One of the best card games I've played. Really fun. The spare, clean aesthetic is easy on the eyes and the gameplay is excellent. It's NOT a p2w, either, or I wouldn't be here. I do have a gameplay issue, though: the predetermined direction of a unit's movement upon play is very frustrating. It would be very helpful to choose right attack/left attack/forward myself.
No wonder it's so difficult to find pirate treasure: I had no idea they buried it beneath Earth's crust! How did these guys even find the time to sail the Seven Seas with all that digging to do? (I suspect they were huffing the contraband nitro).
Whoever chose this game for the 10th Anniversary Quest's 'Best of 2016' ought to be tried in International Gaming Court and sentenced to eternity as a Pong paddle.
The game itself is awesome, but I question the logic of Kong admin in giving what should admittedly be an 'Impossible' badge a 'Hard' rating (Transmission: Impossible) because of "walkthrough potential". Really?!?!?! "Walkthrough potential"?!?!? What's the point of even assigning badges of varying difficulty to puzzle games: just call them all "Easy" based on "walkthrough potential" and be done with it.
I can't imagine that the developers didn't catch flak from the testers about putting the 'attack' button next to the 'throw weapon irretrievably off the edge of the screen' button. Did they manage to convince themselves this was challenging rather than simply frustrating? Or did they blow their budget on voice-overs and skip testing? The miscreant sadist who designed the keyboard controls should be confined to working on bosses: he has a gift for villainy.
Rubix to Kyre, the directional arrow kept shifting back and forth around Kyre (7km, 0km, 7km, etc); now the arrow is stable but the clock keeps resetting itself. Not every man may enter Kyre, apparently.
Don't worry! Dwarves start mining and save him. They take the dragon with them to the sequel next year!