Mighty Knight's greatest problem is a 2% chance of instant death to the final boss - their exploding runes have no invulnerability period, so multiple runes that happen to feed on the same spot can kill the player all at once.
"Sir, we've almost got enough deathtraps to make the entrance foolproof! All we need are a few of those prototype flying spikes you have in development and there will be no way into the fortress!" "Remove everything and add invisible walls." "Sir? Those walls don't meet architectural standards, we won't be allowed to place them next to the ceiling-" "REMOVE EVERYTHING AND ADD INVISYBIL WALLS!
Would it kill the developers to change a little code so that Shift+Click always attacks and doesn't blindly rush into an enemy encampment just because we happened to accidentally click on a single piece of gold that happens to be right next to the enemy base?
"Boss, there's an army of superhuman assassins and they're dodging bullets! Literally!" "So they're immune to bullets." "No sir! One of our guys got lucky and hit him in the foot, and he dropped dead! They're also coming in the front door no matter how many die from our traps, but we're running out of fried chicken and baseball bats! I'm rallying the men to converge in a narrow hallway and fire in a straight line until all these bastards are dead-" "Stand in place and shoot wherever they are." "Sir?!" "STAND IN PLACE AND SHOOT THE BULLET DODGERS ON SIGHT, DO YOU HEAR ME!"
I think the next game needs necromancers. Basically, necromancers will have the ability to take stacks of corpses and transform them into zombies. Naturally, the zombie will have very low action points and movement points, and the few low-cost actions they can take are hilariously incompetent, but can basically become a living meatshield that deals fatal damage if ignored, as their 5-action consume allows them to deal medium damage that also turns the opponent into a zombie if not detoxified before they die of zombification. Or bludgeoning. Better yet, the zombie decomposes back into its original form of corpses if killed, allowing you to create choke points against your enemies - at the cost of their necromancers having the material to create their own zombies. Basically, it's a weak distraction, uses a valuable resource that players have been using for two whole chapters, and is a great chokepoint defender - for and against the player.
Breakout and Space Invaders had baby, but it was stillborn. Then decades later Neurowocky got out a tesla coil named Unity and brought it back to life.
Deceptively simple, disturbingly challenging, 5/5 should have made this a purchasable game.
This one was fun, but some of the cues are near impossible to find. Hint: Unlike most of the other CEs, you can SLIDE something this time; hold down mouse1 and move the mouse. Not saying what.
Needs a login rewards system, need more pizza for all those adorable figurines. Other than that, this is NOT a Trading Card Game, this is a full RPG with card-based strategy elements. Cards that you collect are directly attached to your gear, and stronger gear means stronger cards. However, you still get the feel of a tactical game by selecting the cards that you wish to play and the details of how you want to play them, as well as the timing of each attack. 4/5, Great Game, recommend that they add more polish.
How do you disable "instant farm results by paying rubies"? I quit just in time after accidentally clicking the "instant seed berry for only four rubies" button!
Argh! I didn't steal the guard uniform, and now I accidentally found the bandit hideout! Which means that I'm stuck inside the very house I bought! How to leave?!
This is actually a really good suggestion. I will take this into account in the next Hat Wizard game.