It is a nice idea but something isn't working well with the implementation. By level 12 I was lagging so badly I definitely couldn't complete it. I watched the walkthrough. Apparently it was done on some sort of super computer or some change was made on the Kongregate version to make it lag so badly.
I guess that if it takes you a minute to think about your next move then Kongai isn't too slow. However it appears that most players, me included, think that a minute is too long. A 30 second timer would increase the action and push players to think quickly.
I'd guess that the main reason that so few people are playing Kongai right now is that it isn't fun anymore. Why is it not fun? Well, you can't change your starter cards, the server lags HORRIBLY, too many people have experiences like getting paralyzed by Higashi 7 times in a row, there is pretty much no response by Kongregate to players' concerns, the learning curve is HUGE and the server lag is HORRIBLE! In my opinion if you want to run a beta and have lots of people play you have to communicate MUCH more, acknowledge issues and fix the lag. I think the game was fun at first but now I spend 20 minutes just to get frustrated with ONE game.
After playing for a bit I've really started to enjoy this game. The switching and interrupting were VERY frustrating at first but I feel I know how to use them better now.
In addition to being able to change our starter cards, see our win/loss stats and have a random starting position (all mentioned by others before) I'd like to see the following improvements:
1) Make the game smaller. I have to scroll around too much for my screen size.
2) Add much more clear information about "speed" such as at what speed switching takes place, what happens when two people pick an action with the same speed.
3) Add much more clear information about what happens when a user "leaves" a game. Is this being exploited to avoid taking losses? I'm not sure but I would be sure if it were clear in the instructions.
4) I think some information about tactics or even some example matches would help people avoid going 0 for 10 - which is likely to lead them to not wanting to play anymore.
The music is nice and the idea is OK if a little bit simple for me. The game play doesn't work for me, though. Not being able to see very far ahead just isn't fun.
We should definitely be able to change our "starter" deck cards.
Touch of Doom is too powerful.
I'm not sure the dodge percentage is being calculated correctly. Almost every character with the feather seems to dodge a lot more than 25%
To fill in one of the parallelograms, from the starting position, just hit right then up. The lower right section is a parallelogram with the point on the bottom. Hopefully you can see from there how to fill in the one that is flat on the bottom.
I really like this kind of puzzle. I think I understand why it wouldn't work as a true 3d cube - the pieces are flat and must rely on a particular orientation to fit. I would recommend adding a saved progress function instead of a level password and an improved tutorial. It took me longer to figure out level 1 than it did to complete the next 4 levels. It just wasn't quite obvious enough for me on how to use shapes across sides. Otherwise - great job.
It seems like none of the modifiers (for poison, counterstrike, etc) actually stack. One you hit your opponent with 4+1 poison it isn't possible to add to the poison level even when one with a higher poison count (like 6+2) is used. Maybe that's a bug but I don't think it should be. It's a neat start but it does get completely futile rather quickly as your opponent has access to much more powerful cards than you.
The concept, music and graphics are good. However the game would be much better with instructions instead of without (I almost gave up completely until I clicked to fire), if the controls weren't "sloppy" and if you weren't induced to move your mouse out of the flash game and lose complete control.
In my opinion, the "hint" should suggest where to place a stone instead of placing it there automatically. I also ran into a bug where later in the game I was able to place more than one stone during a turn.