"Thank you for playing"
Thank you for making that awesome game, guys. I cried a bit :'3
I'd definitely put it on the same level than other heavyweights like the first Fallout when it comes to storytelling, characters, world building...
As a side note, I really loved putting the pieces of the first story together, and would have loved to do the same with the second one. It was also more puzzle-oriented and less of a story.
Probably the best game I played here.
I really like the promotion system. Between instant healing, long-term planning, the associated skills like Incendiary, weirder cards who auto-level or need to reach a certain level to change or get into the action, and how it's used to balance early game vs late game power of cards; it's a really interesting mechanic.
(4/4)Finally, I’m happy to let you know we are going to review level 90 to make it easier or more “playable”.
Again, thank you very much for your time and suggestions, we really really appreciate it.
Cheers
Last bit (that 1k characters limit...) while I'm ranting: I'm thinking about the game's reward model (not even talking about real currençy) and something struck me: I probably earned just as much by clicking my daily rewards than by playing the game a good 2 hours/day in a week. Considering that I have to get 5 copies of a lot of cards to upgrade them (plus tons of gold), and from what I can see for now the difficult mode of the campaign only rewards 5 gold/mission... I pretty much have no hope of competing with someone who's playing since a couple years and has 100+ general packs of daily rewards (not even counting the gold). I do understand that the grind-based nature and daily rewards are what keeps some people playing and daily activity on the game, but it's also a deterrent in other ways.
(note that I'm NOT complaining that the daily rewards are too generous, it's more the balance that I'm questionning)
(3/4)This is always a tricky subject since no matter what, new players will always have trouble reaching really old players (it also makes sense though). Nevertheless, we always keep adding new cards from new Editions (where at this point everybody has the same chances to get them), lower the craft costs of previous editions and hence we get a smaller gap, even though it will always be there.
Some suggestions I'd have:
1/give a short description of the mission. Some mission decks were a bit specialized and made me adapt my deck, but it was mostly a matter of going in with 4 incendiary cards, getting my ass kicked by 10 tanks, and coming back right after. If the game told you "Careful sergeant, a massive russian infantry wave is coming!", the player wouldn't have to try and fail once to be able to play the mission in good conditions, and you could make harsher and more specialized/powerful decks as a result.
2/You could try to make side missions requiring even more tinkering and out-of-the-box deck building. Not necessary to keep going forward because they might require a bit of time and effort to figure out. The difficult mode is already a good step with its modifiers. I know what I'm getting in and it requires some deck building to get through.
Random ideas that aren't necessarily good for those side missions: "no more than 1 unit on the field" or "Start at 1 hp".
(2/4)Regarding the game rewards, we believe the current amount of gold earned on PvP is fair and weekly gold for platoons as well, we’d like to increased the rewards on Hard missions to be at the same time/gold level than PvP though.
If you're asking... The biggest example I met for now is mission 90. 9 turns, not allowed to kill the opponent, have to destroy 4 of each type of unit.
Missions where you have to destroy units without killing the opponents don't make much sense to me, but ok, they're generally doable. If you consistently wreck the opponent's board, he's bound to play enough units. But Mission 90 was just nasty and frustrating. Nothing forces the AI to actually play the variety of units you're supposed to kill, and it did play a frustrating amount of games dropping 10 tanks and 3 planes, or the opposite. There's very little influence you have over the final results. Sure, you can maximize your chances, but the random factor is huge here. I don't think the "destroy unit of different types" victory condition is so bad in itself, but in almost every cases you can bypass it by building and playing appropriately. Not with the "no kill" condition.
(1/4)Hi Clebardman, thanks for such a detailed comment. To go through your statements one by one: We liked the idea of a detailed level description, we will add one to these kind of levels. Regarding the difficulty options such as starting with less HP etc, we do similar things on hard/master, something that we can definitely try on new levels in the future.
A good example of what I mean is the missions where you need to kill x enemies and avoid destroying your opponent. First, the computer really often barely plays enough enemies for me to complete the objective (in a very obvious attempt at making me buy another couple turns). But worse... why is the opponent even playing with those rules? Shouldn't he just sit there and auto-win the fight? The only reason why those missions are doable is because the AI is just randomly playing stuff with no goal or reason. Really frustrating and surrealist.
maaaaan where do I start. I really wanna like this game, but it suffers from the same major problems than most online CCG. Super heavily grind-based, power creep looks very strong, the campaign is really slow and more about padding than providing interesting fights. Special mention to the poorly designed mission deck. I guess it's supposed to be a challenge, but it isn't really challenging when victory depends on drawing the only brutality card in your game. It's just frustrating and boring.
Hi Clebardman, we always take players opinion very seriously so we will review right away any level you think is boring. We have been trying to get rid or significantly improve the "play or kill 'x' enemies" levels to make them funnier to play, we would appreciate if you could give us the info about those when you have the time.
There quite a few bugs like slots becoming randomly "linked" color-wise, and I even managed to make a unit disappear from my 4 slots, leaving me with ony 1,2 and 4 ^^'. Overall it's a great game, but it's pretty hard to maintain a visual/tactical cohesion in your army. Most of the time you end up using the strongest body and/or head you have on al your bots (Odin body really outshines all the cores you get until at least mission 10 for example).
Looks like someone played a lot of C&C Tiberian Sun (music, graphsms) and Earth (piping) ;). My only complain is that piping slows the game a lot in the current state. It could be solved in differnt ways : being able to rotate buildings (but that may involve a lot of work), being able to connect from any side of the green or white square (basically the same with 0 work involved, I love this one), less expensive piping, water pump/metal extractor area increased by 1 or water/metal amount increased (not forced to rethink your system every minute). Overall, 5/5
Skeletons are really weak. The first haunted house you build is really a joke, 120 gold for 2 skeletons. One may think the point of those is to stack at least 2 cursed graveyards and 4 or 5 houses, but for some (unnown)reason the haunted houses cost ramps up a lot faster than other towers. I found that building haunted houses was a waste of gold since they're weaker than the other towers early, and really expensive once you got a good setup.
anti-air turrets are excellent if you place them in front of your towers and UPGRADE them. It brings them to 500hp, enough to tank most waves and the third upgrade is automatic after that.
it has already been said on the forum, but this game needs inventory improvements. there's a lot of items, but many are almost same (+2 armor or energy wont make a big difference), and there's no way to compare them. the "woosh" sound when your fleet move is really annoying, but the music is great. only one track and it's short, but great :p
Some suggestions :
To help with lag, ,missiles could be fired in group of 4 and the delay between two halved. (or 6 and 75% of delay).
Heavy cannons could use a 25% penetration chance against missiles (so 75% with the upgrade), shooting a missile with it is terribly frustrating (especially with the left/right cannon thing and the lethargic RoF). A RoF increase could be nice too (it's really slow atm)
Hunters are my favorite enemies, but three different kinds is too much. Regular and stealth seems enough for me.
The bullet-time upgrade is useless ^^'. Just replace it, maybe some RoF upgrade for machinegun and anti-missile turret
And i second averminya for a cursor replacement.
(4/4)Finally, I’m happy to let you know we are going to review level 90 to make it easier or more “playable”. Again, thank you very much for your time and suggestions, we really really appreciate it. Cheers