Super Bullet Break

Not Recommended

I love anime girls. I love the presentation of this game. But man, this game...

It's a roguelike deckbuilder, same as Monster Train or Slay the Spire, themed as though there are about a half dozen gacha games of anime girls all crashing into each other, so you can play your romance game class president next to the mecha cyber soldier falcon birdgirl, but there are a few specific differences that really shake up the genre conventions so much that you cannot play it like the previously named games.

Each time you play a card, you get a free draw. You have no limit to the cards you can play each turn, except each card has a certain time cost and once the time meter is full, the enemy gets to go. Each enemy stakes a different place on the time meter depending on the attack they are choosing to do. Every time the enemy gets to go, you can draw your hand back up to max for free and repeat the cycle. This system is elegant and allows you a few interesting decisions as to when to "overrun" in cost or when to play cheaper cards to try to cram as much as you can into your turn.

Unfortunately, this is the only decision you make. Since your deck churns so fast, without any serious cost, taking mediocre cards won't hurt you that much. In fact, it's often your only choice. You need something to replace those starter cards, so you are often just packing your deck with whatever you can. You have practically zero tools in deciding what you are likely to add to your deck, and since your deck caps at 30 and card 31 comes with a free delete, there is absolutely zero incentive to be picky. Several "game" related cards have synergistic engines but you will never, EVER get a deck that can run those outside of the themed starter deck given to your when you run that game's world. Worse, it is extremely difficult to put together a deck that can keep your health up in a fight. In even the first fight in each world you stand a good chance of losing an absurd amount of health for minimal gain. I have won way more often than I've lost, but never once have I felt like I had anything but a cursed run that somehow ended up barely staying ahead. You have no decisions to make other than minimizing fights and scrambling for cards every other way you can. You cannot build for synergy. Apart from a really charming presentation there is just absolutely nothing to this game, even if you do your best to meet it half way and play it as it demands rather than as Slay the Spire demanded.

I really, really don't want to thumb this game down, but I have to. It just is not worth your time. Go play Monster Train while playing Azur Lane on your phone (Or Azur Lane Crosswave on a second monitor) and you'll have a better time.