will have higher stats against them until they get rid of all the reversed cards in their hand. Melting Memories is a pretty solid hyper overall, but it does have a few drawbacks. The minor one is the norma 3 requirement, which isn't too hard for Sweet Breaker to reach. The major drawback is the cost for activating it: 5 stars per card reversed. This can quickly drain you of stars if you use it when everybody has a full hand and you'd ideally want to circumvent the cost somehow if possible.

Sweet Breaker is a fine enough character that I don't have any issues with. Their neutral stat-line and versatile hyper means that you can play Sweet Breaker in a lot of different ways and have success with her. I think that they're worth your time if they sound interesting to you, but now we have to talk about the elephant in the room: Star Breaker.

Star Breaker
Let's start off with the stats as usual. Star Breaker has 5 HP, 2 ATK, 0 DEF, -1 EVD, and 5 REC. Having +2 ATK for base stats is a very powerful trait to have even today and Star Breaker gets to enjoy having a good HP stat and neutral DEF too so she's not as easy to KO as most +2 ATK characters are. The only weak point stat wise is the EVD, but Star Breaker can usually defend at least a few times in battle before having to rely on it and you won't need to rely on it at all if you KO your opponent before they attack! She seems like an amazing character so far, what could go wrong?

"Can only choose Wins norma." Those five words for her passive are so short and yet, are the main thing that completely ruins this character and makes Star Breaker one of the worst characters in the game. How can this be so detrimental when Star Breaker has such good stats for battling? Well it all comes down to the Stars norma and how much easier it is to achieve than the Wins norma is. Stars are much easier to acquire than wins are in this game. Everybody is constantly gaining stars even if they're not really interacting with other players. It can be totally feasible to just focus on gathering stars and avoiding confrontation with other players to win, and that is a big problem for Star Breaker.

Star Breaker can't afford to be passive because she's unable to win through gathering stars. All stars do for her is fund the costs of her cards, so she has to go on the aggressive constantly to try and get wins, but this usually doesn't work out for her for many reasons. For one, if people have played against Star Breaker before and know that she is going to try battling them, they're going to do their best to stay away from her and avoiding giving her the chance to battle. This issue is especially bad on larger boards where the homes are farther away from one another and it can make it feel impossible sometimes to get close enough to battle other players.

Another issue that Star Breaker can have is that she often suffers from success. This may sound weird given I already called her one of the worst characters, but it goes back to the issue of Stars norma again. Star Breaker is constantly gaining stars both passively and whenever she does KO something in battle and that can actually be a problem. In the games where Star Breaker is doing well, she becomes a walking piggy bank filled with stars just begging to be KO'd by somebody so that they can use those stars to get Stars norma and win the game.

Perhaps Star Breaker also has a busted hyper that can help h- No, it barely helps her at all. "Star Blasting Fuse" is a hyper that requires norma 3 and costs 30 stars and it places "Invisible Bomb"s on 3-5 random panels depending on the size of the board. Having a hyper that places traps randomly is already a very questionable design choice for a character that needs wins as much as Star Breaker, but what does the bombs actually do? Well they're invisible to everybody except the person that places them and when somebody lands on a bomb, they get reduced to 1 HP... and that's all that they do. They don't even do anything if somebody who is already at 1 HP lands on them, they get to waste your bomb for free and If you land on them, they just get defused too (why???).

So to get value out of Star Breaker's hyper you have the following things go right:
1. Be close enough to the person that set off the randomly placed bomb
2. Roll high enough to be able to reach them and start a battle
3. Have the opponent fail to evade or not use a card to survive

For having all those things go well, you get the privilege of... getting 2 wins and a bunch of stars you can't really use. The more realistic scenario is either the person who landed on the bomb is far away enough from everybody that being at 1 HP doesn't matter too much or somebody else will be nearby and KO them, getting a bunch of stars out of the crappy ass trap spamming hyper you spent 30 stars on instead. Even better is when the bombs end up on bad panels that are on side paths so nobody will want to land there and your hyper does basically nothing.

So for the downside of only being able to use Wins norma, you get a character that is one point better in DEF than Yuki and has a hyper that is somehow more situational than something like whatever the hell Tomomo has for a hyper. Why does this poor character have to get stuck with such an awful downside when she's barely any better than her fellow +2 ATK characters?

Star Breaker really has nothing going for her besides above average stats and that's a shame because she's such a cool character. I think the idea of a wins only character in a game full of star gatherers is good, but not in her current state. This character has needed a rework since the day she came out, but it never came. Safe to say, but I don't recommend getting this pack just for Star Breaker, she is truly awful.
Posted 2 April, 2025. Last edited 2 April, 2025.
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6 people found this review helpful
2.4 hrs on record
I've seen early access demos with more content than this ""full"" game.

You have been able to purchase this game in early access for almost a year at this point and the only thing that the devs have added are more characters. Having more playable characters is definitely not a bad thing, but it is a problem when you only get to use them for maybe 15-30 minutes and then you've already beaten the game. That is not an exaggeration, the game really is that short and there has been no effort in making runs last longer.

If you're thinking that the rogue-like aspects will make those runs more exciting, then think again. The items that you can find are mostly just boring stat boosts or situational abilities that don't really change how you play any of the characters. There's barely any interesting rooms either, you'll only encounter rooms with generic layouts and enemies that you will all see by the end of your second run, there's two shops run by Nitori or Koakuma that lets you buy the boring stat boost items, and eventually you will encounter rooms for each boss. Every run you will fight Meiling, Patchouli, Sakuya, and Remilia in that order and they will be the same fights every time you encounter them with nothing to help spice them up.

After defeating all the bosses, all you get is a cliffhanger ending where you open a chest and get Flandre as a reward and the credits roll. That's it, you've seen everything the game has to offer. Oh sure, you could play through the game with a different character, but it will be the same shallow experience you just went through just with some different abilities and starting stats.

To say this game is underwhelming would be the understatement of the century. I really wish this game had more to offer because it looks very appealing visually and I can see the potential in it. Unfortunately, considering the full release update is going to be the last one to include characters and the developers are already working on another Touhou game here on Steam, I doubt it will ever get the content it desperately needs. Because of how barebones it is and the lackluster updates it's received, I cannot recommend getting this game at all.
Posted 14 March, 2025. Last edited 14 March, 2025.
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2 people found this review helpful
0.0 hrs on record
This is the fifth DLC pack for this game and one that I feel pretty mixed on. We'll see why as I get into the characters.

Alte
Alte starts out as an unassuming character with a stat line of 5 HP 0 ATK -1 DEF +1 EVD and 5 REC. This is very similar to Hime from the base game, except for having 0 ATK rather than +1. This stat line is not very impressive to say the least and leads to Alte being both kinda easy to KO and lacking in attack power. She does have a few things to make up for this. For one, Alte actually gets two passive abilities to make use of. The first passive allows her to view a random battle card from the hand of her opponent when she is in battle. This can be pretty useful for deciding if she should play her own cards or not and it synergizes with the other passive she has.

Before we can talk about the next passive, we have to go over her hyper, Self-Destruct. Self-Destruct is an interesting card that can be played in battle. Rather than giving you some kind of boost to help with battles, Self-Destruct actually requires you to get KO'd in the battle you activate it for it to have any effect. If you do activate it successfully, the opponent will be KO'd and lose half their stars, Alte will not lose any stars or give any wins, and her second passive will activate. The second passive gives Alte a permanent +1 ATK for every successful Self-Destruct, up to a max of +3 ATK.

So despite having underwhelming stats, Alte has two pretty good passives and a very scary hyper. She seems pretty good overall right? Well, when things are going well for you, then yes, Alte can be pretty strong. Unfortunately, the games where things go off without a hitch are few and far between. One thing that is apparent is that Alte is very reliant on being able to get Self-Destruct to do anything noteworthy. It also doesn't help that Self-Destruct requires reaching Norma 3 before she can use it, leaving her vulnerable to being bullied early on in the game. So let's say you do get Self-Destruct and are at a high enough Norma level to use it. You still have to get into a battle where you have a realistic chance of being KO'd and a lot of the time that can be a pain.

The most annoying part about Alte is just how inconsistent they are because of how much you have to rely on RNG for the character to work. Unless you are at 1 HP, you are pretty much always subject to getting screwed by RNG whenever you use Self-Destruct. There were so many times where I was low on health and activated Self-Destruct only to roll high enough for defense or evade to survive. Other times I would battle somebody while I was at full health so I could lower my health to have a better chance of activating Self-Destruct only to get KO'd because they rolled high and my poor DEF stat made me roll too low to survive. That's just all the things you have to consider that could happen to maybe use Self-Destruct successfully ONCE.

Even if you do activate Self-Destruct, what now? Sure, you made someone lose half their stars and got an ATK boost, but that's not going to do anything to the other two players who are free to keep collecting stars since you still have to roll to revive before you can do anything else. Unless the person you blew up was noticeably ahead of everybody else, you haven't done anything to advance your own state in the game. It really sucks that Self-Destruct is so annoying to activate for so little immediate payout.

I really want to like Alte and their silly suicidal gameplay since it's so unique, but I just can't deal with how annoying she is to actually play as. I get that luck is a big part of the game, but having to constantly put so much faith into what both I and the opponent roll so that Alte can make an impact in the game will never stop being frustrating. I seriously can't recommend you get this character unless you REALLY like her gameplay.

Kyoko
Kyoko is a pretty extreme character stat wise. She has 5 HP -1 ATK +3 DEF -2 EVD and 5 REC. If there is one character you could call a "tank", it's Kyoko. Base +3 in a stat is a rare privilege only given to characters with special requirements to use them or characters that have a drawback to balance it and Kyoko falls into the latter. She cannot use the evade command whatsoever in battle. You probably weren't going to use it the majority of the time anyway with how bad it is, but it does mean that she is going to take at least 1 point of damage every time she battles.

To further aid in Kyoko's "tank" play style is her hyper, Crystal Barrier. Upon use, this hyper gives her 3 stacks of an effect that will automatically cancel any traps, battles, or drop panels at the cost of 1 stack and 1 HP. One nice thing about this hyper is that it's usable from the start of the game assuming you can pay the 20 star cost. This is a nice protection effect, but one of the main uses of it is to use the HP loss to KO yourself. The reason you would want to do this is that it will allow you to restore your HP after you revive and not lose your stars in a battle.

With that sky high DEF and a hyper that can let her take herself out, it can be pretty difficult to KO Kyoko a lot of the time. Thankfully, she does have a few weaknesses and one of them is the constant chip damage they will be forced to take from every battle. Because she can't evade at all, even -ATK characters will have no trouble constantly attacking her and whittling down her HP since Kyoko herself is not much of a threat in battle. The other noteworthy weakness is her lack of an ability to increase how quickly she gains stars. She can't usually KO anybody to make a comeback or gain stars, so if Kyoko does get KO'd in a game, it can be a struggle to get back into a winning position.

I would say that overall, Kyoko is definitely a strong character that is capable of surviving for a long time. She's not the most interesting character to play as, but she does one thing and does that thing really well. I can give her my recommendation even though she's not one of my favorites.

Conclusion
I hate to say it, but this is one of the first DLC packs I could say is worth skipping. Alte is just not very fun to play with how unreliable they are and while Kyoko is a pretty solid character in their own right, I find them more boring than anything. Don't let my opinion stop you if you think you can have fun with both of them. I wish I could give this a "mixed" recommendation instead, but I'll have to settle for a negative one.
Posted 24 February, 2025. Last edited 24 February, 2025.
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0.0 hrs on record
This is the fourth DLC pack released for the game and it's back to looking at characters again. Let's see what they have to offer.

Krilalaris
Krila has a statline consisting of 6 HP 0 ATK 0 DEF -1 EVD and 5 Rec, making her pretty average overall besides their above average HP stat. The main thing of interest with her is her hyper card, Plushie Master. When activated, this hyper will place 3-5 traps randomly on the board depending on how many panels it has. These "Dance Long-Eared Beasts" traps will damage whoever lands on it (except the person who used the hyper) for 2 damage, give them a -2 ATK debuff until the end of their next battle, and cause the trap setter to gain 1 HP. An interesting thing about the gained HP is that it can actually allow you to go over your max HP. If enough people land on her traps, it's entirely possible for Krila to reach double digit amounts of HP. This extra HP is not considered max HP so once you lose it, it's gone for good until you gain more through your hyper.

The main weakness of Krila in my opinion is actually her hyper. It is completely random where your traps will end up on the board and if you're unlucky they can end up in spots that are easily avoided. Her hyper also isn't very threatening on it's own. Sure, the traps do a variety of things when people land on them, but they also don't help earn you any stars or wins unless you're able to capitalize on it. It's also possible for people to land on your traps intentionally when they're low on HP since it gives them a chance to revive with full health without much of a drawback (they still suffer from -2 ATK and giving you HP)

Overall, despite her hyper not having the sheer power of something like Saki's Big Bang Bell, Krila manages to have a niche as a more chaotic trap setter that can be surprisingly difficult to take down sometimes. With her high starting HP and ability to gain more HP and reduce other units ATK, she can afford to get into battles more often, albeit you should still try to play smart and avoid taking unnecessary risks. I think Krila is a pretty decent character to use and I can recommend her if you find their play style fun.

Kae
If you just took a look at her stats out of context, Kae looks like one of the weakest characters in the game. With 4 HP 0 ATK -1 DEF +1 EVD and 4 REC, she is one of the squishiest characters in the game. Even characters with 0 ATK will have no problems taking her out with a good roll. Thankfully, Kae has a pretty strong passive to make up for this. Whenever she is in battle, her negative DEF will increase their ATK by the same amount. She also gets another -1 DEF whenever she's the attacker, meaning that without any other boosts, she will have +1 or +2 ATK.

This is already pretty nice, but it gets interesting when you use certain cards. For example, if you use "I'm On Fire" you will actually be getting +2 ATK since the normally detrimental -1 DEF is boosting your ATK also. By far the best way to increase your ATK is with Kae's hyper, Blazing. Every unit within a 2 panel radius including yourself will receive +1 ATK and -1 DEF for 3 chapters. Unlike a lot of cards, this hyper can actually stack it's effect and also restore the duration back to 3 chapters if you use more copies of Blazing before it runs out. This easily turns Kae into one of the deadliest characters in the game if she gets the drop on you. They are even able to hit the stat cap of +9 for ATK if they draw particularly well.

It's not all sunshine and rainbows though. Kae already starts out being easy to KO and it only gets easier as their DEF drops. If she gets attacked or fails to KO her target, there is a extremely high chance that she will be KO'd herself. Despite this flaw, she is undeniable very strong even today and one of the best choices for a battle heavy play style. Kae easily earns my biggest recommendation so far.

Conclusion
Out of all the character packs so far, this is one of my personal favorites. Krila and Kae are not only capable of performing well, they're also very fun to play. This pack earns my recommendation with flying colors.
Posted 23 February, 2025.
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