A decent game, when i got through the first chapter I thought that tribute meant copy. However the story sets it well enough apart. My biggest gripe is that, aside from the roars, the golems have nothing that conveys to the player that they're alive. Until the end when you kill the golem there is no reason to think I'm on a living monster. I might as well load up a mario game without the gombas and listen to swedish experimental folk metal. So if you could convey a sense of movement with the golems that would make this game awesome. And perhaps you could do an intro sequence to every chapter where my character walks up to the monster so I have a decent idea of what I'm up against. Basically the roar and the final pan out are insufficient to properly convey the true sense of scale. I never felt like I was a flee attempting to bring down a lion, that is ultimately the biggest flaw of the game.
Tilting happens to quickly. And while this may just be a pet peeve of mine all games like this need a "next level" button so you don't have to go to the select level screen in between races. It just breaks the flow.
The game has a single enormous flaw in that the invulnerability of certain rare cards completely destroys certain deck strategies. Its one of those features that looks good on paper but should have been play tested out early on, and is a sign of poor design.
This has got the makings of a really nice game. But you've got to fix the glitches, and take the suggestions that are being made. Also add some more levels or make the existing levels more difficult. AND DEBUG YOUR GAME BEFORE YOU PUBLISH IT, don't expect us to do it for you.
7/10 for concept 2/10 for execution. The White field is often too strong for even the most powerful strokes. I'm already up to 17 strokes and can't get the ball on the ledge in the first white section...