@PLAYSAURUS Nothing that comes to mind. Castle (Treasure Island, last one of World 4) to Camp to Combat to Combat, and then I closed the game [because it had had started to slow down my computer rather significantly]. From the sounds of Artubass's comment, I shouldn't be alone in losing progress for several nodes, though.
Game itself is great (I'd even go so far as to say it's among the best flash/unity/etc games I've seen, and with a bit more content worthy of a proper Steam release), albeit quite poorly optimized.
Optimization issues aside, there's a rather more pressing issue: The game doesn't save properly when you close it. For example, I was three tiles past a castle when I closed the game, and not only did it lose all the progress I had made since the castle, it lost my progress within the castle itself [and wouldn't allow me to open up the castle].
Which dropped me to 0 food [from the 12 or so I'd restocked up to]. Which cost me the match. Kinda irksome. :P
I'm sorry about this. The game *should* save once per world map node if you reload. Did you do anything in your game that you think was different/unique that might help us reproduce it?
Great foundation, and the lack of polish and balance issues are excusable as a work-in-progress development, but omigosh the bugs. You'll lose days of progress due to the game (so very frequently!) not saving properly, and chests and loot bags simply vanish upon being clicked on.
Who needs armor-piercing bullets when you have an armor-penetrating twig? I mean, this way, you can really.. stick it to them! ... I'll go plank myself back down in my corner now :X
No matter what level my NPC mage gets to, it keeps doing exactly 3 damage with the Boulder spell every third attack or so. Is that a facet of the spell [ie, does 3 to X damage] or a weird glitch? Either way, I end up doing less damage across 3 uses of it than I would do with my normal hit, so it's a bit weird.
@Syddney Sounds like you need to enable cookies, or even swap browsers. If that doesn't help, try posting your problem on http://forums.cardhunter.com, the community and devs are super helpful and can probably help you out :)
I'm confused- why am I able to seduce a catapult, but not a palisade? I'm sure there's a joke in there somewhere, but I'm finding myself hitting a wall.
Breaking 300,000 gold in hand neither auto-won the match, nor crashed the game. Attempting to use my Vinter to convert it to food, did however crash the game. That being said, I regret nothing- my dream of filling an entire sea with only wine and swimming through it will be achieved one day!
:gets put against an opponent in multiplayer with fully upgraded cards and full epic coins: :forfeits match: "You've quit too many matches recently!" I don't care if the rejoin timer is just one minute, that's just rubbing salt in the bad-matchmaking wound. :P
Notorthranus, about matchmaking: At low levels create the map yourself, and level lock it to your level range at the bottom; if joining games, try to find 2v2 matches. This helps you find balanced matches early on. By about level 50, the levels of your opponents no longer matter enough to affect play- sure, they may be a level 180 and have universe destroying weapons, but unless you're playing a crappy map, they can't do much without destroying themselves. Which sure, they sometimes do, and may not be the way you want to play, but it doesn't actually happen all that often. Try to stay away from any big explosion modded maps, and you tend to avoid people aiming for mass destruction.
Since my last attempt apparently was too confusing (though other than one Kongregate Code of Conduct breaking comment, no explanation was given as to why the comment went from well upvoted to below threshold), perhaps I need to restate my points //// To restate: [Currently] Lacking in campaign content, lacking in gameplay options (you've got SP and MP quickmatch, and tournament, other than the currently limited campaign mode), lacking somewhat in non-tournament card selection, dialogue is too easily skippable. The game is inherently good, and perhaps the devs already plan to address every single listed point, but I don't see there being an issue with me noting these things. You could make counterpoints, if for some reason you don't want to see these things!
Intriguing, fun, great campaign dialogue, but: [currently] a bit sparse on total available cards, and WAY sparse on engaging content, especially in terms of single player. The game is going to need more campaign content and a couple more modes, and enough potential cards to earn to make all that play worthwhile, before it stands as a game that you can really sink your teeth into. And, last flaw, that amusingly cheesy and engaging campaign dialogue is hindered by the fact that it's far too easy to accidentally skip through or miss auto-progressing parts of. Just add a 'No dialogue, Click for Dialogue, Click for Dialogue (first attempt only)/Auto-Progress Dialogue, Auto-Progress Dialogue [default]' toggle in Options, and everyone'll be happy. In any case, the game definitely has great potential thus far!
Pushing everything else aside, I like how it fairly unnoticably switches from silver to diamond purchases at random points, and doesn't ask confirmation on diamond use. Blatant money grabbing..
Pushing aside the "powerful computer not memory leak for realsies" issue for a moment; Having to disable sound each startup, two-piece costumes not properly applying their set bonuses, and the mess that is the exercise system are all troubled design elements.
And here I thought we did a good job of clarifying to the devs last game, that if their game gets steadily slower the longer you play it [until you refresh it], it has nothing to do with their game requiring powerful computers to play.
For Campaign 5, I'd like to see a hollowed-out planet to fight within. Just to have a stage where we can have a good old fashioned brawl, without too much worry about spending a minute and a half waiting for someone to fly off into space each round. Just for a change of pace ;)
Can we get a custom map mod that lets us adjust the timer to 1 minute? The 30 second timer- especially since there tends to be a bit of latency between turns- sometimes is a real buzzkill [especially for games with friends, where you like to goof off and chat during, rather than feel confined to the timer].
I'm sorry about this. The game *should* save once per world map node if you reload. Did you do anything in your game that you think was different/unique that might help us reproduce it?