There's no reason why my team of maximised creatures shouldn't be able to defeat the first level of the emperor's tomb (and beyond). This is the same problem as the first game, where you're expected to have a "certain" team that perfectly match what you have in mind for defeating the game, but that's really unfair towards players who upgrade all of their creatures.
This game has some serious leak issues. My first game is kind of okay, my second is a little slow. My third is slow, and up from the fourth the voice says "3, 2, 1, go" at the point I still see "3" on the screen.
The construction part on axes is bugged, and I'm not entirely sure what the cause is. You are simply not allowed to place them correctly, which leads to a very low score overall (and thus making it harder to complete the level).
Thanks Suuljin, that explains it. Also great to hear the shop will be added soon, since I'm probably going to need quite a bit of new cards to get further.
Okay, I found out I had to upgrade all towers with mines and grenades. That luckily didn't take any days. However, now I'm at 100% and nothing happens. I don't have outside south (no idea where to get it), but that isn't necessary for a true 100%, is it?
I came out on 89% progress having built all towers/factories and found all warehouses in all 7 areas. Doing survival outside doesn't seem to add to completion percentage. The only thing I didn't find it outside south, but that wouldn't make up for the last 11%, would it? I'm guessing I'm missing something huge.
Aside from that, the attacks from zombies are fun, and great that you can be the one to deflect them as well as you can, but they are extremely annoying (and not in a good way) when they attack a fully cleared area and you "miss" one zombie.
Overall, very good upgrade from Decision. Though essentially it's a Decision 1.5, it's a very solid game on its own.
If a worker carrying gold suicide-rushes into towers and then that gold becomes the closest to your base any workers you create will from then on suicide-rush into towers trying to get that bit of gold even if there's an enormous load of gold without any tower protection just one tile further from base.
The final level cannot be completed as it won't be set as such when you don't finish the cutscene. Which you can't since, as said before, the loading screen afterwards never finishes.
Extremely luck-based. It entirely depends on whether or not you can "counter" your opponent. If you can't counter one, you're one behind. Then your opponent simply plays you away. The same counts for you.
IIIX, same to you. Cats still have 20-30 HP with that skill in my games and definitely not all characters deal much higher than that (except with boosts, which they don't always have). Sure, I think on average it's somewhat beneficial, but not by a whole lot. It's the 10th skill. For most characters it seems to be the best one. This, at most, is a "meh". As I said, your HP is divided by 10, but your lives only multiplied by 9. Your comment on ally deaths is unnecessary, since I didn't say it should be added. Rather that without it the skill isn't useful.
This is somewhat true, and that's why you're given the opportunity to exchange a card with your opponent at the beginning of each round...