Great game like has been said before visibility can get pretty bad. Easiest way to fix would probably be fx options, but it might be kind of cool to have the repulsor have the 'passive' function of pushing away smoke from the ship with the range and speed of smoke movement being determined by how upgraded your repulsor is and how close you are to the smoke. It looks really cool so it would be a shame to get rid of it too much.
hey thats cool! the repulser pushing smoke idea could be a winner, 'cuz like you say it would be a shame to remove too much of the chaos fx, but you do need to be able to clear space just so you can see whats going on - okay I'll put that into my next version todo list, I'm not making any promises, but I'll definitely have a go at it.
I really like it some of the special cards should have more limitations built in though for example three "grass" 2's is a little much to expect to be cleared other than that its good.
I can't control anything in replay mode both keyboard and mouse stop working needs troubleshooting or option to disable or more likely both since its annoying how it just loops
I liked it but does armor do anything i'd like a high fire rate weapon that isn't burst, and some of the later enemies are poorly designed especially the ones that shoot a large bullet then a stream of little ones they spawn right beside me, fire, and i lose a third of my health even with tons of armor.
Alien campaign needs rebalanced individual skill matters too little you'll be dragged down by you team mates. I once saw one of my guys have the last flag we needed to win stop and get in a fight instead of walking 3 steps to deliver the flag while the other team scored.
you need to rebalance regeneration for the enemies regening 25% of health when you have over 15000 is way too much even when my opponent is a relatively early boss I can't outdamage that regen and since it lasts the entire battle and there's no way to remove it I can't outlast them.
I like the game idea but your balance is terrible can't give anything above a 3/5 till the you fix the skills to balance them and decrease dodge rate for enemies its ridiculous as is. I'll also reiterate the battle speed issue and why can't I queue my attack while i'm waiting for it to charge.
I'm disappointed I found the balance was terrible compared to crusade the game is also way less fun and engaging than the first. I feel like I do nothing but grind in this game whereas in crusade I did every dungeon cause it was fun here I don't want to do any. This is the first undefined game I haven't liked but after playing this I'm questioning if Legends should continue.
Having gotten the badge (finally) I'll say its 3 parts luck and the rest is skill and experience. For me the game started breaking down really noticeably around 950 which is the only reason this badge was actually hard.
also tiny lag at high speeds is a huge problem, and trap placement needs to adapt for higher speeds(i.e. sharp curve and then a trap that takes up more than 3/4 of the screen is impossible to dodge unless yo happen to have gone into the curve right.)
The only issue I had was that there starts being issues at high speeds (i.e. seeing through walls, once I went through a wall without crashing(i was flying through a weird black area.) and sometimes the tunnel sections don't mesh properly leaving me aiming for the tunnel that is actually just a huge black spot on the wall) otherwise awesome and addictive
Having finally beaten the boss I'm going to agree with 13Anthony's comments that the theory is easy and being lucky enough to pull it off is really hard. Also I saw someone else make the comment that the computer occasionally cheats while I feel that I have to say that computers can't cheat, the regularity with which the computer achieves mega combos is way beyond statistical improbability and more verging on the chances of winning the lottery multiple times.
You know Mochigames that debate about whether or not intelligent design is a legitimate theory its about evolution. You should always apply intelligent design when making a game.
I've seen a decent amount of games recently combining jewels and some other type of action to make a fun game. This is by far the worst. The basis of jewels is to make matches which promote other matches. If the game is going to have both sides using a jewels board the boards should be separate and by making matches on your board you might be able to influence your enemies board. As is this game is almost completely luck based which is very disappointing.
hey thats cool! the repulser pushing smoke idea could be a winner, 'cuz like you say it would be a shame to remove too much of the chaos fx, but you do need to be able to clear space just so you can see whats going on - okay I'll put that into my next version todo list, I'm not making any promises, but I'll definitely have a go at it.