Shockingly, Adult Swim actually made a cooler version of this. Would ordinarily rate 3 stars, but minus one for no obvious pause and for brief lag in certain segments (fortunately not gameplay ones).
Discard doesn't work for me, so I have to restart a game whenever I'm forced to discard. Yes, I read the instructions, have the window in focus, and am holding Ctrl while clicking the card. It just doesn't work.
Feels more like a beta than a real game. Takes all the bad things about the series and few of the good things. Too slow in both gameplay flow and in interface, too easy, worse upgrade system. Very disappointing.
A simple, relaxing game. The upper levels get very frustrating, however, as you die on your first few turns very frequently due to card circumstances that are completely outside of your control. It could use more replayability mechanics and fewer artificial difficulty mechanics once you get past the easy stages.
It's not really a game so much as it is an extended joke. It's mildly amusing, but not as entertaining as Achievement Unlocked or similar meta-esque game commentary experiences.
This game is actually not too far from being good, but the omissions that bring it down are painfully obvious. One button to control all four elemental powers, lazy level design, unlimited rewinding... and, worst of all, no pause button. Really. NO PAUSE BUTTON. This would be a great game for a dev just starting out. But as an ad for a major movie, it's insulting. Then there's the fact that it got promoted by Kong extremely quickly despite being downrated so heavily, which is something of a notorious achievement in and of itself.
The music is cute, but far too noticeable to be enjoyable after you hear it every single level. Even just two or three more music tracks would have been nice so you could stand to play it with the sound on. The level designs are creative and challenging without being impossible, but I agree with other players that the physics and controls are far too finicky. Once you know how to beat a level you should be able to beat it, rather than being forced to get the physics 'just right' with a simple click and drop mechanism.
The need to farm medals before you have any real chance is annoying. Some more difficulty settings would be welcome. The unlockable classes also seem to be pretty gimp, which is disappointing. Otherwise, though, a terrific game.
The luck in this game does breed a lot of negativity that is hard to work past. Although luck evens out over the long run, individual fight are short and one lucky roll can make or break a session. Five to ten percent miss rates on fifty energy moves isn't an especially 'fun' game model from an emotional pov, even though from a statistical pov there's nothing wrong with it. In addition, it's worth noting that most of the top tier cards specifically minimize luck with 100% hit attacks and hits fleeing abilities. Acknowledging the mathematical balance doesn't necessarily mean you can't acknowledge the negative side effects on player psychology, too.
I can't believe people are still spamming this game with tips on how to do the incredibly easy minigames. NO ONE CARES. Unless you have something for the 40 days badge don't bother commenting, you're just saying what other people have already said ten million times.
Saying that it is possible to rank high with subpar cards doesn't really counter the point of them being subpar. It's possible to do well with Andro, but why would you bother, when you can do well with Anex for a tenth of the effort? Why would you bother running MlM when so many people use a character capable of oneshotting him? Why would you use Popo when one bad rng roll is likely to put him in a hole you can't climb out of? There's just no point, with other cards that achieve equal success with less risk, less effort, less time involved. For example, you CAN rank high in arena in WoW as a boomkin, but most people roll Resto instead because playing something that takes that much more effort for at best equal results is masochistic.
(Really need to stop using comments as a mini-forum, but whatever, everyone is doing it...) Twing: No, people don't change their decks based on specific matches, but they do choose decks specifically based on what has the least amount of overall risk and the most countering potential for what's popular. Why even have so many cards if the only viable ones are a third of the total pool? I can be creative and lose a lot, or do cookie cutter and be successful. And it sucks either way.
Tell me how much skill matters while VV is one shotting my characters for 30 energy, Twinge. :P Like WoW arena, 99% of this game is just countercomping, and I'm sick of it.
Personally I'm getting really sick of losing games because of the server bugging out on me. The ones where it starts a countdown or shows a 'trying to reconnect' message are fine, but when the timer just vanishes and the game stalls indefinitely it's just stupid. And this happens at LEAST once a day.....
Popo lost me four games yesterday because slingshot didn't hit once. Screw you, flapmeat. When powerhouses like Anex and Yoshi are around, you want to nerf an average card? Seriously, screw you.
There are a lot of moves that do similar damage to Slingshot, only much more reliably. The only thing Sling has going for it is speed, because few things will hit before it does (or whiffs). Consider a critting Double Slash/Hex/enchanted Chakra Slash, for example. While Popo can twoshot almost anyone with luck, other chars can twoshot him more reliably.
A better solution would be to update the game frequently enough that the metagame didn't stagnate and you saw a wider variety of characters for viable ladder play. But yeah, you can only see ValkAnex so many times before your head explodes.
She's not just good versus vamps, she's good versus anything with high dark resist. Which is a lot more than just vamps. And she's hardly equivalently weak against most non-dark-resist chars.