Suggestion 3 (1: mute, 2: auto card drawing) increase the value of healing potions and fire scrolls. In a game where you've got 60 health to start, a card that heals you for 2 health isn't going to be very significant. It MAY mean the difference between a win and a loss but the vast majority of the time, it's better spent as "egg fuel." I'd suggest 5 healing minimum for the potions and 3 damage minimum for the scrolls.
For those of you who haven't figured it out: if you want the shop to sell better items, upgrade the general store. P.S. I'm writing this because I forgot...
First off, I really like this game and I've played it more than i'll admit to my friends or parents.
That having been said... For the 10th challenge, can you make it so the opponent can't start with Hound of Tindalos in its hand? I've died on its first turn at least 5 times in a row because of that stupid card.
Also makes great Otyugh fuel. Just let 2-4 of them stay and you've got an unlimited supply of free creatures to mutate and devour to your heart's content, AND you gain life off of them from feral bond...
Love the new Aflatoxin! It works nicely on my own creatures in conjunction with fallen druids and feral bonds. Why yes, I would like to turn a 1/1 into a 13/7 with Steal...
Uh, random question: does the game suddenly stop being turn based around level 47 or is that a glitch? 'Cause the missile silo I'm fighting isn't waiting for me to pick a spell, it's just hammering me with everything but... no, wait, everything INCLUDING the kitchen sink...
Oh, and regarding the pillar count issue:
You'd be amazed by how little adding pillars can help. My deck is almost half TOWERS (upgraded pillars) and I still get hands with 1 or 0 towers in them. And sometimes I get hands with 6. There's no 100% "correct" answer when it comes to having the right count, just try a few deck configurations and see what you like best. If you want, try checking out the Element forums, some of the "pro" players have posted decks that work most of the time.
Pretty fun overall. Really, really wish it wasn't a demo for a paid game... but what can you do? Here's a hint for the bowl: build your network up the slope and start dropping towers on the 3rd tier (you're 1st tier).
"Protecting allies" skill for monsters should last longer. The dwarven lord dungeon boss does nothing but recast it over and over and it never even last long enough to affect my team at all. Other than that, fantastic game.
It's pretty good but....
I like the simple graphics
I like the field, concept, and overall game play...
but I can't stand how hard it is to get my guys to attack. Most of the time they just sit there.
Not bad, but the view is kind of annoying. It'd prefer it if the camera were just centered on the player. As it is, I keep feeling like if I get to close to the edge someone's going to sneak up behind me and cut off my head. Also, maybe have more than one song?
Not terribly impressed. The AI could use some improvements, as could the animation, and I've always had a problem with games that have really short-ranged attacks and aren't forgiving about collisions. What's the point of even having the melee guys attack when all they have to do to hurt you is just bump into you? Anyway, for players: the shell slam (down + A in the air) is really effective. Jump above an enemy, shell slam, jump away, and repeat. You're invincible for a brief time after you slam so use that time to line up another one!