wow how did a full sentence of my comment go missing?
that changes the meaning commpleatly! I said that a game lasts less than five minutes BUT that the game is missing a random button not that not having the button is a good thing :(
I love it, it has all the right things for a good rouge like, 70-80% skill 20-30% luck (one might even say that there is a little too much skill), its short with a full (non infinite) game lasting button one that gives you three random characters of random class and random weapon. Gimmick builds are also impossible as far as i can tell, no triple beast master pack to be seen (though that might be because of programming issues) and that i feel is half the fun of rouge likes trying, trying crazy builds and learning to win with a random set of tools.
Feedback on a ship: So I've noticed that the Tremor has a tendency to charge strait in and die before it can get its mines off (If it doesn't then you are likely already winning) So what if it acted a little like the miner or engineer in that it hovers around the base for a little while then charges off to its death (It may also be that my Legendary Tremor has Engine E and I need to find a different set of upgrades)
something that might help those of us that don't intuitively know what 234,000 G means would be to put the letter under the comma that it represents
(under the first comma would be a small K
under the second would be a small M...
nothing that big but i feel it would streamline things when you get up to higher numbers)
fun game.... but if you really want to melt some minds... what if you made a super special map with a hyper cube/Tesseract! (4th diminution equivalent of a cube)
each die/face would work the same as here, there would be 8 die and 24 face would each be on exactly 2 dice.
now i will admit that i cant visualize if it could work with this format, with all dice sided touching each other, but then again if the map is just a single Hyper cube then technically they would not even need to have them touching because it is all folds back together in the end.
I love it! there are so many things about this game have so much potential, but I did notice that Surround has a problem exponential growth (4 lvl 10 played on top of each other can and will crash the game, something that is quite easy to get in draft mode) one answer to this would be to make the card in question rarer but i have always disliked this approach (it leads to Rarer is better and really dose not fix the underlining problem) another approach might be to make it so that each 'level' of explosion happens each turn, so that on cast The target blows up, 2nd turn the first 4 at lvl 1, 3rd turn next 4 that come at lvl 3, and so on so that no one turn the game is trying to figure out whats going on when you cast a tower that casts 25*25*25 every 5 turns.
(P.S also Ice and Poison could use something to make their position in the spell mean something but it dose not hurt the game in any way so i wont cry if you feel that this card is fine as it is.)
great game each level was different and remediable in its own way, something that can not be said about many Tower defense games. I would love to see Strygweers expanded upon in future iterations.
An interesting game with a great deal of potential. First thing I notice is that you don't start out with a Supply, this was a good move for making it feel like the player is the underdogs fighting a larger foe, unable to do more than hold your ground at first. However after playing some I have yet to see any cards that can generate one... one might be in the game that I don't know about, but the problem is that if you can go a full 300 turns without seeing this card it then it might as well not exist. In fact this is the main problem that tarnishes an otherwise clever game. There is NO way to get the one card you want. You can spend 3-18 turns doing nothing but discarding value 3 cards, but that's no fun and leaves the player feeling like they're not in control, I understand that that's the idea but there should still be some means (perhaps even painful ones) of getting a card/resource without having to really on crossed fingers and strong hopes. 3/5 would like to play more :)
Thanks for playing Magicrock. I am afraid there are no cards that allow you to create a supply head in this game. You can get around this problem by capturing an enemy supply head. Try using the AIR MOBILE ASSAULT to capture an enemy supply head. Or, you can use the BRIBERY card to remove an enemy barricade hex. Then you can us GROUND ASSAULT cards to capture an enemy supply head.
A/S ranks (dose not matter which) are what unlock the 4 extra levels, 5 gets the first 10 gets the second, 15 gets third, and 20 fourth. Now how to get A/S ranks is actually quite simple; they are determined by % of enimeis killed, and how many times you were hit (hearts do nothing to help your rank, they only heal), over 95% and less than 3 hits gets you an S, 94% and less than 3 hits gets you an A, while less than 5 hits with over 95% also gets you an A. All special levels consist of 1 boss so you will always get a 100% and so it may be easier to get A/S ranks on them than the last few regular levels, (just reset on your 6th hit) also if the secret bosses are just a little too hard go into the pause menu and activating the double bombs/33%less health (They lower your rank by 1 but you can still get an A at less than 3 hits.) and taking Matt for his extra bomb and using thous as sudo hits to use at the last second, Anna is also a good choice seeing just how long her bomb lasts.
Suggestion: What if you could pick out two or three cards and always start a game with these three already in your hand. the first thing this would do is break bad first draws. Second (and why this might be a terrible idea) it would instantly make several cards over powered (2 nakkas and an Ikhav's dagger? don't mind if i do) because you know that it is in your starting hand. However i think it balances out if both players are able to start off with this. But mostly what this dose is take some randomness out of the game while adding a level of strategy.
On the "Energy System" I feel that there is no need to have both a Mana-Bar and a Daily Clock, pick one and then build your memorization around it. I will admit that I do not like the "you can not play anymore" system but I can see why they exist. However having both of them feel like the only reason they are here is because that is what everyone else is using them. there are times where I can not grind for more cards because I'm waiting on cool-down, and times where I am unable to restart the cool-down because I'm out of mana. both of these instances feel... uncomfortable to say the least.
First i would like to say i love the idea of a "deck building" game, one where the "skill" is in designing the deck and how it plays. However the main factor that adds WAY too much luck into the equation (all games need the right mix of luck and skill otherwise you get to a place where newcomers are not welcomed) is the fact that you can get screwed with two equipment/costly on your first two draws. Other TCGs don't have to deal with "bad starting hands" because you can play in accordance with the situation. Something "deck building" games can not do, so to anyone wanting to make one should keep this in mind.
(P.S. This game-play is like a train and In-vulnerabilities are like trees in the road, you can't go around around them so don't put them in)
In most cases you can overcome the bad draw trying the fight again, if you have the good built deck. In other cases it is possible to re-build you deck according to the opponent's one and win. Please note that in the daily campaigns against random bot, friend and player the game changes your opponent after three losses in a row.
So i notice that the cat deaths do not trigger: when ally dies effects. Is this a glitch or intentional? getting 9 on death triggers out of a single champ might be a little much but at the same time it turns the cat's hp into 100%-90%*9= 90% total HP with no healing. (+ items which can as much as double, almost triple, the hp... but that would undermined my point so i will leave it out. that's good logic right?)
If it is for balances purposes then i would ask that summons do not trigger them ether if only for the sake of consistency, though Personally I would rather have more death triggers. Yay death triggers!!!
I don't suppose we could get a way to transfer items from one game to the next? (a sort of New game+) I know i personally love to reset and play a random family from lvl 0-15 just to do it again after i beat the 15th family.
hmm... playing with the Goth (lvl 7 ability is kill yourself to summon a 350hp demon)
And i must say the #10 upgrade (summon 250hp demon on death) is just a hair over powered, I LOVE the mechanic don't get me wrong, but you can take it for a single level and get a champ that can absorb 405 damage, with the movement of a maxed out cat, the damage of 25-40, and you can even use this trick when you have the full 15 points to get 2 lvl 7champs!!!
I would suggest switching out the tier 2 ability with one of the tier 1 and make it something more along the lines of, on death summon a: 150hp slower demon tier 1/ what we get now (Maybe a little stronger... *shifty eyes*) tier 3, this would brake the 2 lvl 7 champs which is mainly what puts it over the edge.
I'll balance it a bit more in the next update. The Goth's average damage is still quite far below that of other classes, at the moment, and when I was testing it, the Demon generally comes out too late to do much damage.
So i have been playing this game every day. And every day i find the game has been updated, first i see the zombie update, then the pyro, and now the cosmetic controls... talk about after release support!
what i like about these Reincarnation games is that they are short logic puzzles around finding out what evil the Reincarny is doing and then getting them killed. This one however is not the strongest game in the series, you don't do anything to find out what he did (literary you can find out on the first click), both the Flies and the Moss can be missed if you don't hover your mouse over them ("find the item" is something point and click games should be avoided whenever possible), and there was not all too much indicating what one needed to do (use frog on rope to make alligator -that we have not told you about- to come up). It may sound like i'm harping and these same complaints are the weaknesses of many Point and click games, after all if you can forgive them for it you will have a great time and have a lot of fun... its just that this installment asks you to be a little "more" forgiving than the others and i cant give it a 5 star ratting. 3/5
20 gold
okay i should do some work
"YOU DID BAD I'M NOT PAYING YOU!!!" +0 gold
"YOU DID BAD I'M NOT PAYING YOU!!!" +0 gold
"YOU DID BAD I'M NOT PAYING YOU!!!" +0 gold
"YOU DID BAD I'M NOT PAYING YOU!!!" +0 gold
"YOU DID BAD I'M NOT PAYING YOU!!!" +0 gold
"YOU DID BAD I'M NOT PAYING YOU!!!" +0 gold
-1000 gold...okay... I'm confused... do I not have enough of the right stats?
can someone tell me where i can find out what things like berserk and concentration do?
Its quite annoying that the popup says "this will increase your concentration bonus by 25%" yet nowhere (that i can find) dose it say what that means, It might as well say "Your bloop bloop will go up 5 points with this" (where you found this information would also be of help since i cant ask you to explain every single ability in the game in post form)
Thanks for playing Magicrock. I am afraid there are no cards that allow you to create a supply head in this game. You can get around this problem by capturing an enemy supply head. Try using the AIR MOBILE ASSAULT to capture an enemy supply head. Or, you can use the BRIBERY card to remove an enemy barricade hex. Then you can us GROUND ASSAULT cards to capture an enemy supply head.