Refreshingly new concept. I'm generally hawkish on my ratings, but this was a rare 5/5, well done. In the end though, the set bonuses really proved useless. I never had over a 2 set bonus, stats proved far more useful.
It can be hard to give up stats in favor of sets sometimes but the sets certainly can be used in a lot of areas. Check out some more of the comments section for some build ideas. Thanks for the feedback!
Is there a point to the exp bar a the top? At the moment it looks like we level for the sake leveling and it is not attached to any function or advancement.
The "Better Spawns" upgrade needs to do something different. It's identical to "Better Tier", except at max level, it's still only 3/4 as useful as a single level of "Better Tier". The upgrade needs to scale somehow, like for every 10 levels, the block can spawn an additional higher tier or something. Anything other than "1 tier higher", which is what each level of "Better Tier" does 100% of the time.
Cards with negative production (such as Hades) should have that production set to zero when effected by other cards that disable that type of production (such as Gargoyles) This would grant a strategic value to cards with drawbacks.
This game desperately needs an out-of-combat auto cast. Half of the play time is spent switching back to the spell tab and scrolling through 50 spells for the few spells you want active every 60 seconds.
Was giving it a high rating until the "go backwards a level for death" negative reinforcement BS. That crap went out with EverQuest's xp loss on death. It serves no purpose but to punish and has zero entertainment value.
Would be nice to see income per minute, not just per tick, especially since the per/tick stat doesn't change when you increase the tick speed, so it doesn't reflect your net income gain.
Rather than showing base stat change as a percentage, it would be nice to see it as a delta. I still end up having to go back to the king/queen tab half the time to see what the actual stat changes are to determine if I want to accept the losses with the gains.
Why do the Keplar aliens have a human mission commander? ..and for that matter, why are they able to get to the closest planet at 300 mph in no time while it took the humans several minutes at 70+ mil mph? Inquiring minds want to know!
Nice, a Brigantine 1 shot criticalled my fortress. The whole critical instant-kill system, along with the inability to retreat from a fight I started or being able to wait out an attacker that doesn't want to actually attack, makes this very unfun.
This stupid human check thing has already caused me to reduce my rating. If it continues, I'll probably just quit all together. You don't go out of your way to irritate legitimate players to try to stop some botters.
game started out as a 4/5.. then every time an advertisement popped up, it lost a star. Advertise in the intro, have your logo in the corner, whatever.. but popups and forcing us to go to your website as a required quest are fail. Sorry, wish there had been enough stars initially to absorb all the reductions. 1/5. :/
It's a good thing there are no left-handers in the world who might want to use arrow keys to move, otherwise the author might have to take 10 more seconds associating 4 more keys to movement!
Fun game, but there needs to be a few tweaks.. like still getting hit for -14 energy /s after maxing protection is just absurd. Also, dynamite is virtually useless beyond the first 2 since the blast radius can clear half the depth you use it at. We need to be able to use it offensively to destroy magnets or shorts. Anyway, decent game.
thx for your feedback.