Rune extraction takes too long - enemies can run the entire width of the screen and melee you whilst you're still collecting.
Too many enemies / fast spawn from eye gates =/= fun .: 1/5
Grenades - too strong, for both sides.
Cover - No use, 5 Germans just walked over a trench line and a bunker containing two .50 MGs without slowing down
Boss Wave - 25 Artillery hits = FAIL.
Comments IV
Can I also suggest that the opponents last played card is displayed at all times as sometimes the card goes by so quickly that it's hard to see the effects it's had.
Comments III The card which applies -2 Alchemy is broken, as it doesn't drop your Alchemy value <0 so you can play an infinite amount of them without it affecting you if your alchemy is 0. Suggest that this value is allowed to go negative.
Comments II
Creatures are too strong, having a DEF applied to all attacks, a 6 point creature nullifies too many attacks, especially if you include other DEF attributes.
Played a game up to lvl6, not bad. 4.75/5
Comments pt1:
---------------
Pointless using SAN as mana as you can still play cards after your SAN <0, had my opponent down to -12 SAN but he was still killing me with high damage / high SAN cards. Suggest that the AI has to discard cards as their turn once their SAN drops below a certain point or ramp up the insanity penalties, perhaps one at -1, two at -5, three at -7, four at -10 or to double the effect at those points.