Clonizer – Cute small-scoped rougelite deckbuilder

  • DEVELOPER: Juicy Plume
  • PUBLISHER: Rogue Duck Interactive LLC
  • PLATFORMS: PC
  • GENRE: Rougelike / Deckbuilder
  • RELEASE DATE: April 14, 2025
  • STARTING PRICE: 14,79€
  • REVIEWED VERSION: PC

Clonizer is a singleplayer roguelite deckbuilder with turn-based hex-grid tactical combat, where you play as a Clonizer Corporation recruit, manage clones to explore procedurally generated planets, outsmart aliens, and complete missions. This game has high replay value with multiple factions and deck options, however, it can become stale rather quickly because the planets always feel the same and it really takes some time to figure out optional decks.

Is deckbuilding good enough?

The main goal is to reach the final boss. Along the way, you’ll collect coins, complete objectives and missions on each planet, like surviving waves, reaching portals, or collecting blobs, visit the shop to acquire new cards, and defeat enemies. Each planet features unique tiles, for example, one can provide cover from ranged attacks or protect you from heatwaves. You’ll also encounter diverse alien types, including frogs, aliens in spacesuits, ranged attackers, and more.

“Clonizer has three types of cards, offering plenty of room for experimentation.”

There are three features I really like about the game. Firstly, the simple drag-and-drop movement for your recruits and easy card usage – everything is clearly explained, so you never have to second-guess your actions. Secondly, the game offers a wide array of unique trinkets in common, rare, and epic rarities, providing numerous special bonuses. For example, you might gain an extra energy if you don’t spawn a unit during a turn. Thirdly, you can construct 17 different buildings on each planet, offering benefits like increased hull points or reduces cost for equipment. Plus, the game consistently rewards you: the more you play, the more stuff you unlock, making each playthrough feel progressive.

Clonizer has three types of cards, offering plenty of room for experimentation. The roguelite progression feels open-ended as most elements are randomly generated. However, you can make things easier by reaching satellites that reveal what awaits you in the galaxy, allowing for better planning. Unfortunately, the overall progression isn’t very satisfying. While recruits are the most crucial part of the game, I often found myself receiving everything but recruits. I really wish the game offered more flexibility. Also, the game rewards you so generously that it’s easy to clog your deck with too many cards if you’re not mindful.

Mix of satisfying and frustrating elements

Beyond managing your progression and card builds, the game heavily emphasizes turn-based combat against aliens. You can explore seven planets, but unfortunately, they largely feel similar as mentioned before, with only minor differences in enemies, aesthetic and unique tiles. In fact, you’re almost forced to utilize these unique tiles, as winning without them is much more difficult.

While I appreciate how the game constantly challenges you to strategize, for instance, an enemy spaceship will frequently attack your space pod, this can also be a major drawback. With multiple enemies spawning close by, and the need to protect your pod by multiplying your hull points, situations can quickly get messy, especially during boss fights. It works well enough, but it’s not as satisfying as it could be.

“The game heavily emphasizes turn-based combat against aliens.”

Missions feel overly repetitive, which is the main reason the game gets boring. Why do I have to keep surviving the same waves of enemies? While the difficulty is generally good, I don’t understand why some planets are so extreme. For instance, Planet Stinkury’s exploding bugs make life much harder, and Planet Rumbelia’s Tumblegrubs have huge HP and are only easily defeated if they “dance”, forcing you onto specific tiles. It’s these frustrating little things that sometimes annoy you, yet you always manage to beat the level somehow.

Affordable, fun, and replayable

To wrap up, each run lasts about an hour, and planet levels have a definite end, so you won’t get stuck in an infinite loop. The game offers just the right amount of challenge and incentive to keep you going. However, it can feel a bit samey after a while, not repetitive, but lacking proper variety.

For anyone seeking a fun roguelike deckbuilder, this is a solid recommendation. Its cute and cartoonish graphics are definitely a plus. This small-scoped game successfully invites you to keep playing, and Rogue Duck clearly has a knack for these types of games. I pthink the synergetic decks are a key reason; almost any card fits into any deck, so you’re not forced into one specific strategy. However, as noted earlier, finding your optimal build can take some time.

Pros Cons
Solid synergies between cards. Repetitive missions.
Beautiful visuals and graphics. Progression is not well-developed.
Great replayability. Some planets are extreme.
Easy to learn and play.
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