It would be incredibly cool if there were a different kind of level. For example: a sudoku style set of levels, where each row and each column must add up to 10, and the player can swap tiles, re-arrange them to create a grid whose digits fit the preset conditions. I think this game has a lot of potential because you created such a successful base platform and that the most important thing you can do with this game is to keep creating new twists and turns: like new game modes. Don't mean to beg for thumbs up, but I'd love for lots of players and also the devs to see this. Thanks!!
Thanks pie22yo!!! It's another great idea! You're exactly right about the flexibility of the base idea, and I am exploring lots of new twists and turns!! :D
Does the Rs Amplifier affect your attack strength if you are using one of the 3 legendary ships with a power up that doesn't get rid of your 2 side weapons?
kind of stupid, the second you hit something a message pops up covering half the screen telling you you you've been hit, and then suddenly when you cant even see yourself, so you get hit again so another message pops up, and the cycle continues....
new commander idea:
faction: irrelevant
type: commander
color:purple
health:10
ability: coundown (50% chance to advance the round activation timer on a random card)
my energy is disappearing in the meter, it's still there though, i 'use' 5 to fight an arena match, but refreshing the page makes it reappear, although this isnt to bothersome, i feel like it's a slippery slope to wbs, cards, and even $ dissapearing, possibly for good, please + up if youre having the same issues (dissapearing $ wb or cards, and energy)
it kind of seems like there is some kind of magnet in the spikes, whenever i find myself barely missing a spike, suddenly i've been pulled backwards into the spikes =(
for arena, everyone should put a crap commander with no cards in their deck as their defense deck, that way leveling up arena points would be REALLY easy
i would say it's reasonable that the amount of energy increases, but it makes no sense that you have to beat each level more than one times, i literally find myself beating the dead horse....
sorry for the split, again.. but i also beat level 20 in one try, and without max skills with this strategy, i don't know how impressive that is, but i was surprised
sorry to write two separate comments, but the issue with my strategy above is that you HAVE to balance 1 biulding suppresed with stun : 1 heal, it is very important that you do this almost religiously or the strategy will fail.
strategy: based on weather or not you have the self sufficiency, and radius upgrades this will vary. you want to send out priest , raider, priest raider... so on, until you fill your pop cap, then delete the last one and add in an elemental use the mana generated by the elemental to heal your units, and to suppress the most powerful enemy tower. the variance i stated before is because when you upgrade the priests to be self sufficient, you no longer need prprprp (priest ,raider) set up you can have prrrprrrprrrp... so on. (having the over lapping priests for the middle raider IS useful.) when you upgrade the range, it's the same idea, you get more raiders per priest: prrrrprrrp ( four raiders between every priest ) + this up if it helps
I'm kind of relaxed by seeing a member of the blueman group doing acrobatics, then suddenly he hits a ball of spikes and blood goes everywhere and I just sigh....
Thanks pie22yo!!! It's another great idea! You're exactly right about the flexibility of the base idea, and I am exploring lots of new twists and turns!! :D