What I wouldn't give for a simple los-res Mutant Tangerine v. Heroic Tangerine battle to be going on in the background...or maybe filling up one of the spare screens.
In reply to current top comment meghanb: Developers - A checkbox next to an upgrade you don't want to turn off the auto-indicator would be amazing and should remedy the issue.
I would love if the achievements gave relevant (slightly) increased abilities. Such as 1% higher dmg per strike for warriors, slightly increased range for archers, that sort of thing.
Full-screen is a nice addition. However, everything is so tiny. Wouldn't mind either a slider that allows us to adjust the size of everything or you simply updating to make everything a bit larger.
I just have to say this: Thank you for proof-reading everything. It truly makes for a more immersive experience.
Beyond that, if I may suggest, please create an in-depth campain. All the quotes and information provided during loading screens has gotten me interested in the world, families, and even politics within the game.
I'm glad you noticed our attention to detail :) There's a rather rich back story for each hero in the game. Our first campaign will be for Captain Listrata, and should shed some light on the world that these characters live in. Its currently in development, so stay tuned.
There really needs to be item speed bonuses when crafting. I mean, after crafting a 100+ bows, or shoes, or what have you, it should naturally become faster up to a limit.
Perhaps I am missing something, but when opening up the talent tree while on the World Map, you may want certain that players can change what skills/talents/magic they are using. For instance, I reset my talent points once I realized I misspent one and after resetting I was forced to go into a challenge without any magic and level up using my bow just so I could assign magic to my five slots.
There should definitely be a free mode. No doubt. There aren't that many good manager games here on Kong and this could be one of the better ones. A free mode would go a long ways towards that.
Alright, I swear this is my last comment for awhile lol
You gotta figure out a way to make that interface larger. I have good vision and even I feel like I have to squint from time to time, that or learn forward and press my nose up against the monitor. If there was an option to do this or a way to do it, I just am unable to figure it out.
There is another beta game going on right now with a full screen option. You may want to consider that. No need to stretch to fit as you can fill up the rest of the screen (on either side) with artwork.
You have soooo much room in the book for that neat scrolling text. Yet you managed to use only a tiny portion of the right page. Either allow us to stop it or scroll it on the left and make the right page's image larger to fill the entire page itself. Or even smaller so we have longer than 3 seconds to flit through lines of text.
There are grammar issues prevalent throughout the beginning of the game and, I assume, in latter areas. I'll send you a message with a fix if I feel like it. Otherwise I assume you are on top of things in regards to that.
It would likely be wise to show what types of cards a player will get before forcing a faction selection. Even a short and simple explanation would do.
Allow the player to choose whether they wish to go through the tutorial. I understand that this is a new game, but sooner or later that will change. It is something to keep in mind.
Some great artwork btw.
Solid tutorial. Goes over the basics well. Simple and concise, one doesn't even need to read the messages to understand.
I don't know too much about programming myself. But @ KONAMIKG, the way I see it is the battles happen in a very specific fashion. Since the player is always fighting the AI, the programming that is already implemented tells it to put down a card according to an algorithm (that sometimes has questionable results). This means simply that if say three or even five turns go by with no damage to either side AND no additional cards placed upon the field, then the game will end as a draw (or a draw option will appear...probably safer this way) with the option of the player getting a rematch. I would also recommend it at five turns as I have had battles where both my opponent and I have had immunity on all our monsters for a good four turns. I recommend this because it isn't fun being on a 5-6 arena fight winning streak for 800 points each and lose because neither you nor your opponent can win. Just unfair for the player, the computer obviously does not care :P
Just a thought ^_^
I'll think about it in the sequel, thanks. In this case some tricky achievements will be much more wanted.