The automatic game play makes this game feel like I'm rolling dice, and the only decision-making is how to rig the dice in the beginning. It could be fun if there were strategy involved in the actual battles.
It's a common point of feedback jadedgeek, though I would argue that the autobattle shifts the strategy to the deckbuilding and makes the game more casual/accessible than most CCGs. I think you will find there is plenty of strategy once you have a decent base of cards.
it's a little annoying that you get silver for placing a gold bag instead of a one-way door, and vice-versa, to the exact same effect on some levels (using the same number of tools)
this game relies way too heavily on random effects. It's also got a rough barrier to get into, as I've apparently discarded bowie knives twice for reasons never actually made apparent.
I mean, i know my computer's not absolutely amazing, but there's a problem when this game becomes completely unplayable at burnaby street because I can't target anything at random moments.
In addition to the crappy controls, whose idea was the trampoline? "Hey, our level designs aren't terrible enough, but we don't have time to redo them all before launch!" "No worries man, I got this."
It's a common point of feedback jadedgeek, though I would argue that the autobattle shifts the strategy to the deckbuilding and makes the game more casual/accessible than most CCGs. I think you will find there is plenty of strategy once you have a decent base of cards.