The full game, while fun for the price (a cup of coffee or a glass of beer), turns in to a bit more of a grind fest later on, and is less captivating than the demo because there isn't that much distinct gameplay.
Three more classes (knight, ice mage, dragon), marginally more items/skills, but realistically most of the skills aren't balanced and could have used a bit more polish if people are going to pay for it. I'll hope for an update to fix some of the balance issues, but otherwise a 4/5 for the full game.
Great concept, awful execution.
The pop-up cards that block out the "attack" button are awful. The tutorial having the cards you receive overlap the "next" button are awful. The incredibly slow pace is awful. The inability to go into the settings menu is awful. So buggy, so slow, so not worth my time.
Bug alert:
If you open the game in a second tab/window and keep refreshing, you get the login amount over and over without having to leave your fish, etc. (makes money even quicker than fishing!)
Bug: Sometimes dialog only progresses with the mouse. Suggestion: Menus should be navigated by keyboard as well (or all the skill icons should be on screen without menus)
Please add a "skip" button to the world's longest intro. Do you really thing annoying us with a splash screen for 5 seconds instead of .5 seconds will make us click it?
All the stuff that made the other games of this genre fun seemed to be left out. There was just a lot of grind, and an upgrade balance that didn't seem to really fit what you were going to get out of it. You just get marginal improvements, with vastly increasing costs, and nothing new really happens. Also, you are way too close to see what's coming, which ends up making it almost entirely luck. Going through gates gives hardly a boost for the huge damage you take when you (inevitably) hit the sides. 3/5
And there is definitely a bug where it crashes. I have no idea what causes it, but the times I see it most is when the opponent plays a card while you're doing something, and when one of your structures kills a spark on your own side.
When you build a deck, even though it shows you have a certain base energy type selected, unless you select something again, you start with random I think. Any way you can fix that to make it a bit more clear?
Great game, but a couple suggestions on the user interface:
(1) Opponent deck choices shouldn't change at random each time (they always reset to random) (2) Your current deck choice should stay saved (pre-made decks change each time you start a new game)
The background should be toned down just a bit. I have trouble distinguishing between it and the monsters. If you just made it greyscale, it would make everything stand out better.
Scoring points:
The sum of the two dice in each pair indicates the row it goes in. The first time you assign dice to a number, you get -100 points and 5 skulls. Each time you get that number, one skull is eliminated. If you assign 5 pairs to the same number over the course of the game, you will get positive points. The more common the number, the lower those points (but the more likely you can eliminate all the skulls before the game ends).
Strategy:
The most common pairs are from 5-10, so try not to make anything lower than 5, or higher than 10. Make sure your discards are 1-2-5-6, so that you can do your best to avoid really high or really low numbers. Good luck!
Needs a restart button somewhere, and the instructions should be written much better.
Rules:
5 dice are rolled. You arrange those 5 dice into 3 groups:
- Pair one (2 dice)
- Pair two (2 dice)
- Discard (1 die)
Discard:
There are 4 blank discard spots at the bottom right. As you discard a number, one of the discard slots becomes fixed to that number. If you discard a 4 in one slot, you can only discard other 4s in the same slot. Once you have discarded 4 different numbers, you can only discard those numbers for the rest of the game.
When you discard the same number X times (10?), the game is over.