Whenever I see a new CCG I'm excited, as these are my prefered genre. It's interesting to note that the mana per creature played is a new dynamic that i've not seen in a CCG before, however, i'm not sure it works well, as it actualy limits the cards you can play, forcing you to play low cost cards in order to raise your pool early on. It takes away from the "do I play an expensive card or two cheaper cards", and makes the game linear. From playing the first 20 levels, there seems to be little variation in terms of attack/HP, where are all the 1/10 or 10/1 cards?
Loading seems to take a really long time too.
Hi RavehDaveh, we are glad you are liking our game mechanics so far. We are actually working on a totally different way of handling the players hands so the strategy will vary. Regarding the loadings, please make sure to use Chrome, many Firefox players reported very slow loadings! Thanks!
TC: I still think the Cooldown system needs changing...
It feels wrong that +100% is twice as fast, and -100% is twice as slow, please just give us a CD Multiplier!
At the moment:
for positive cooldowns: time= base/(c/100+1)
for negative cooldowns: time = base/(-(c/100-1))
Hey, thanks for the comment! The system is confusing, I will readily admit, but there is a rhyme and reason to it. First it sorts the items by overall type, like this: Utility Rune, Misc. Items, Combat Runes. Then, it sorts by Quality within each group. Lastly, it's most confusing because the pack fills from the bottom up, and from right to left - which is opposite of how we normally read things! Once you get some more Runes, hopefully the pattern will start to make more sense. Thanks! :-]
Like the game, but a few bugs: Many of the text prompts seem overly complicated for a simple thing(lantern tutorial), or use poor translations (example being "School" instead of "type"), the tutorials seem worse than the mouseovers for this... In the bag "sort by quality" is hard to get to and doesn't work. Stats scroll can be put in bag, but can't be taken out.
Hey, thanks for the feedback! The inventory sort button should be easier to get to in the latest version. To remove the Stats Scroll, drag it instead of clicking. My apologies some things like that are not more obvious!
Many bugs, including tick lag when minimised, spelling and grammer errors, and the fact the game currently takes about 1500 years to "complete", with nothing to do after 12 hours of gameplay. There's no use for a spinner, portal , when the best way to gather gold is a simple mutliplier circuit. Extracter 1 and 2 are useless, because running an extractor 0 pulse along a single piece of cable is better than using the higher level extractors.
Most of the comments seem to have been listened to:
1. board total cost not shown (microchip cost is based on this) 2. small but "free" board costs 1k 3. pause ticks needed, allowing you to move things 4. poor quality tutorial
Muzzle flash doesn't match gunfire. Mouse sensitivity seems way off. Sky is really bright, making it hard to focus on things on ground. Few changes and this should be much better!
Many bugs, mostly language bugs, but also many of the games as "what is this game called" while it's there on the screen. This should have taken a few more iterations before being released.
CLICK "3 DOTS" BUTTON!