need to adjust the power imbalance, maybe choose the computer's cards up to 2 or 3 pages above the highest level the player has, let players work their way up more gradually. also needs an in-game menu so a player can resign a game or exit to the main menu.
this game is fun, but too easy. I stumbled upon the boss before I had even seen any of the tanks for the second badge, so hunting them when I was invincible was the simplest thing in the world.
very slick and all, but gameplay leaves a lot to be desired. my biggest complaint is using both wasd and arrow keys. too easy to try to steer with the arrows and screw up horribly. also needs longer tracks and maybe a ghost mode.
the doomed heroes badge is easy if your characters have lots of buffs; since the whole thing is only one battle they last until a character dies. I used a warrior (inspire, adrenaline), ranger (nature's balm, swiftness), and conjuror (eldritch aegis). it also helps to load up on vampiric and soothing items.
ok... what am I missing here, I can't figure out how to navigate when thoughts are too big to fit on a single screen. like the "hunter" thought. not being able to see half the nodes puts a serious cramp on my ability to design new thoughts. 5/5 for the idea, but 1/5 for implementation so far.
this game has good points and bad. good: graphics, physics, setup. I very much enjoy the idea of a trick shot puzzle game. that said, however... bad: timing-pool is not about how fast you can pot balls in the majority of cases, so basing any ranking on that is a bad idea. second, and this is key, is that the puzzles don't tell you what ball you need to pot until the shot itself. you should be told the shot beforehand so you can set up for it. seeing as how there are always a number of ways to pocket any single ball, ADVANCE planning is at the heart of pool. the approach taken here is counterproductive.