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3 people found this review helpful
45.1 hrs on record (23.6 hrs at review time)
Early Access Review
Cross Blitz is a breath of fresh air. From the art style to the fundamental gameplay this game delivers. For an early access game, this game has high value in terms of replayability with loads of cards, special abilities and keywords to mess around with. Here's a list of my personal pros and cons about the game so far.

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PROS
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- Enjoyable soundtrack : Diverse melodies can be heard throughout the campaign mode and some certified slappers are definitively banging during tense boss battles.

- High quality pixel art : The gorgeous art of the simplistic honeycombed-shaped world is visually entertaining while you battle through different environment. Cool card animations and SFX during the battles or deck-building.

- Balanced difficulty : The game ramps up pretty smoothly and there is a definitive wall you can hit when encountering boss battles or side quest mini-bosses, forcing you to overhaul your deck completely or make intelligent adjustments to progress.

- Synergy variety: There's is a lot of build variety to suit different playstyles or to counter certain mechanics, making it fun to theory craft decks. I played multiple deck archetypes for both characters and they were surprisingly all viable.

- Fundamentals : Cross Blitz is an easy game to pickup and understand, but pretty hard to master. There's a lot of intricate effects that can snowball into powerful synergies. On the flip-side there's also a lot going on sometimes on the board to keep up with everything.

- UI / Information : Cross Blitz does a decent job explaining keywords, displaying crucial information on screen for the player to anticipate or plan his next moves. The color contrast they use to display the vital information makes it easy to spot the data needed for decision making (In other words: You're not searching the screen for health, damage, abilities etc.)

Gameplay Loop : The goal is simple. Start with a basic deck and fight your way through harder enemies and gather rewards to get stronger along the way. Cross Blitz does a great job of keep the dopamine receptors juiced up with flashing trinkets, chest opening popups, cool card art and desirable Abilities. There's so much things to unlock you'll be playing and won't see time pass you by. Unfortunately the achievement section hasn't been implemented as of yet. ;_;

Campaign : For the time being there are 2 playable character campaigns divided in 3 chapters. They both felt very different and unique. Chasing after certain cards and fighting specific story-driven enemies was a fun experience.

Game mode: For the more plug-and-play type players there is also the Rogue-Lite mode where you can simply build a deck in a single run by playing the hearthstone arena style mode. Can't comment too much on it since I haven't played it yet, but from what I saw it has it's own meta-progression, unlocks, factions, upgrade systems and biomes all condense in a fast-pace casual experience.

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CONS
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Starter Decks : For the casual player or someone new to the deckbuilder genre, this game can be pretty hard to progress through with the starter deck considering it's straight up terrible. The game does a poor job of guiding you with helpful information on what synergies works or what your current deck lacks. The average jabroni will probably die on the second encounter and refund the game for being 'unforgiving'.

Travel : Although the cute animation is fun to watch when travelling in the world; backtracking 1 or 2 tiles back for a shop or crafting house is a bit tedious. When you're trying to build a deck or add some cards that are exclusives to these shops you realise they are scattered on different map tiles instead of being close together for easy access.

Relics : Some relics are absolutely busted, they make the game too easy. They unfortunately overshadow some less powerful but more fun builds you could be matching to those relics.

Dialog : That's more of a personal preference, but there's way too much dialog for what it brings to the table. I get that lore and personality to a story is what makes a games stand out but the dialog and 'choices' had very little to no impact on my game experience. It was more of a ''skiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiip'' or ''don't care'' type of thing for me. I enjoyed the sound effects associated with the character emotions during the conversations though!

Boss difficulty: The wall you hit when fighting a chapter boss. They have a very in-your-face obvious turn 1 advantage on you. They start with 2-4 creatures on the board, extra-mana, busted relics or stupid chain reaction effects that wipe your entire board in 1 turn. Sometimes my boss attempt felt unwinnable not due to my lack of skills (I got called David Blaine once) but lack of RNG (insane full board tempo turn 3, when I have one 1/2 card trying not to hit herself in the face on a roll for 2 dmg, kinda cringe).

Level Grid : The level grid is a bit lacking. It's fun to unlock powerful cards by carefully choosing your path but you end up having all of them way before the end of the chapters so your choice really doesn't matter in the long run. The system is interesting it's just quite well developed yet. More often then not I would of preferred to have another card or even a unique archetype relic instead of putting a point for 'Max Health'.

Deck building UI: When you're creating your deck the UI is a bit unorganised, you often find yourself clicking on the wrong button to go in certain sections. There is two separate buttons for editing and actually switching equipped decks. Overall a bit confusing to navigate. It could be all converged into more concise categories and have the player navigate in the menus way less.

Cards : Cards can be obtained through rewards, crafting or in the shop. When you navigate your card inventory to build a deck, there is no indicator of the cards you don't own and where to find them. So if you don't own the card even though you saw it once somewhere, it won't show up (greyed out or something) in your inventory. A lot of times I had to browse the shop or the crafting area and remember what could potentially be good or not in the deck i'm working on. You end up using materials or money on cards you're keeping on standby in-case you need them for a future deck.

Rarities : Pretty minor point, I couldn't differentiate the card rarities, pretty much assumed they were legendary or epic based on how many copies could be added in the deck. The classic colour coding would be an easy way to classify cards rarities quickly.

Battle Log : There's a card history displayed during a fight and specific information related to both your deck and your opponent's deck status. The problem is you can only see the card name. You cannot hover or see what card effect is if you didn't pay attention when is was played. You basically need to know the card by name, rendering the feature useless.


Overall for a 20$ early access game I give it a solid 9/10. It's a well-polished, intelligently thought-out deck building game. There's also plenty of content to play with, did not even delve into the new Rogue-lite game mode with it's own independent meta progression.

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Build a deck you like
Enjoy the game
Stop crying
Get good
Beat the game
And most importantly....



Stop leaving negative reviews because you have a fried Tik Tok zoomer brain.
Posted 1 December, 2023.
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4
3,844.2 hrs on record (3,805.0 hrs at review time)
Imagine you have a beautiful wife, a cute dog and a child to bear your legacy. You guys are living in a modest home on a perfectly sized property, slowly building a nice future for yourselves.

Then one day you realise your kid is being distant and seems avoidant during family activities. You try to find a solution by bringing change to your environment. One day, you wake up and contact a man wearing mask you saw that one time near the Life Coach Association office. You hire him for advice and he hands you a contract of 200k a year to f u c k your wife, add random s h i t on your dog and remove 1/2 of your backyard. You agree and sign at the bottom.

The next day, your kid has runaway from home, never to come back. Devastated you grab the newspaper and stumble upon a story of a mysterious man dressed as a fake life coach tricking people into using his services.

In shock, you slowly turn towards the masked man.
He slowly pulls off his mask to reveal a big puffy beard and whispers in your ear: ''You can call me David''
Posted 30 June, 2021. Last edited 30 November.
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