There really needs to be a few filters to the evolution screen to show which monsters I have the materials for and which monsters are fusion material. Right now I'm stuck hoarding monsters and plodding through the process of evolution and fusion haphazardly. It's a huge waste of time, really.
Really liking this game so far. A couple suggestions, though:
1) It would be nice if we could draw our hand on our opponent's turn so players can consider possibilities while waiting. It'd make PVP run a lot smoother.
2) As other commenters have suggested, flavor text would be awesome. It'd be nice to get a little more insight into the historical/legendary basis for the units.
But otherwise I look forward to playing this for quite some time!
I think the biggest think holding this game back is the lack of PvE content, which keeps people from sticking around long or engaging in multiplayer. I think simply allowing people to replay campaign levels with reduced rewards would go a long way. Maybe embed some other achievements in it.
Love how well-made the beginning is. Non-obtrusive bits of tutorial that still expect you to make decisions on your own. I wish more games started out like this instead of treating all players as if they were 4.
I actually found the game to be a very good difficulty, and I didn't find myself grinding at all. In fact, after clearing normal mode 100%, I was able to just barrel through hard mode with little effort, skipping every other level. In any game, the skill level of the player is going to affect their experience, so some will find it too hard, others to easy. But the mechanics of the game itself in no way DEMAND grinding, but still allow you to replay levels for xp/gold if you're stuck. I can't possibly think of how'd they'd make the game less grindy, so all of these comments are really confusing me.
This game is way too frustrating. I LOVE this genre, yet I am too agonized to continue after giving it multiple tries.
1) There is no excuse for those puzzle levels. Putting an element of "luck" in the game, but NOBODY likes puzzles without a solution. This is not even a difficult thing to fix.
2) The skill tree is incomprehensible. Why is that when I get a 2nd "summoner" square the cost goes down, but not when I get a 2nd "treatment" square? The text only lists the ability name for both. Again, an easy fix that I assumed would be patched soon after release.
3) Telling us to avoid high lvl monsters then hiding free gold on their squares is not an Easter egg or clever ruse; it's a lie.
This had the potential to be one of my favorite games on Kong, but the execution is just too poor.
Seeing these games come back through badge of the day really does show how far along flash games have come just in the last few years. This was one of Kong's most popular games when it came out, but now it's getting berated in most all of the new comments since it doesn't have features that weren't even realistically possible back then.
What? Daily Quests? Why? Why would you do that? I CHERISHED the fact that this was a top-notch CCG that didn't employ lab rat addiction tactics like daily quests or energy systems. The game drew me in almost every day because it's a good game, not because of some carrot on a stick.
The character design of this game is amazing, and the gameplay is continually interesting, once you get the hang of it. If we could just get a little more incentive for free players to stick with it and maybe simplify the wording on some cards (ie saying -1atk/card attached to defendant instead of long strings of text) then this game would blow up fantastically well.
Whoa. This game has just been made super-easy. I'm using the new default stats for vampire and am just barreling through the layers, compared to the original. I actually really liked how short the old rounds were, which forced you to make difficult decisions about which enemies to attack and doors to pay for. Now that difficulty seems almost gone. Seems a shame that yet another game has let its refreshing learning curve be yanked to something more typical bc the most vocal players don't like dying or actually thinking about what they click. Entire choice elements like only being able to carry 3 spells at a time are now completely gone. Maybe the vamp build just needs nerfing, but I'm becoming quickly convinced that this game was turned into another grind-fest.
The tutorial is insanely restrictive and condescending. I've all these skill points to add and things to equip but I'm tied so tight to the path set out for me I can't utilize any of it. This wouldn't be so big a deal if it weren't so long and didn't have to explain every tiny detail of the game. I think I can figure out by myself that you attack monsters by clicking the shiny red "attack" button, thanks.
I get how in the early days of this game they installed the turn system to regulate play time since server space was limited, but now that they've taken the turn regeneration time all the way down to 5 minutes/turn, why bother? I'd actually prefer if they upped it back to fifteen than kept it at that rate.