I love the game! I do have one concern; a card's description on whether the card's stat increases are permanent is unclear at times. Unless there is something I am missing, occasionally I must use trial and error to see the longevity of a card's stat increases.
Thanks! Do you know about the mouseover tooltips? Hover the mouse over a card's description to get more info about it. Also check out the Rulebook in the Learn area. In general, "Has" means temporary and "Gain" or "Give" means permanent. The tooltip almost always says it explicitly too. Let us know if a particular card is unclear and we'll rewrite it. Thanks!
This game is very well crafted and finely tuned. However, the lukewarm feedback I believe is to be attributed to type of game itself (that is, single button mobile games), which often lack depth, replay value, and content. After much thought, I cannot suggest anything to better this game, it is already detailed enough, I can only say that the concept itself needs to be rethought.
The game looks like it was rushed for release. Most severely, there are outright flaws; the planet's descriptions and lack-of-growth from satellite's money to name a few. There is also well-done balance in some areas and a severe lack in others, as well as as provided room for features that are simply missing. As the game currently is, it does not deserve as high a rating it currently has because of these things. A 3.3/3.4 is more fitting, but some simple fixes and additions could easily make this a 4.1/4.2 game.
It looks like it's supposed to be a game... like after 15min I was able to figure out how to play and like deliver presents... but overall it's simply not playable
The only problem I can find is that the survival mode starts off far to slow. It would be nice to be able to start further along in it so it's not quite so boring at first
When you import you beta save more than once, you get the points back with the previously bought bonuses still in, but the only bonuses that are actually in effect are the most recent ones put in
A way to automate the trap production would be nice. My queue is always full of traps, so anytime I wish to build anything else I have to either wait for the traps to be done or cancel the traps in the queue. A way to give priority to items might help this. The ability to see bought upgrades would be nice as well
The "Purchased Upgrades" is quite large for what it does (which is essentially a button to hide the purchased upgrades, there's no need to tell the players where the purchased upgrades are at; it is obvious). I would suggest either moving the option to hide those upgrades to the options screen or to change the buttons size to be that of one or two upgrades large
The demons upgrade "Demonic Presence" doesn't seem to increase the production of Hell portals by .5% per other building but rather by .05% per other building
There aren't enough "fun" upgrades. With the exception of the faction upgrades, all the others are very predictable and bland. More unlockable upgrades such as the Auto-Cast or the True Neutrality upgrades that don't fit into any pattern of upgrades (like the many double productions) would really add a lot of color to the game. More things should also carry though soft resets, i.e. things such as the effectiveness of the elven faction spell shouldn't be by the clicks of the current game, but rather of the entire game; that would give the game much more replay value (even if you do nerf things in order to compensate). Overall, I really enjoy this game
Thanks! Do you know about the mouseover tooltips? Hover the mouse over a card's description to get more info about it. Also check out the Rulebook in the Learn area. In general, "Has" means temporary and "Gain" or "Give" means permanent. The tooltip almost always says it explicitly too. Let us know if a particular card is unclear and we'll rewrite it. Thanks!