Sometimes you get a few towers, sometimes you get none. The towers are so useful, I feel they shouldn't be a card. Maybe give a set amount at the start of the level or after every X amount of turns. Maybe even put them on the map at the start at set locations. Some maps would have towers in good positions, some in bad (unless you figure out a good combo for it), and some wouldn't even have towers at all.
the game is often stuck on loading for me, mostly while "waiting for tutorial module". Reloading the page often fixes this. Is anyone else having this problem too?
Also, it often happens that the image of some of the cards disappear. I can still see the numbers and the special effects, but not any of the artwork. I need to reload the page to fix this as well.
I'm using firefox 4.0 by the way.
thumbs up this comment if you encountered the same problem(s). Don't vote down if you don't have this problem.
the game is often stuck on loading "waiting for tutorial module"
Also, it often happens that the image of some cards don't load
both bugs require me to reload the webpage to fix it. Both are probably throwing a loading error, which may be caught, but not done anything with.
4 lightning towers really is the only thing you really need. No need to thumb down his comment. I tested it myself for day 8. Unit upgrades work for the towers as well. The enemies attack the towers, which have 3500 hp each. They can barely even kill one of them. And if they do manage to kill a tower, just rebuild it in a few seconds. They can't beat you.
I think recycle could also work on friendly ships. For example, imagine having a ghost sensor up against your VoidBringer. Your VoidBringer keeps eating away all your stuff, but it can't attack. Nor can the ghost sensor kill it. This actually happened the first time I tried playing with a VoidBringer deck :)
mmh yes, obfuscation tower does seem OP although I haven't ran into one yet nor have I used one. It should at least be changed to "opponent discards a random card". Still powerful, but not OP.
Considering Technowall, it is definitely making a stalemate possible. So, how about simply making it a structure? It would have 40 life and take damage instead of your main base. If adding health to structures isn't easy to code, it could instead increase the base's life by 40, but recycle should have to reverse the effect of the deployment-action of structures. So, for example, if a wall is recycled, it makes the base take 40 damage. If a Solarfusor is recycled, it makes the base take 8 damage. If an Antisolar Plant is recycled, you lose 1 dark and 1 solar energy. Read the descriptions of these cards if you don't understand what I mean.
a card like MindWipe should not be in the game I think. It's not like it's overpowered, but there is just no counter to it. You just lose cards, that's it. I know many games have cards like these, but don't follow in their path. I feel nothing should be able to influence the cards in your hand. I understand if people don't agree with me though. But I don't see the gameplay value of cards like that.