Missile Cards reviews

Translated by
Microsoft from Deutsch
"Missile Crads" is a small, well thought-out game that I enjoy a lot. It is based on Maps & is turn-based. One has a Base with Outbuildings located at the bottom Above is a "Timeline"-each of the Divisions corresponds to a Round. The threat (Eg Comets), defensive & Offensive Cards now run round by Round from left to right in the lower Row of cards. Above the lower Row of cards is another Row in which one Can use defensive & offensive cards per train, etc. Moving from below into the top Row can activate it. Now they need to recharge (this can take anywhere from one to several Rounds). You can't influence The Threat maps ... These activate even when they arrive at the right edge of the bottom Row, so the Eg a Comet appears in the "Timeline" above. Granted that sounds very complicated ... But it is not at all. The Shot down threats leave "Credits" that you can collect with a specific Card. Between the Games you can buy Special Cards, which you can then equip in one of three Special Card Slots (of which, however, you have to unlock two Pieces with Credits). Also, it is later apparently still possible to have its Base up-to-grade ... Eg with Shield or more HP ... However, I have not yet reached that point. In any Case, I can fully recommend the Game for retro game & grob pixel friends:) Hope this Review benefits one or The Other. Have Fun & Thank you for Reading.
Read more...
Translated by
Microsoft from French
We will probably say that I am an old grumper to give a negative opinion on a game with so many positive opinions but I have not found my account. The concept is quite simple, you have "cards" in a deck of 4 kinds: weapons, batteries, debris scavecters and dangers. Each turn a card is drawn, and everything scrolls like a treadmill. The map to the extreme right returns in the deck if it belongs to one of the first 3 types or takes place on the ground if it is a danger. Each round you have the right to an action: prepare a card, activate a card, throw a card, activate the special power of the base or pass, the uses of batteries are free. Now the concern of the game is that it lacks interest because of small details but that accumulate. First of all, there is an AP system that is totally useless since at more than 95% of the time we do not even look at it. In just over 1h30 of play, there were only 2 times when I lacked AP (at the beginning of the game). Then, as the loading times are 2 rounds for the sources to 1 damage and 3 rounds for everything else the batteries are almost useless. I also regret that almost all of the deck is imposed, only 3 cards out of 8 can be added after unlocking. It should be noted that the release of new zones is done by accomplishing missions, in fact, the first 3 parts that I played were exactly the same (except for the random order of the cards). If the feeling of urgency and choice is present, one quickly realizes however that one will always apply the same strategy: maximize the number of activated weapons, go to the most just for correspondence value of danger <=> value of the weapon and when choosing multiple start with the rightmost map. Finally, there is no check on the order in which the cards appear and sometimes it will be such that you can not win whatever your choices, which is very bad in terms of game design. In the end, with some gameplay changes at the AP gauge, differentiating the 4 different weapon slots, modifying the batteries and especially proposing only soluble decks the game would have been very nice and I probably would have taken fun to unlock all the content and finish it.
Read more...