Fun game, nice innovative concept. The difficulty curve is a bit off. The final stages are either going to murder you or you;re going to face-roll them. It gets pretty fast with the equipment ... in later stages it becomes less of a strategy issue and rather of a ... can I identify and click on the better loot fast enough. Then of course I could disable the auto-advance but where is the fun in that?
You nailed the concept right on the head! I really wanted to see where I could take the loot-selection-focused concept and I wanted to test the decision making of the player. Near the end it can be blindingly fast (especially in the warp zone) as you have to analyze a number of variables quickly so execution comes into play, which isn't something I've seen in other games and wanted to experiment with that. You're definitely right about the difficulty curve. This game was a nightmare to balance but I've been listening to players and trying to adjust things accordingly. I do think RNG comes into play but you probably noticed that this game is about figuring out how to roll with what you're given and adapt. It's also a bit like roguelikes where some runs are just awesome and you get to rip through the dungeon. Thanks for the feedback and I'm glad I could show off some new mechanics for you.
How to become almost invincible, invest in shields up to 5s shield regeneration, pick +1 health on last shield breaking, pick 2s freeze when getting hit. This basically means you have 2s to reposition and 3s without shield, after that 3s if your shield gets knocked down you get +1 health and another 2s to reposition. I got bored of this at Survival 21, health still full ...
I was hyped to see this on kong since I wanted to play it a while back. But as I went into it I discovered that it already has 4 expansions. This officially requires more investment than hearthstone to play the "full" game
This game looked fun but it has a very counter intuitive model. I get rewarded a box which takes 12h to open or 250 gold. I want to save the gold so that I can buy a pack for 1000G. I put it in the slot, which blocks it for 12 hours. This also blocks the ability to upgrade units. I play one more game, I get another box, that I either discard, put in a slot (which is full), or pay 50G to open it. I reluctantly pay 50G, I don't want to lose loot. Then the strongbox is also locked for 8h. Now it feels punishing to play a game ... get loot that I will discard, advance in ranking but my armies will be the same level... so I have to wait ... which is NOT playing
5 generic stats, 6 generic spells, ... nothing to customize, items are all weapons that have the same 5 stats that you can combine indefinitely ... this game looks nice, but there is little that would hold me to it.
One flaw to this game are the daily quests, the ones where you must play a certain card and win. Forces you to make poor decisions to do the quest, making you loose strategical points. The game forces you to play these games against anyone, not against bosses or friends so it also disrupts ranked play.
MOST UP-VOTED COMMENT" Not being able to use cards across decks is a ridiculous limitation in a computerized CCG. 1/5 until this is changed.
"sorry, but that won't be changed and is standard in many other online CCGs."
What they actually mean: "Sorry we are too ignorant to have considered something that frustrates most CCG gamers beforewe designed our game, but since other do it we think it is ok"
Here have my 1/5 as well, although I didn't even try the game yet.
Nice concept, fun to play. The downside is it has nothing new or original. No story line, no bosses. The spells are bugged on the other hand, i played wizard and i was unable to swap spells, i removed them and than put them back on the spell slots, but it wouldn't let me replace them with new spells or swap places. The icons than disappeared but i could still cast them in dungeon level 3, they disappeared completely in level 4.
BUG ABUSE(duplicating pieces): drag a piece u want to have duplicated over the non-play area and than press R. The puzzle and all the pieces have been reset except u are still dragging a piece that has also reaperaed with the reset.
You nailed the concept right on the head! I really wanted to see where I could take the loot-selection-focused concept and I wanted to test the decision making of the player. Near the end it can be blindingly fast (especially in the warp zone) as you have to analyze a number of variables quickly so execution comes into play, which isn't something I've seen in other games and wanted to experiment with that. You're definitely right about the difficulty curve. This game was a nightmare to balance but I've been listening to players and trying to adjust things accordingly. I do think RNG comes into play but you probably noticed that this game is about figuring out how to roll with what you're given and adapt. It's also a bit like roguelikes where some runs are just awesome and you get to rip through the dungeon. Thanks for the feedback and I'm glad I could show off some new mechanics for you.