I like the samll grid, since abilities change it, it makes em vital. knowing when and wich one to pop makes great tatics. On later lvls I find myself popping half chain to get heals and using abilities to improve em and keep kicking.
Woo what a nice turn around on a card game.
So far i like but stuff that could improve is:
- something to tell u more clearly when a unit is rdy to summon, cause grades of traparency become hard to see in the 10% to 0% ( make the horns of unit space be black and bright red when unit is rdy to be sumoned)
- something to know ur enemys resourses, at least how many he's getting of each thing. this have a great influence on strategy.
and something i'm not sure but look like factions aren't important at all. I havn't seing something to make me want use only necromancer cards, then again i havn't see much of the game.
5/5 i really like it
woo first room was daughter! so nice... well no i wanted to kill alll zombie... wait she would have followed me evry where right?? i had a mega bonus and lost it nooooo....
i miss the element colored tunic, not digging the "glow", that's for the visual part, the rest is really nice. And about gameplay, well there are some units that are the same like council trainee and kingdome mages (same ability tree) and it would be nice a place to see what does each ability and what unit have wich ability.
a legionair got into the archer's blind spot! had to kill it with waves of arrow and i did not always hit, almost got me.... now i have to pay full repair...