I have an idea for a new card ability to go along with "siege" call it "sapper" basically if your opponent has a structure up any damage this card would deal is dealt to that structure. Becomes a more aggressive form of siege that can be buffed up with rally cards
One thing this game really needs is the ability to skip laying a card down in order to move a card in your line up. If you've got a rally all card at the end of your line, it doesnt do anything to help you. Samething thing if you've got a card with "armored" you could put it infront of your enemies harder hitting card to bolster your defenses
Fun game but when I hit multiplayer and select an army the game loads up the combat phase but then I cant interact with any of the buttons on screen and the enemy health says 9999
Fun game, simple and addictive, the upgrade system is kinda sloppy though, If you're going to make it based on achievements it would be nice if we could atleast get an idea of what those achievements are. You're basically flying blind to try to upgrade yourself.
Controls are very touchy, and you did what most puzzle games do, instead of building on a few basic principles to make the game difficult you just keep throwing in new ones, makes the game tedious
Great game, simple, but it has some depth, it needs a lot of fundamentals to take it from a 4 to a 5 though. Keyboard shortcuts man, keyboard shortcuts! ESC should close menus, B or I should open/close the inventory.
Great game, probably my favorite in this genre.
ProTip get the first rank of "more rocket gummies" immediately it makes getting "Sweet Impacts" really easy
Beat the game entirely before badges, now come back and the only one I have is "kill 50 zombies" even though I've stayed on and finished the game in every feasible way possible
Another thing Ive noticed are the purposeful pitfalls in the game that seem a little bit of a low blow. There have been points when the market naturally dipped down and I stock piled either tea or opium, making a good 6+ orders as fast as possible, then the game "gives" you cheap tea or opium, and you buy 2-3 in a row and all of a sudden my "frantic spending has caused a rise in price" If you're gonna put factors like that in the game we should be able to monitor them. A "market stability" meter or something similar
Its definitely a fun game, and something new, but the game suffers from massive issues with time constraint. The "cooldown" on buying opium and tea relative to how much you can buy at a time, max, is terrible. There were points where I had well over 10k silver, and the prices of tea were to the floor, but I couldnt meet the order in time (that is to say its exact due date) because I simply couldnt buy fast enough! Also, why arent we getting paid for shipping tea to Britain? We get ships at first, but Im rarely making more then 3 trades at any given time an would rather have gotten average market value for the few hundred crates rather then a useless boat.
Ive been a fan of hte bubble tank games in the past, but at this point its getting a bit monotonous. Its just a game of "strafe and shoot into the void" The lack of defensive capability in the game means you just play keep away and shoot where you THINK the enemy is. The entire "class" system when building a tank seems off too. the reward for being a huge slow tank dont seem to balance out with the fact that you're a slow easy target.