On the surface, Card Guardians looks like a game that I would enjoy. Pirate Outlaws, Meteorfall, Dawncaster, and Slay the Spire are all games I love. From it’s description on the store page, I downloaded Card Guardians thinking it was similar — well, it’s not. To clarify, the card battling is comparable to the titles I mentioned above. You draw a hand, you have a resource that dictates how many cards you can play, and the goal is to limit how much damage you take all while defeating enemy encounters. Between combat you open packs of cards, adding some potential upgrades to your starter deck. This is the smokescreen and where the similarities end. The entire structure of the game loop is uprooted by the “behind the scenes,” gatcha-manic micromanagement that is the equipment system. Can’t win a fight? It’s probably not your deck, your equipment just isn’t up to par. Want better stats or a more synergistic load-out? Roll for it. I could see how the progression of an RPG could be incorporated into a card battler, but Card Guardians just isn’t it. If you do not mind the myriad of in-app purchase notifications and how they effect the card play, then there is still a pretty game with lots to see and do. If you are looking for an experience that respects your skill over your luck, look elsewhere.
Hi, thanks so much for your feedback! We really appreciate you taking the time to share your thoughts. Our goal with Card Guardians is to create a casual blend of card battler, RPG, and roguelite elements, offering a fun experience for all types of players. We’re always working on improving the game, and we’re constantly listening to player feedback to make it as enjoyable as possible. Thanks for being part of the adventure, and we hope you can one day return and have a better experience with us!