Another amazing nerdook game. Too bad as the leveling up happens, the more pointless playing becomes. Really was hoping for an ending besides killing the 5 gods.
Don't understand why everyone is talking Ninja. They don't pack damage, and that's what is needed on survival. Also, not a single person has mentioned the rabbit. So confused at these comments.
Graphics, gameplay and fun factor were spot on. Wish it was easier to understand how the stats functioned easier, was very difficult analyzing units without play testing them
I would love to keep playing for the 100x time, but alas I hit my limit. Too many times have I quit/died over lag and impossible reaction time scenarios: spawning, someone walks a horde into me, etc.
Ok, despite all the comments and recommendations here, I really appreciate the simpicity of this game. I DO NOT want to see more units, more upgrades, more bla bla... than it becomes just like any other game. Sure, 1-2 more unit types would help, but really not needed. This game needs to focus on what it's doing: an ONLY AI game. I think if that aspect is better elaborated on and less of a human vs AI game, it could be a hit.
Please alternate tournament modes 50% of time to "sealed deck" tournaments. Sealed deck = players open 5 packs of cards and are given 3 minutes to make deck. Additionally, I would try to make 20-25% sudocash tournaments (1 sudo entry fee % payout is distributed to top 25%, not just 1st.)
I would like to see the map significantly reformatted: change terrain to move freely more. Than, all mountains cost 1 action to move on (but will give you small free gold like 10-30). Or, add a new tile like a gate/wall that also costs 1 action. The idea should be that you can't move across entire map so easily. This should help out people 'stealing' other people's resources when attacking. It also would help make the rare resources more viable. Also, would be nice to see more challenging AI like imp leader lvl.2.
Laslty, fix structures so team mates can defend if online. Otherwise, it's crucial to make defenses = current member's active deck.
I am working on it. It takes some time to fix because it is difficult to recreate consistently. But you can be sure I will make progress on this bug. Thanks for keeping me notified. :)
What I would have preferred: leveling up didn't mean monsters kept getting tougher. Instead, just create 3 dungeon types (easy,med,hard) and add 4-8 more monster types. It really made me unappreciate/hate level'ing up, and that is a cornerstone for liking a game like this.
Wish there was a guide or help to display tips like: Items are stack-able, talk to closest town for help with that dungeon (or talk to red guy if you want to less general), the more you level up harder it gets, everyone in town sells at different prices, axe can destroy a wall.
Also, would be appreciated to have a permanent hover state on any of the items. I couldn't differentiate which item was worth more/break less.
I love the fundamentals of the game: no direct damage, monsters gone you die. However, the game felt way too slow with the core set of cards. There was no real 'deck choice' nor could I buy any vanilla cards in the store. Just add a few more options for the beginner and you can at least hook people in more.
Thanks a lot for the feedback - much appreciated. :)
We'll first work on speeding up the game and giving the beginner some starting resources to buy cards. We'll consider adding starter deck choices in the future.
I like your suggestions. We'll be thinking along these lines as we design future features for adventure mode.