This is turning out great so far.... Would definitely like to see a little bit of color added to the cards. Pencil sketches feel like place holders. Mechanics are original but thoughtful. Was confused at first but getting the hang of it now (maybe some more explanations)
There are simply not enough fights, even on Normal, unless you attack Friendly creatures - strongly DISLIKE. Constantly changing equipment would be viable if there was enough gold that you didn't need to sell everything just to buy one new item or a single global spell.
STILL in love with this game! Can honestly say the only game on Kong that I am still playing loyally after more than a few weeks (years, now!) and will continue to play.
To follow up on my own post, the reason I say Base Damage Stat should be on screen is because all the other upgrades are obvious/tangible: increased health, increased shield, additional weapons, etc. But all those tied to base damage don't really have a reference except to DPS, which is only shown in the menu screen:
+Dmg IF far away
+Dmg IF near
+Dmg IF High HP
+Dmg IF Low HP
+Dmg IF Shields offline
+Dmg -Shield
+Shield -Dmg
+Dmg
Now of course, only the last three would directly change the base damage, but at least by having it displayed, you give the player some reference. Damage increased up to 35% means nothing to me if I can't know 35% of WHAT.
Great game - my biggest suggestion would be this: Label which is health and which is shield (even just a small simple icon) and add the Base Damage Stat on screen so player can see the increase when they pick those upgrades.
Going into episode 13 - the battle with the gate and the endless enemies, like massive amounts of soldiers and something about "convincing the enemy captains"...... WHAT ARE YOU SUPPOSED TO DO?
Thanks for playing there is also some walk-trough on the tube if you are interested. :)