Decent game, but energy and lack of actual yu-gi-oh mechanics makes me like it much less. Plus, certain cards are just ridiculous (like the one that clears the enemy's field).
I liked the polished, amusing play, kept consistent through the two games. I loved the increased choice in teambuilding, making up for the lack of control in-battle. I thought it would be nice to have an easy mode, though, just because I had to fight the urge to restart everytime I lost in normal.
@Peacekeeper: worms/snakes take three hits to kill and are pushed when hit. They dash forward, then slow. Spiders: They drop from above, but are easy to kill and big. Dog: Let him jump over you then shoot him several times. Do that again. Then jump over him and shoot him dead. Shoot from behind. Jumpers: They take 3 hits to kill and jump up and down. They run at the same speed as you and aren't too hard to dodge. Big demons: They shoot fireballs in a randomly in a thin cone. Just shoot while jumping or standing, depending if he aims high or low, 4 hits. For the double demons, get up high and take 2 shots at him, then drop down, 2 more, up, down then DON'T jump up or you will get hit by the burst of fire when the demon dies. Boss: Jump onto the low plat form and as it fades jump on the next. Don't let more than one spider congregate, and kill bats ASAP. His fire-spreads are fairly easy to dodge, just look at the two going closest to you and stand in between.
Guys, this game is YEARS and YEARS old. Don't bother trying to suggest anything, because the devs has started making new types of games and so they will never be useful. If you really want to, go find a knock-off and comment on them.
I see far too much unbacked points of view on the comments most recent section. People should back their points. For example, Vespa could say "GMT is a staple of mid-low rank PvP, before people wise up and start using multiple cards instead of burst damage. The problem is if one player has it, the match is basically predetermined. If both have it, the game is a coin toss. The only entertaining game is if neither do, and the best way to ensure that is by banning GMT." Falos should be saying things like "If you pay 100$, fill your deck with pudding and legends, do you think you're going to lose any time soon to someone who hasn't?" Enzoramos could say why it is nice, such as it's large giveaways to free players or something. Sniddy is the only one who makes sense. Lokipus is using a quote, which is not bad, but it doesn't make sense and is used to say that white people and males are bad? So confused.
I've seen a few people confused about the inventory - shiftclick to sell, in case you didn't see the box labeled that way. Also, I can't find the alliance guy and so I have no tank, making life very hard for me.
This is one of the shortest and easiest hard badges I've seen, gotten in 10 min. Basically ignore your center web to start (Let it break if you've got health) and build up your corners. Make them basically solid. Whenever you see a Stag and a Dragonfly, eat both and build up your edges more. Stock a few moths, at least one dragonfly and/or stag before you eat them, and some ladybugs. Whenever a firefly or queen comes, cancel all else (yes, even golden web) and go eat it. Eat butterflies and birds ASAP, they hurt, try to get them after eating a dragonfly. NEVER expand, just keep reinforcing. Eventually a bat will hit your near-invincible web, and you can eat it. Try using a dragonfly to eat it and get rid of big bugs/summoners before starting.
Trick: get a bunch of the lowest level mages and one of normal damage (archer or close). Buff up single-target damage spell with upgrade points. Now you can take down the opponent in a few waves @ 2 spells a round. Buff AoE spell to deal with minions.
I think the revive system is off: stopping too close to either side results in a KO. Also, the 10 hydra fight is ridiculous. At that point you need luck to win, because sometimes the hydras will arrange themselves so that they can firebreath on you regardless of where you go, and can chain their attacks.
If it's easier to memorize a key pattern than actually react to obstacles, that means you've made a ridiculously hard game. If you make people enjoy that, you've made a ridiculously good game. Nice one.
Little guide cont.
At the beginning of most battles, clear the field of small attackers by just barely tapping them with an attacker, then chaining to the next, and so on until all the small fries are gone. Then you want to get a defender and an attackier into a blocking position where you can attack but they can't. This will make your defender take 1 damage a hit and as such basically never die, and your attackers can still hit hard. You still want to barely tap so your attacker can retreat. If someone is really close, hit them hard so you automatically fly far away, and if they are close next to a wall, hit them into the wall so they bounce into you - causing you to get another attack and a chance to chain.
As the in-game tip says, get Gold 3 ASAP, but AFTER heroes. You can use this gold to buff against bosses or tough fights - I'd recommend stocking everyone with healing and damagers with speed and attack.
Balance stats so people can bounce eachother.
AWESOME game, deserves "puzzle" more than half the lame, hardly thinking puzzle games here. Very nice concept, very nice execution, decidedly 5/5.
Little guide:
Garth should be defense (+speed and health), Barbara should be pure offense (again, +speed and health), Nana should be should be offense-speed, enough to deal 5 or 6 damage with each attack but be ridiculously fast. Dash is flexible.