in the tutorial it gave me the option of control via mouse. Then I lost because I was trying to use the mouse after it switched to arrow keys only in the game. Other than that being unclear though, it was an interesting analysis of game making.
I came back when I saw there was an update but I regret it. Wizard in particular is now bad since her only attack is card RNG, so after a couple runs she gets wrecked early because I often have to wait well into amplify turns to get enough pairs, even when upgrading sleeves or card draw. Her runs are completely dependent on an early shop with something good to supplement. I understand why amplify is there, but its a weak solution to a problem and poorly implemented at that. Maybe 5% starting at 21, but not 10% at 11. That just kills strategies like curse, poison, or specific card combos that take time. Poorly done
So a quality of life improvement: Sort kongpanions by shiny/non-shiny, or at least give an indication of the difference, otherwise I have to go to my kong account page and figure out which of my 160 are shiny. Sorta important since they have different stats.
Oooo.. new game-> click-> frozenshard games logo pops up... aren't they the guys who keep putting out reskins of the same game?-> fully loads... yep same game they've put out before just reskinned with some minor changes. I'm disappointed. Developers really need to actually put some work into developing NEW games, not reskins. But seriously, put out something new... before long I'm gonna see the frozenshard logo on a "new" game and not even give it a try.
I have to restart often as the game freezes often. It seems to happen most often right after I try to evolve a tower, so now I'm trying to avoid evolving towers.
game bugged trying to come in from outside... got stuck waiting on the horse long after I had already completed that quest. Also on wider map exits if you click elsewhere on the x axis the character will move on the x axis before y thus causing you to hit an exit square and exit the area rather than continue moving to your intended destination. It gets quite annoying when this happens.
Ugh, I was fixing a problem a few people had with the horse... ended up creating a problem for those that have already dealt with the horse. Well, it should be OK now, please try again. About the movement: the pathfinding is unfortunately an inherent function of RPGMaker. I could probably check for the direction the player is facing in every instance of map transfer on wider exits. I'll try fixing it asap. Thanks for your post.
I unlock the gloop slug, use it for one lvl and then the next its replaced by organs? no more gloop slug. That's frustrating when the unlocks don't all work properly.
That's a mistake! Every unlock is supposed to be available for all later levels. Goop Slug was accidentally disabled in one level - I'll fix it in a small patch.
I really liked it but the variety quickly ran out and it became less puzzle and more procedural by the end. It could have used an extra tool to make me think more but it was still fun.
this needs more difficulty. At stage 26 I quit because its exactly the same as the last 15 stages. I'm running through barely paying attention using the free rifle not even one of the costly weapons. Its too easy to get fully upgraded. I'd like it if it upgraded every other level while maintaining or even increasing the current difficulty progression.
the idol that slows time threw me off so badly when I first got it. It screwed with the timings which I had spent time getting down. I did horrible in the next few battles. Instead of hitting 5s and 6s on damage I always hit 0s and was mentally kicking myself.
There really needs to be a camp upgrade to decrease the reshuffle time when there are no possible moves. Its killer on timed levels or when enemies through out blocks to inhibit moves.
twice now I've played the second lvl only to finish but it won't complete, my guy just sits there firing bullets at nothing. Glitchy, unpolished, an uncreative.
I like a lot of the concepts behind this game, but I think the execution on the career is way off. A lot of the objectives are very specific and don't require a win. So rather than win, I just build a deck to dump every card I can or summon as often as possible rather than build one to try and win, which turns the career into something grindy rather than tactical. Worse is that the decks you face are random and sometimes are counter to the objective. Need to dump cards? Try facing a deck where every enemy prohibits it.
Once you get to chapter 4 it requires some luck draws from packs. If you don't get them you're stuck. And once you're stuck there is no way to grind to get out of the hole. You have to hope the daily challenge is doable and you do well in league, though those rewards take a long time to come in and aren't nearly enough.
After a few games each week after resetting to 0 points, I end up facing the same 3 people in ranked games. Its repetitive and boring facing the same decks. Often back to back to back.
Can I ask which browser you're using? Thanks for the feedback!