It's a nice concept. I didn't like how most new cards came from farming light bulbs and sketch cards during battles. There are also a couple of big holes in the system. With enough strike or creativity cards, you could loop your deck endlessly during a single turn, making the other cards useless. But if you collect too many expensive or dead end cards, you suffer from very short turns and unplayable draws. You should set up permanent card gain in a way that doesn't allow easy loops or permanently sabotage the deck. Giving predetermined cards at the end of fights or allowing the player to choose a limited number of available cards for each fight would give you more control over what players can do with their decks. Then you could remove permanent card gain inside battles, making it a one-time temporary use of a card instead.
Nice comment! How about changing the rules that ideas gaining card can only be obtained outside the battle(by leveling up), skills can only give you card that are not related to that effect, and sketching can't sketch itself anymore?(or skills cooldown time, making it harder to farm)
Distances are hilariously compressed. The real distance to the Moon is over 230,000 miles. The real distance to Pluto is billions of miles. In Kepler you reach other stars in under 200,000 miles.
Minigames start very slowly and stay that way a while. Then they quickly ramp up to maximum difficulty. A steady progression would feel more rewarding.
This would be a fun launcher, but it's too much of a grind toward the end. You could triple gold payouts for the third mission and it would still be a long grind. At least, it seems that way. Since the upgrades don't have explanations, I can't be sure I focused on the right ones.
Somehow I played the entire game without noticing the move % slider. Probably would have set it to 80-90%. It was still a fun experience despite my oversight.
There should be a longer cooldown before ships in combat can retreat. That way, a losing player can't drag out the game running between planets. I also miss the ability to send partial fleets so key planets aren't left defenseless and large fleets can leave a token force to finish capturing a world. One solution I've seen is to accumulate forces while pressing, so a short press sends less ships than a long one. You could base the size of the fleet on how long the target planet is held.
Every time I come back to Protector, I am stumped trying to figure out why they took out fast forward and wave previews. Before, it was an unforgiving, slow-paced planning challenge that tested your wits. Now, you play 10 minutes blindly picking elements, hoping the final waves aren't going to heal off your best mages. They don't expect us to sit through 40 glacial waves writing down the elements for a second run, do they? It's like playing rock-paper-scissors with one move per minute. What's the point?
Something is very, very wrong with this game in my browser. It runs all right for a short time, but then it starts freezing for longer and longer periods of time. Lowering quality and turning off sound have no effect. It freezes when I'm adding traps, removing traps, running the room, or doing nothing at all. The game doesn't lock up forever but it's unplayable in this state. It also causes the browser to give me "unresponsive script" messages.
There are some very buggy spots toward the end. Picking up the mushroom in chapter 11 sometimes caused the mushroom to disappear. In chapter 12, pushing the platform with the pet on top causes the pet to fall and disappear permanently. I also got stuck under the gate near the button in Chapter 5. Eventually I was able to wiggle out.
The zoom level makes a few parts of the game more about frustrating trial-and-error than they need to be. 10-20% more field of view might make it feel more fair.
The last level is not so difficult if you take the shortcut straight up after the first turn. You only need to hop over a couple of mines instead of 5 or more. But a checkpoint right before the squashing blocks would be nice.
Skin 5, Eye Type 7, Eye Look 3, Mouth Look 8, Hair Color 9, Hair 8, Facial Hair 1, Extras 1, Eye Position and Eye Spacing and Mouth Position right, Neck Length and Head Position left, Head Size medium large to play as E.T.
Nice comment! How about changing the rules that ideas gaining card can only be obtained outside the battle(by leveling up), skills can only give you card that are not related to that effect, and sketching can't sketch itself anymore?(or skills cooldown time, making it harder to farm)