it seems the connection loss problem has been sorted out. From this and the almost lack of messing about with things that work fine, it would appear the developers here are better than most. To clarify, probably better than any others involved in multiplayer games of any type
as i can't be bothered to go to the sequel survey page, i'll say what it could do with here. More missions, a non-linear passage (not going through the same wormholes to reach the location) and in fact non-linear gameplay. An example of which can be seen from the original rpg
despite the way people clearly do not appreciate my commenting upon the problems in the "game", I feel compelled to mention the way the connection problems are unresolved, and the way the computer keeps doing 2 damage in one attack
the shop suddenly decided it will, under no conditions, allow the purchase of a new card. This is particularly annoying as this is the only long time playable game on kongregate that i have not become completely unwilling to play or been removed
i have mentioned the way the game uses different rules, to which i received the reply that the computer uses the same rules. In that case, please explain how cardinal pocchi gained 1 damage resource by playing wealthy patron
if you will not fix the disconnecting issue, can you at least copy tyrant further and save battles rather than delete each of the hundred times daily it disconnects
the "game" deleted my victory against 3rd rank enemy. Considering how such enemies ignore the idea of rules even more than others, this makes it clear that somehow it has been programmed so that it can determine when such events occur
around 90% of the battles are merely wasted time as the continue command does not become available after battles, indicating how the system disconnects rather than saving progress. Murphies law, or is that not enough to explain it
if this "game" was designed so that the probabilities reflected how the deck was made, and had tutorial decks that could win, and had all the other probably infinite small problems sorted out, it would shift the overall quality of kongregate games for the better. As it is, there are so many rubbish ones it does nothing. And I'd hoped this could be a replacement for either the best kongregate game, which got shut down, or its brother, which should have been shut down
Most card games have its share of randomization/luck, ours is no exception. I'm not sure which probabilities you're referring to, but the randomized systems we have in place may not be immediately obvious. Perhaps we need to do a better job explaining them, feel free to discuss them in the forums if you have details to share. At the same time the game is only a month old and is receiving continual updates, so you can rest assured that we will be addressing the problems you're referring to. Thanks for the feedback!
this green faction tutorial gives the impression of there being no way to deal damage in the entire deck. Murphies law again raises its head to gnaw away at the potential for good games
The Green tutorial has Soldier, Knight, and Bishop, all of which deal damage or give you skulls. Benediction and Marshal activate those allies to double their damage/skulls effect. The remaining 5 cards (Collect Taxes, Wealthy Patron, Merchant Guild, Synod, Sibylline Scrolls) are all there to help you be able to afford and play those offense cards. Therefore the breakdown is 50% offense/offense multipliers, 50% wealth/deck control. With careful play, it is definitely winnable.
1st playthrough on submachine 9 (after a sleepless night) 3/5 secrets and ending reached without any walkthrough. It is clear that I am getting better, as this was more of an epitome of submachine than the rest of the series, which is impressive
The AI uses the same rules as the player. There are no hidden systems in place to cheat you out of anything.