5 max energy and it only regenerates 1 energy per 15 minutes? Now thats a crappy energy system, either get rid of it or rework it into something better, like, 1 energy per 5 minutes and max energy 10
(base) + 1 per level up (or per 2 level ups)
What i meant by game-breaking was that i could sell all my cards in my deck right now and buy a new one with the money and as long as i didnt take the cards i sold from the deck i would still be able to play with it, so players could make an awesome deck they like and then sell the cards of that deck for money, possibly buying another one with the money they get (or at least get very close to it) and they could do this over and over again.
I would like the option to see some of the cards we could get from preset decks. We dont know what we are getting until we soend those 2k Orbucks, which is kinda pricey if we dont get any useful cards...
Found a possibly game-breaking bug while selling cards. I thought i wouldnt be able to sell cards inside a deck from the collection (possibly getting a warning or something if i tried to do so), so i sold some cards i had in the deck by mistake, it gave me the money from them, but didnt remove them from the deck unless i swaped the cards out. Long story short, i have 2 "Grow Big" in my collection but 4 in my deck because there wasnt any warning about this and i cant swap them out if i want to.
You should still be able to remove them from your deck later, even if they're no longer in your collection. The way this works is that the cards get "grandfathered" into any decks they're currently in, even if you sold them. You can still play games with those decks. However, the cards won't be in your collection, so you won't be able to create new decks with those cards, and once you remove them from the existing deck, they'll be removed from that deck too. I just went with the least aggressive position for now, by allowing those decks to remain legal, but if it turns out to be broken then I'll enforce it more heavily. I don't feel it's game-breaking or anything.
Pro tip: Look at shops names, they sometimes have the city name on them (got Boston and Las Vegas this way), also look for Tour Busses they will ALWAYS have the city name on them (got Edinburgh and Dublin this way), if you see none of this stuff around, look for landmarks.
Archer as leader and both mages as support is the best team, since both mages have homing attacks and the archer's special attacks every enemy on screen, also if you get the skills "Resurrection" and "Regeneration" to max level you'll have almost infinite lives.
You should add sponsors that would give us either a certain amount of money each month, a bonus depending on the ratings your game has on release or both!
Unlocked Loot Helmets could be used to get diferent bonuses, like one more armor or more speed, unlocked Loot Weapons could be equiped in place of the daggers, having the same attack animation, i think this would please all the people that are asking for upgrades and also give more tactical options to use.
Some ideas to improve the energy system:
1 - Reduce the rate it regens to 1 energy per 3 mins max.
2 - Make it fill our energy everytime we level up.
3 - Every 5 levels, the max energy we can have could be increased by 5.
4 - Make the PvP cost only 2 energy, we dont get anythign worth from it except the xp, it shouldnt cost as much as a mission.
5 - Add some kind of food item that we can buy with gold, something like " Gives 5 energy, costs 1k gold".
Masaru this isnt a ripoff of SHIFT, the games are very diferent.
I did play a game like this one, but i cant remember the name since it was some time ago, if this is a ripoff of something its of that one game i played, not shift.
You should still be able to remove them from your deck later, even if they're no longer in your collection. The way this works is that the cards get "grandfathered" into any decks they're currently in, even if you sold them. You can still play games with those decks. However, the cards won't be in your collection, so you won't be able to create new decks with those cards, and once you remove them from the existing deck, they'll be removed from that deck too. I just went with the least aggressive position for now, by allowing those decks to remain legal, but if it turns out to be broken then I'll enforce it more heavily. I don't feel it's game-breaking or anything.