- November 15, 2017
- Heart Shaped Games LLC
Brave Hand
Platforms
About
Brave Hand is a single-player card game that combines the simplicity of classic card games with the strategy of collectible card games. Players uncover a long-forgotten game on a mysterious island, unfolding the story of the Wanderer and the Guardian through 16 hand-painted themes. With roots in solitaire, Brave Hand enhances the play style by introducing more competition, tension, and strategic decision-making.




- The game offers a fun and addictive experience, perfect for short play sessions.
- It features nice graphics and a creative concept that appeals to fans of solitaire-style games.
- The low price point makes it an accessible option for casual gamers looking for mindless fun.
- The gameplay heavily relies on luck, which can lead to frustrating experiences and a lack of meaningful decisions.
- The port from mobile to PC is poorly executed, with issues like awkward screen resolution and a lack of essential features.
- The game lacks depth and can feel shallow, with limited replayability and a scoring system that encourages randomness over skill.
- story6 mentions Positive Neutral Negative
The game's story is perceived as minimal and disjointed, with players expressing frustration over its lack of coherence and the random collection of story elements rather than a chronological progression. While some appreciate the thematic depth, many feel that the gameplay mechanics, such as the points system and unlocking story bits through a cumbersome menu, detract from the narrative experience. Overall, the story's impact is undermined by its execution and integration into the gameplay.
“Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today.”
“Story pages unlock the rest of the game modes too.”
“I'm not going to talk about the story because it's hardly there and I did not understand why you are collecting it randomly and not chronologically.”
“If this game is meant to be story-centric and moody, why not something minimal like getting rid of the points system and just unlocking new story after defeating a certain number of enemies?”
“[b]Online leaderboards[/b] are available for every mode and money can be used in the [b]collection[/b] menu (referred to as the 'treasure room' in the how to play section for some reason) to [b]unlock alternate themes and story bits[/b] with way too many clicks.”