

EndCycle VS
12B3 · 2022 · Character Customization, Deckbuilding, Card Battler, Moddable, Action Roguelike
PC
Very Positive89% · 81
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About EndCycle VS
Build your deck, go online and prove you're the strongest! Battle against the oncoming Noise or prove yourself in online grid-battles with Rollback Netcode!!!
In EndCycle VS the world is standing on the brink of war! A rotating city, purple ice-deserts, mysterious worlds built with data… It is a wild world with new challenges every day. Two teenagers find themselves in the middle of the biggest conflict this world has ever faced.
Challenge others in local or online multiplayer - NOW WITH ROLLBACK NETCODE!
Play your way through dozens of hours of content with decks and strategies YOU'VE created!
Create a unique playstyle with thousands of custom attacks and over 20 unique characters!
Vanquish your foes throughout an increasingly challenging world,
choose different cards and evolve your hero as you uncover forbidden truths!
Create entirely new maps, characters and builds with the simple in-game creative center!
Let your creativity go wild with the easy-to-learn tools which let you create mods entirely without any code!
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
I was looking for a moddable card battler, what I got was a stress attack fighting game. Perhaps if it was turn based where the enemy only moves when you do I would like it, but there is just too much too keep track of at once, all the while, the timer is counting down. After I got introduced to spark and had to start learning combos while my vision goes away from the enemy, that was my quit moment1 found this helpful
EndCycle (EC) doesn't scratch the same itch as Mega Man Battle Network (MMBN). I have 2 major issues with this game. [h3]Combat/Cards[/h3] Both EC and MMBN use cards for actions. [b]EC:[/b] players can choose from 12 cards in real-time, but each has a cooldown period. This system lacks excitement due to the repetitive use of the same cards. [b]MMBN:[/b] around 5 cards are randomly drawn from a deck of 30 at the start of a battle and at timed intervals. That introduces a luck factor which invokes a feel-good monkey-brain response. Overpowered cards can also exist because of low draw chances and also invokes the same response. During the card selection process, combat is paused and up to 5 cards can be selected as long as they share the same name or letter code. This allows time for newcomers to learn each card's function and for veterans to strategize. [h3]Enemy Design[/h3] [b]EC:[/b] enemy design is hectic. Enemies don't have clear telegraphs for their actions. It seems like they simply move and use cards in a mostly random fashion making it difficult to devise strategies. That type of enemy behavior would only be available in the mid-to-late game for only a few enemies in MM…1 found this helpful
A heavily thought out battle network style game, regardless of the confusing ui and menu's. Uses an unique setup for its chip library in battle, that allows for strategic depth. Has a more party mode feel with all the modes for multiplayer and otherwise. Try it out if you like the rare genre, better with a friend.
I love Megaman Battle Network and this game helps scratch that itch for more.
I will see you in this before I see you in a modern fighting game ever again.
I haven't gotten very far into this because it feels very clunky and grating; The game doesn't seem to know how to pace itself and feels very stop-and-go (and on top of that, you can interrupt the UI flow at the end of a campaign -- oops!). For something that seems MMBN-inspired, they opted for flashes rather than arrows or other indicators for "look here" tutorial prompts. Actually, there's a lot of screen flashes in general and can't be disabled (not counting the in-battle ones, those can be turned off). (The text needs some editing, too, but that feels a nitpick compared to the rest.)
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