Game was good before the first reset, but after, I totally agree with some of the person below. Speed is way too good: you just reduce it to 110 asap, and then I chosed Jellyfish for damage (maybe there is some others), and won immediately. - No strategy, and prestige is too slow for make me continue playing a lot more :( - Putting a cap at speed at like 300, 500 or even 1000 would make the game more balanced and interresting strategiquely.
Think the game would be a lot better with something to counter bad rng. You can take exemple of Potions on 'Slay the Spire' or Bonuses on 'Ring Pass Not'. Even having something like 5 starting 'bonus' (one time use) which have some minor effect like : kill one unit, draw one card... would add a lot more control on rng, and add lots of skillcap.
Deathless is possible (just done it at my second try) :D The first two third of the game are enough easy to get your economy working.
Got lucky though because I goes two times at <5%hp.
I lag in Plains of War. I lag (ofc) less when I have less cards in play, and I lag less when I'm in others expansions. So I suppose it's the animation who create the lag.
My computer is bad, but I never lagged on this game before.
Ouch, I'm in love in this game. The music is great. The balance too. The balance between the 'towers'. The fact there is a real interest to advance, which isn't the case in most of these game. The fact that you didn't goes for the obvious idea to make the 'towers' attack each X second, but instead make them attack by waves. The fact if you are surronded by 'tower', instead of just make the game harder and harder, you will just randomly kill some 'tower', so the drawback of having too much 'towers' is reduced.
It's a game I would love to code by myself since it's pretty easy and the mechanics are great.
Got that 2970 on level 14. - I checked the comment section and I find no comment about another level where you can do more than the max score. But there is plenty of score who doesn't seem to be some hack, so I wonder how you can do more than 59,605.
Still amazed by the level design. I though level 13 and 14 would be the hardest one, but the difficulty stay really high for two third of the level, which is really great.
For speedrun, I though the trick on level 13 was way harder, it stay simple if you know exactly where to land the axe. Level 14 (and 5) stay atrocious to do perfectly : the cut is so hard to take :(
For me, a lot of people underestimate the power of Goblin Raider. It's the only goal of each level. If you just add some 'few usefull' character, the end game will just be harder.
My final composition was Golem, 2xRaider, Priest, 4xRaider, Priest, 3xRaider. You just keep your golem alive with your healing, and he remove 30% of his damage. No need to add an useless tank when they already have 600+800+400*~7=~4200hp.
At early game (without any upgrades), I really liked Turtle, 2xRaider, Priest, Raider, Priest, 3xRaider.
I change two Raider by two Warlock on level 9&12, but even at level 12, it's not mandatory. In all others level you can stun the turret most of the time.
I have a challenge for you : start a new game and you must get one medal each time you start a level, else you lose. Two exceptions : first level of tutorial since you are forced to lose, and when you get two medals at your first try (you can do the level a second time on this situation). Really hard challenge, but totally possible.
If anyone want the possibility to reach each number, they are here :
https://docs.google.com/spreadsheets/d/1NeTi3IXNFDMDgUhv3hfgflHDWgxvn8dbAKStYDHIN8E/edit?usp=sharing
Classic is way more interresting for top score now. I don't think you can keep all your bonuses on the board now. So, I don't know what is the best strategy now...
After the 800k, i did... 1M, so it wasn't luck.
But classic mode have too many luck involved when you want more than 6k.
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Some tips for time attack :
Contrary to classic mode, you doesn't want to get one 10, one 20, until 50~60, but you want to have some number multiple of 10 on the board and many 'x10'.
You want to keep a good amount of 'x10', not too much, not too few. If you got too many of them, just use something like 3 or 4 'x10' on a random number, and keep it 'on reserve' for a long time, you will use it later. If you got too few of them, just add randomly X number, and if possible try to finish at a multiple of 10.
Then, when you arrive at the end, you need to get as many 'x10' as you can, so use on number as a 'trash' who will just take all number that you doesn't need, and use all the 'x10' on a small number (10, 20, 3, 4, 5, 6, 7, 8, 9).
You get more time when you advance with level, and the part 1k~10k seem the more easy.
+1 daggumit.
Actually thief let the player steal a max of 18 ressources, so it's a 36 ressources different for a cost of 17, so a gain of 19 ressources.
If you reduce the steal at 4, it will keep a gain of 7 ressources.
For compared that with remove ressources (who is too an excellent card), it's a cost of 15 for remove 24 ressources, so a gain of 9 ressources.
A nerf of 5 instead of 6 is needed. But even at 5, the card will still be an excellent card.
By nerfing the card to 4, it could change the meta, but i think it would be only beneficial.
Killcam000, the full rush deck is counter by rush deck+walls (fence, guard, large wall, magic wall).
After, if you take let's say at least 10 of these wall, you will have chance to beat any rush deck, even if you play with 5 builders/recruits/mages.
Thank you!