There’s very little that is grand about Grand Guilds, as I think the project was just a bit too ambitious for the developer. There’s too much to not like about the deck-building systems for the combat to be fun, and there’s not enough variety in the combat to make up for the inadequate systems. The game fails to capture what it is to be a tactical RPG, and while it’s always nice to try new things, it’s essential to stay true to the fundamentals of the genre.
SummaryStory-driven, tactical RPG with unique card combat mechanics. Follow the adventures of Eliza and her crew as they struggle to prevent an impending war.