Game is nice, but pvp needs some balancing:
- There is no incentive to spawn units first as it's then easy for opponent to counter your unit composition so you can jsut wait for 4k points before spawning units -> one way to solve this could be increased production rate if you have units in opponents' part of the map
- When playing with insectausaurus you can just spawn your melee units when opponent range units are near your line so that they start fighting immediately
- Support consumable: it may be better to have it as cooldown skill instead or without cooldown but limited number of uses per match (at least for pvp)
Nice little game. For those that forget to buy energy regen items ( they disapear from shop later ) you can beat last level with around 10 laser weapon/4drones/2fuel booster/10 damage amplifier/rest is shields.
To do so put all your weapons and drones on 3 left columns, then at start of map just move your ship to the right side of map, so that less ships attack you.
To those complaining that you can't move buildings:
- Left click on the building you want to move, hold it for 1-2 seconds.
- Left click on any free slot
Your building will be moved to this free slot.
Fun and fast-paced game. Hard mode is definitely closer to classic memory game. My main complaint is that $ gained have no purpose in this game, except for final score, so there is no real incentive to use cards bringing extra $.
Tip: Try to focus on remembering position of orange/black cards so that you don't return them again by mistake.
Nice game but there is room for improvement.
It feels slow to play: an option to increase speed or remove spell casting animations would be nice.
There are some balance issues: after a while you/opponent can have a lot of defense magic/defense so both my magic spells (dragons) and opponent magic spells did 0 damage. You can get way too high income thanks to upgrades, I have +14 for each resource per turn, so resource cost is not even a constraint when playing cards.
Deck editor would be nice addition. A way to remove cards from hand would be nice as well (for instance a card to discard your whole hand and pick 6 new cards).
The missions all feel the same, if you make deck editor it would be nice to have some missions against opponents with high magic def and other against opponents with high physic def for instance.
thanks for the feedback, you are right about it. since this game was developed in around 2 weeks, i haven't think about all aspect, i just want to test about the game engine and the respond of the player. Thanks again.
Nice game, for once lack of stamina isn't turning you away immediately from game.
But please give european players the possibility to fight more than 1 out of 3 daily world boss without staying up all the night.
Hard badges took around 30-60 minutes. One thing needed for this game is focus: you can't hesitate or spin in the wrong direction. I found it easier to constantly look at the edges of the screen to anticipate correct path, rather than looking at hexagon/arrow in the middle.
Second thing is control/timing, but not much choice than practice to get used to those double spirals after failing dozens of times.
Game gives a bit of a headache.
For those looking for hard badge, you can get at least 32 KISS awards without using any powerups:
Green Hills: lvl 1,6,9,12,15,17,19
The moon: lvl 1,7,9,10,12,13,14,15,18,20
Construction site: lvl 4,5,7,8,9,10,11,12,13,14,15,17,18,19,20
For most construction site levels you can just build some small platform behind a hook and then use platform to carry guys/items accross the level.
Player base is too small for that I guess. I confirm that most best players are not buying cards. I agree that some rares are strong, but as you can get them without paying real money I don't really see the problem. 25 cards a day is defintely doable, especially with all those new achievements bringing extra gold. I could buy 25 packs (125 cards) right now, not even counting reselling cards to get more coins.
And if you want fair mode there is forum where you can suggest draft mode. Although I would rather see existing alpha modes enhanced first.
Play button starts PvP fight, if there is no player available then after around 1 minute you will have the possibility to fight a bot or continue searching. Good game but not really polished yet.
Really nice game.
My setup to beat last boss: Mage Hat/Knight Armor/Mana Staff (Mage Robe is nice too but then HPs are very low). You can jump over missiles and hit them at the same time to gain mana. Keep mana high for healing and use Seiken/Bolt with extra mana.
Game looked nice, until my first mission:
10 minutes to steal resources from opponent which has better tank. Then tank is so slow with resource that I am not even sure I could bring them back even if other tank wasn't busy killing me.
For people having trouble to get hard badge due to sticky keys - make the game "lag", this won't solve the problem but at least you have more time to react when it occurs.
thanks for the feedback, you are right about it. since this game was developed in around 2 weeks, i haven't think about all aspect, i just want to test about the game engine and the respond of the player. Thanks again.