I see the same glitch I ran into when I randomly tried this game on Facebook is still present, where sometimes one wins an arena match and is just given an error message, forcing a page reload and causing one to forfeit the match that had just been won. Still just as frustrating as it was before, too. Goodbye 3 battle bonus, goodbye win streak!
The game is alright, my biggest complaint so far is the inconsistency in wording of card abilities. It's frustrating that sometimes "ally" means "creature" and other times it means "creature or player". Many cards say an ally gains something or does something, and they often only target creatures, but then you run into cards that say all enemy allies or all friendly allies and they hit characters, too. It's really frustrating when you have no idea how a power or card will work until it goes off at least once.
I had some kreds laying around so I grabbed the wizard hero. I like him, but I'm a little confused by the decision to make his basic attack range less than the width of a tower. He has 3 skills for making his basic attacks better, but even with the 30% range increase it's still so short that he has to be standing on top of my soldiers to be in range to shoot lasers at what they are fighting. Disintigrate and magic missile + free teleportation are good enough to be a character on their own, it's just an odd design choice to have him have 60% of his skills be pretty much dead slots because of prohibitive range constraints.
I don't understand why you put ninjas, the most hated of all the enemy types in Cursed Treasure, into your game. I also don't understand what I'm supposed to do about them when several waves of them spawn close enough to the end that their invis gets them within a second or 2 of the end. Meteor clears 1 wave, but not the several coming right after, whirlwinds glitch out and only carry them back to the ledge if they were a climber, thumpers don't generally do enough damage to kill them while invis, and everything else aoe requires a nearby target, and none spawn with them.
I didn't particularly like the game, but I feel like the devs are trying so hard to answer feedback that I should leave something constructive. I understand the design decision to focus the game on normal items by making it so that you bring more and more of them to the fight as you get more people in your mob, but I think I prefer the system other games have used where you use weapons and stuff to outfit your hero, and then you get different formations that you throw heroes and troops you find into. Those games also had spells you could use to debuff bosses and item procs, which I kind of liked. They did suffer from giving out tons of items that were just junk to be used in crafting or sold, while at least in your game one potentially need to hang onto the best several thousand items you find if one is gonna fill up their mob completely, and with your system it seems like procs would have to be super weak or else having hundreds go off at once would be pretty absurd.
I liked it quite a bit, I particularly liked looking through all the big upgrades for the various weapons and deciding what combination sounded neatest. I'm not sure why exactly, but the game felt a little too simplistic, although not so much as to ruin the game or anything.
the game gets overloaded with commands way too easily, I know there's a pause workaround, but pausing every like 6 seconds really kills the game's pacing and flow.
I like the game so far, and I appreciate that the music is at a reasonable volume. My biggest issue has been that the spell areas are a bit weird; it is difficult to get single target spells to hit the person you want since units stand inside of each other, and at least for the storm spell, the area is actually way bigger than the indicator when you're targeting the spell.
the hard levels just have too many pieces. it's not that it's too hard, it's just that the level takes so long that I'm not interested for most of it, and my eyes feel weird after staring at it for that long by the end.
the damage ups are not displaying/working correctly. passive damage bonus from demons makes basic orc towers say they deal 6 per shot, but they continue to do 5. when they shoot at champions with the 20% bonus they start actually doing 6 a shot. as already mentioned, the high ground damage bonus just flat out does not work, although it does alter the damage your tower claims it does. other than the glitches and the slow progress without exploiting, I like the game, though.
controls just don't feel right. I don't usually have trouble, but it feels like it just doesn't respond to buttons in an at all timely fashion. very frustrating for a platformer.
Don't particularly like stealth games, but this is more of a puzzler with some timing, so it's not dreadful. It would be nice if the bat animation didn't let you turn around and cancel the animation so if you're trying to swing the bat and then turn around super fast to dodge a second guard or camera or something you don't totally whiff, and I have no idea why, but I lost a few times because the stun gun turned completely around when I fired it for no apparent reason.
Really like the game all around, it's interesting how the final upgrade encourages you to fire in bursts more instead of sprayin' and prayin'. The extra damage firing in bursts is especially useful on the bosses or large waves that include axes and/or grenade launchers, and also makes shield enemies just melt.
it's really frustrating that the AI flagrantly doesn't play by the same rules. it can take a fully upgraded fort with no casualties, but when I move on a fort with one guy in it I have significant losses.
Thanks for the feedback! We'll be working to refine the Battle mechanics in the coming future and we'll take your suggestion into consideration.