Not a fan of idle game, but I kind of enjoy watching them fight. My favorite move is when my dual wielder stab his opponent's face; I always shout 'poke his eyes!' in my head. XD
Only when I started to design games did I realize how amazing the game is being simple enough to script an AI and involving enough to get players hooked!
It is kind of sad to see how games almost a decade ago has more novelty and originality than games these days, which are replication of one another with better or worse graphics and perhaps cracked-up maths too. Misses those days when games were about putting your personal ideas into being and sharing them with the world.
I think there should be some way to facilitate PvP matching, like allowing players to play against the AI while in the PvP queue and pausing the match when the PvP is ready.
This has always been on my mind: Does anyone suspect there is a learning system behind this game? I mean, for example, when you create a new deck much too often you first beat a few AIs and then it keeps putting you against opponents that your deck is weak against or persistently deny you of some cards in each game as if it is studying your deck. o_o
Has been playing since like antiquity. I simply don't see the justification for amplify. If a player chooses a strategy that takes their time, it is their freedom. There are many better work-arounds to balance defensive builds such as specific monsters (Enflame, 'cannot be blocked', Hexers, Stealers etc.) or even a shield limit. The current way is probably next to the worst by introducing a new (damage) infinity to tackle an old one and favoring some (aggressive) strategies while trying to make one less favored. I also can't agree with the new Curse system. While Curses are indeed OP at points, the new system makes the haves and have-nots differ by too much. Two turns and those with Curse Mastery are doing twice the damage EACH TURN. It is less of a problem if players can actively search for the skill, but that is not so. Nonetheless, I really appreciate some of the new updates and the constant hard-work. Keep it up!
I think shops should have more equipment and selling them basing on game progress. Less demanding and cheaper ones more often at first; powerful ones more so later. For example Black Dagger - Black Axe - Pointy Axe - Uniform Warhammer - Orderly Halberd etc.
...Tooltips are clear overall, but facts such as enemies always attempts moves from the left should be pointed out as well.
Gems are not too useful and flea markets sell them too often.
Many of the consumables are worth it, or perhaps too good?
-> The best game on Kongregate for years.
PS: The giant Octopus is actually a squid.
...Wizard is great. The three items work together very well. I won on first try carrying them to the end. Grab an armour in case you Reveal a certain doom. Curse also works miracles with Bag of Tricks.
Some enemies pose near-zero threat once you have figured them out, notably Mermaids and Kraken. That is quite rewarding tbh.
Number churches are more preferable to suit churches, not only because of the maths, but also because all characters begin with pair-multiplied items and it is easier to build strategies around 4 instead of 13 cards.
Shops are unreliable. Very often I saved chips for goods that turned out completely useless to me. I always remember that Flammable cannon. I can't see it doing any good unless I am ALREADY doing an Enflame build.
Weak output weapons such as Dagger should have further buffed growth for their occupying a equipment slot.
A player's feedback + hints to fellow players:
Knight is a decent starter character. Both his sword and shield have the potential to be end-game items. My Knight's Sword ended up hitting for over 300 with Pair K.
Huntress has a nice and cheap ability that compensates for her long-CD starting items, which I imagine are quite useless otherwise. She can dominate the game as long as a weapon with consistent output and/or armours, such as Axe of Spade, Blackjack of Defence, are available early on.
Rogue must find himself a consistent AND powerful weapon in world 1 or else he would pretty much die. While stealing cards and fleeing from nemeses is cool (if you have Energy that is), Throwing Knife is too weak, the Hexagon and even a Troll or a Priest can easily devastate him. Its cheap upgrade means nothing with the scant access to Blacksmiths. I suggest it starting with 2 shots, then alternate between +200% dmg and +1 shot.
Nice game, but it would be even nicer if you can add clearer explanations on special powers instead of having the players to test them out themselves. ;)
The incentives to score Good Shots diminish greatly towards the end of the game, when you have plenty of gold and powerful modifiers. Including a weak-point multiplier skill and a charge-shot modifier would be great. Lags even on lowest graphic settings in later battles. Excellent game. 5/5. Looking forward to a sequel. :)
Which browser are you using?