Just thought of something. For the second part of that, you probably thought of that but didn't want to create decks less than 30 cards in size. So, how about you expand on the deck manager part to include a check to see if it's at least 30 cards in size and, with that, useable at all. if it's not, then you can still create the deck, but can't start a new game if that deck is the one selected. Also, this would let players temporarily create a deck less than 30 cards in size if they needed to do so for other reasons. Hope you like this idea. If not, still loving this game. Easily a 5/5, from balance alone. Free to play just makes this a favorite.
I have a suggestion for using the lab. Sorry if this has already been suggested and I haven't seen it, but if not, please consider this. When merging/upgrading cards, it can be frustrating to go through all of your decks and see which one's use the cards you are trying to use with the lab, so maybe show all the cards you own, but grey out ones in decks and then show which decks they are in with a mouse-over. Or, better yet, show all cards, grey out ones that are used, and then allow for them to be used in the lab. When trying to combine them, make text pop up that warns you the cards will be removed from the following decks with some confirm button. I think this would be much more efficient.
Hate to spam the comments, but here's one quirk I have about the UI. You click somewhere, move the mouse, un-click, and then it counts as a selection where you left it. I'd like it more if the click and in-click had to be in the same menu item, but maybe that's just me. Better than just click to select, but still makes me accidentally place something I didn't want to. Seriously though, keep up the great work, it's great to see the K community finally support you guys!
Excellent CCG, not even including the fact it's free to play. I find that almost everything is balanced. I especially like being able to choose a new hand at the start once with no penalty, more times for less cards. Maybe one more free re-pick wouldn't hurt, but that's not significant. Also, I would like it if it was remembered what deck you were last using, but that's only when you quit the game entirely, so that's not a big deal either. Really, the only problem in game play is that you have a limited number of ship spaces in the field, though nothing you can do to replace them. Perhaps some kind of ability or menu item that uses energy to reclaim ships and put them back in the deck, or destroy them freely. Other than that, it's somewhat annoying to get cards, since is based almost all on luck. Still, I'm glad to see that NULLL games are finally in the credit I think they deserve. Sorry this is such a long read, hope you can keep your ratings high.
Definitely sub-par as far as physics games go. The control seems to do what it wants, regardless of what you tell it to do. The color scheme is annoying at best, very basic, and the reset button is almost invisible. I didn't even notice it down there for the first few levels. To actually be constructive, a larger launch zone would allow for better control, which is a recurring problem in just about every level. Art in general needs to be improved, you have what looks like a lazily done powerpoint as it is now. As for physics, the ball is to bouncy. I can even manage to get past the fourth level, having to slip it through a narrow passage. What you have now could be useful for a platform type level, but for these levels, something about as elastic as wood would work better. Well, good luck
level 12. alright, almost halfway done. not bad, actually i liked it. i guess it was pretty short considering all of the upgrades and level bonuses, but overall id have to say that... wait, whats that arrow... uh..... level 12, almost 10% done
one problem i have is that many obstacles seem to blend into the background. for example, the purple stuff on the walls that appears on level 13 doesnt really stand out, and i often carelessly bump into it. as for the wires that you can shoot through, i can barely see them at all. the graphics are fine, i just would like to see some more color choices. maybe a glowing green for the wall stuff and a rust red for the wire things. other than that, not the best game ive seen from nitrome, but still very entertaining.
i found a glitch... i accidentally hit space after beating the book race thing, and after unpausing, i couldnt continue on. other than that, no complaints
I think the biggest problem is that the developers never seem to listen to the players. I can understand how fixing the servers, as i complained about earlier, would take time. However, I can't imagine that selling cards, for example, would be a problem. Just assign each rarity a monetary value and add an option to sell when viewing the card. To be fair, I will admit that features are being added regularly. But the features never seem to be something that anyone asked for. Just adding a few basic features to this game that we want will easily make it a much higher rated game.
Okay, this is one of the better ccg's I've seen, but the server is of the least reliable I know of. It's down about one quarter of the time I try to log in. That is unacceptable. Not only that, but you give rewards for consecutive logins, and therefore i often miss them due to being unable to connect, this being the third time tonight. I'm going to have to quit the game because of this one, simple problem, which is a shame because I think this game could have been good. I may check back in a few months to see if the servers have improved...
the main problem is mario's only attack is jumping, but you cant predict when most bosses are about to make themselves invincible (jumping, setting selves on fire...) so you will take damage instead by the time you land. also, it gets tedious, as difficulty doesn't increase on most bosses, but they still take forever to kill. like light man, for example, is easy to hit, but after 13 hits i messed up and died, and had to start over. less significant, but a keyboard controlled menu would be nice. iron out some of these flaws and you have a great game
my bad that game already exists. age of war (1). YOUR game. well, what happened man? i just played that for the first time minutes ago, and it was as satisfying as i could hope to smash people in the face with boulders. also, the game was much quicker, simpler, and smoother. thats exactly what i just said you needed... just improve on that design, dont change everything. i honestly believe that THAT would easily be a top rated game with better graphics and control, not this. please consider this, and good luck developing future games. you obviously have a lot of potential, but the execution is just a bit lacking
what depresses me is that the defending part works quite well. if you just improve on that part of the game, get rid of the map part all together, and simplify the overall gameplay, this could easily be a good game