Tier 12 result with 94k+ points and finishing all dungeons. I don't get it? Fun game, at least for one play through. Combat is the way to go as magic path seems pretty weak...
Neat concept, jumping over dice is very hard due to bounce factor, collision detection isn't' that great, near misses ended up in deaths for no reason...
I've also noticed how some of the costs of structures stays elevated when restarting. I'd really like to see 30 or even 40 seconds between waves on normal mode. 60 seconds on the easy with a way to advance to the next wave automatically like in other defense games. It's better but still damn hard!
I'd like to see a way to track progress. I only see my rank and then the available options. I have no idea how close I am to a new rank. I'd also like to be able to see stats of the enemy. It would be nice to see their HPs to help make decisions on where to direct the troops.
I would like to see either a defense boost when resting or a defense option without the energy gain. I've had a couple of times where my only option was to rest but then I repeatedly get stunned and just get kicked to death. I think a defense option can give some greater range to a player that has little in the way of options remaining.
When building a deck, I would like to be able to flip the card that I've chosen and see the stat effects with the item attached. It makes it a little easier rather than removing the card so that I can flip it and take a look at the regular stats.
I'm not a big fan of having the move still attempted when the opponent switches out. Losing all of that energy is brutal sometime. What about only losing half the energy cost of the move? Something like that.
A few questions: 1. How the hell does an egg hurt an attacking dino? Doesn't make any sense... 2. Why can't I decide when a dino attacks? Makes it hard to keep a dino alive if it's obligated to attack at the end of the turn. That's a huge part of strategy, determining when to attack...
Not too bad, could use a timer to remind you to get the za's outta the oven. Also, a bell when there are new customers would be nice. Helps when things get a little crazy...
Great game, puzzles were different, not too hard but took some thought to figure out. I like the no inventory idea. I hated getting stumped in the other games trying to figure out where some items go. In this, the puzzles only go with the same level. Now on to 4...
I don't know why but I think it's funny that people complain about the randomness of a card game. Isn't that what makes it a challenge? Although, I do believe that the luck of the draw out weighs the strategy elements and that needs work. I think a complete discard, a partial one seems to eliminate the random factor too much, should be included. Also, some cards that affected your opponents hand would increase the strategy elements, like cards that forced him to randomly discard or peek at his hand. Some "instant" cards would be great too. These cards could do something like reduce the effects of the opponents cards, not eliminate them. Great job with this game. Needs some work but its a great step in the right direction!
Great game, first couple of days are tough but make it through those and its cake. You could adjust the difficulty as it goes on. Arcade/endurance mode would be great too. Great job for a first game! Clown zombie made me laugh!