The AI is pretty poor - it'll randomly do stupid things like using powerful anti-enemy cards on 1 power weaklings, or draw itself to death. One-color is also the easiest way to play - there needs to be better advantages to being multi-colored. Put them together, and just way too easy. It's a cute concept, but needs work.
It's alright for the first few wins. Then you become unstoppable, and it rapidly gets boring. This would be OK if the game lasted for a few more wins. It lasts until you conquer half the bloody planet. Half a planet of doing the same thing over and over again tediously.
Artillery is really the way to go - 17 days with snipers, 12 with artillery, and part of that was due to me buying turret guns. Anyway, it's a good game - not perfect, but fun.
It was a fun game. Emphasis on the was. Challenge 16, however, shows that you have absolutely zero idea how to design a fun challenge. As a hint, it is never fun to wait for the game to sit back and let you win, when you can't do anything to stop it from killing you whenever it sees fit. There is nothing fun about it being able to randomly pull out a card that can instantly kill you when you're about to win that you cannot block, or start off the game killing you in one hit, or just getting bad luck and ending up being slaughtered. While card games are about luck, I might as well roll a percentile die until I get a 100 and claim that's enjoyable.
Also, another fervant suggestion - get rid of the random damage. Not being able to predict whether your hit will kill an enemy or just wing them might be realistic, but it's hardly fun. It makes the game irritating, because basically IT decides whether or not you win - so to beat the game, you just have to hope it'll be nice to you.
Far, far too luck-based to actually be any good. While skill plays a part, victory and defeat are pretty much decided by which of two attacks you do when you hit the exact same button, which, as far as I've determned, is entirely random. One kills your enemy, the other doesn't, which leaves them ready to attack you and kill you.
Also, it's no fun to be completely immobilized and unable to escape from repeated assaults that end up tearing you apart. Especially egregious with multiple enemies.
Starts off interesting, ends up boring and repetitive, gets interesting again on the last boss. Hobbit spamming slowed him enough for my angels to take care of him, but it was still a nice challenge. Still, work on hardening up the middle game next time, OK?
Complete Jerk, I think, requires no saves whatsoever. I saved two people, and I didn't get it - then I splattered them all, and got it.
It's definitely fun. The boss is a bit of a sudden loop thrown at you - it's more fun when bosses are based on the game you've been playing so far rather than basically making an entirely new one - but it was still a good game.
Interesting, but buggy, and not much of a challenge. Plus, you get minimal time with your new toys, and I'm not sure if they make that much of a difference anyway.
Figured out the same thing (attack the greens, not the greys) last night. Attacking a grey destroys a number of your units, but attacking a green destroys an equal number of both. It's also best to go for them right after they launch an attack and have minimal defenses.
Anyway, it's definately a fun little game. Not very challenging, especially once you get the secret, but still good.
Worst RPG I've played. The graphics are childish, the music is poor, the combat system is pointlessly irritating, especially because the scrollbar jerks instead of moving smoothly, it shows no real jot of creativity, and as I write this, the game refused to acknowledge an attack I made, and instead is sitting there waiting for me to go away, combat music blaring into my poor ears. I think it's only fair to accomodate it.