I actually really enjoyed the first CastleWars single player. This version is far, far too dependent on luck. The Hard campaign cripples you, and essentially you have to get the right draws while the computer gets poor ones. The minimum of 75 cards (with the corresponding maximum of 5 of each) makes it impossible to get a ratio which would tip the odds in your favor, or at least even things out.
I agree Card Info should be present on mouse over (maybe after a two or three second delay), and leaving a multiplayer game should count as a loss for the one who leaves, or at least a win for the person staying.
Card games are very difficult to make and balance, and AI isn't as easy as it may seem. Castle Wars 2 could be much better, and I encourage the author to address these issues. With additional cards and less reliance on randomness, this could be a deep, fun game.
The difficulty ramps up too quickly, and it should be possible to control it either all with the mouse or all with the keyboard, but as it is, you have to switch back and forth.
It's an interesting concept, but needs some refinement.
I would love a clearer explanation of the statistics. What is energy? What does it effect? What good do collectors do? Building more of them does not seem to increase my energy level. What do collection and depletion mean? What in the world is starvation?
Perhaps it's a quirk of Kongregate, but certainly when you get a badge that limits the number of tries, you need a reset button. Besides that, the unlimited distance mode seems like a good idea (or even perhaps an extension of the space program to shoot for other planets?). I'd also like to have a volume control.
It's a fun little game, though, and done with a sense of humor.
Personally I prefer the second entry in this series. While the new graphics are impressive, they don't add anything to the fun, and the smaller playing field detracts from the game. I have more difficulty telling the planes apart than in i2tank.
It seems like Jade Figurine should damage the drainer, even if the drainer doesn't actually gain any life. That is, if Marquis is full of life and uses a Vampiric Touch against a character with the Jade Figurine, Marquis should still take damage.
I tend to think that Tafari's innate works well within the balance of the game. Bleeding ritual doesn't seem too far off -- maybe a one turn reduction -- Ambrosia needs something, after all.
On the single player AI... Yoshiro shouldn't cast chi reflect if his opponent doesn't have light attacks. Tafari shouldn't try to intercept. Characters with only short range attacks (e.g. Ashi) shouldn't sit at long range if I have long range attacks. Even if I don't have long range attacks, short range characters should close if they have the energy for a move + an attack, or should know to switch.
The single-player is going to get used a lot, I think. The AI should be some sort of challenge.
Overall, I'm enjoying the game so far. I've played a lot of single-player, and I do feel like the AI needs work. This ranges from simple things (like Tafari shouldn't try to intercept) to complex (a character with only close attacks should try to close in). I'd love to know how specific the AI can get -- that is, does it have to use the same logic for every card or does it work per card? Is it aware of the other cards the player has available? Info like that would be helpful for making intelligent suggestions.
PS I agree that we should be able to change our starter cards
Generally a fun idea which has some flaws in execution. First, the issues of moving your "hand" out of the game area are frustrating -- perhaps moving the hand out should automatically release the thing held, since that's usually what I'm trying to do. Second, the spells seem to me to be really uneven in usefulness. The "secret" good side ability is really weak, at least at the first level of investment, whereas euthanasia is awesome. I can't figure out how the time freeze is supposed to help, since I can't seem to interact with the villagers while time is frozen. Third, money comes too slowly. There's nothing wrong with the game being hard, but monotony isn't fun, and variety comes with using your different abilities to their fullest effect. With more money, I have more options than simply throwing the villagers into the ground, as I have more spells. Finally, I don't mind the ads. All these games are free, and if a short ad is what it takes, that works for me.
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