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this game is super buggy for me. I can't see the labels for my gold, hearts, ect. full screen doesn't work. I'm using Opera
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There needs to be a way to slow down the playing of cards. 99% of the time I dont know how my opp does anything because I dont get a chance to read the cards that are being played.
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it's nice that you can choose to upgrade cards instead of having to take cards you don't want or too many copies of the same card, but it would be nice to have some other way to upgrade cards.
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Another balancing complaint: I know Green is the snowball deck, but being able to draw certain cards is OP. If you have multiple Maledictions in your deck, for example, as you play lots of "draw a card," cards your odds of drawing a Malediction in any turn get close to 40-50%. That's game vs. any creature deck. I just had Malediction played on me 6 turns in a row...
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Blue has some insanely unbalanced cards. Arsenic does 1 damage to the enemy hero/turn permanently? Mayhem destroys all enemies for FIVE gold?
With card upgrades, you can set up a pure damage/low cost blue deck with cards like waylay, surveillance, ambush, satchel bomb, hemlock, belladonna, and reconnaissance, play a card every turn (all of those cards cost 4 or less except hemlock), and do 4+ damage each turn reliably. No counter, as "spells" can't be dispelled...
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Wow, really nice take on the ccg-genre. Really love the cardupgrading stuff and food and magic, skulls etc love it! though I would like to see a cheaper way to earn gems, it shouldn't be easy but at least some alternative
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Greate game, no energy and not money-driven, but...
The game is very imbalanced towards the blue decks. Just a few examples:
Untargettable and undestroyable over time spells (while creatures CAN be killed)
Mass killing spell: Mayhem
Card stealing spells
Enemy Draw reduction spells
Iperspammables burst spells
For instance green has a card that gives 1 skull per turn, with 1 health.
Blue has a card that gives skulls for 3 turns and it is not destroyable.
Dmg REFLECTION from any source (creatures, skulls, magic etc.)
Do something. At least add a way to dispel the ongoing spells, without counter there is no real skill involved.
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... opponet played 3 cards got almost 30 magic... didnt even see the pictures. definatly needs a way to read what it is your opponent played
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Silversteel0, the draw cards work, but first you have to have a card in your deck to draw (and the 10 cards you pick for the bank aren't your deck) To have it work, you need to have bought a ritual/ally/goat and it needs to be in your deck first before the draw x cards work.
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This needs some xp gain for losing too. Annoying playing a 10 minute match and barely losing and getting nothing for it.
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Most new people fail to realize, the 100 silver pack is far far far better than the 300 silver one. It actually helps you being locked out of it.
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Great game. No energy system, devs that actually answer and listen (amazing). Wish this game came out way back, wouldn't have wasted so much time on bloodrealm.
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Great start for a multiplayer game. No energy, stable income, multiple unlockeables, The mechanic is also new and intersting for a CG. I guess it only needs more content. The only stingy part is getting cards that you cant use yet (and just 1 per boost :/). Cheers~
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After running up the numbers on my first endless turn using Courtly Intrigue, Masquerade Ball and Corruption I noticed that Corruption stops giving all the gold it should. When I got to 90+ and 100+ skulls it was only giving 9 and 10 gold. Just so you know.
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I dig it so far. Edits I would like to see.
1) Either be able to buy packs of a certain color or a marketplace to trade the colors I don't want for those that I do.
2) Ability to unlock advanced packs without real money. By all means leave the gems and gem only packs, but give more options for deck improvement.
3) A collection update. I can see what cards I don't own and that helps plan for a deck you would like to build, but what happens when those cards are improved? Might change your mind on certain cards and or builds if you can see what an improved card looks like.
4) Heroes in the card list. Just cause.
5) Different art for improved cards and heroes.
6) A combat log so I can tell what the Hades just happened.
I'm looking forward to spending a fair amount of time playing this game. Good job!
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U should edit game size. There's a scrollbar on the right. It appears if I'm playing on 90% or 100% size, but if I set zoom to 75% full game is shown and scrollbar dissapears. But the game is too small then.
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Kind of good for beta. Like the idea and all. The store is a bit off putting for how you buy cards. Some enemies seem oped to me. No energy based multiplayer is a plus. I give this a 2/5 for now.
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Hero color plans! Green = drawing cards. so they can spend a lot of time on their turn during tons of cards and getting bonus.
Red = well most destory your own cards for bonus or go with the ritual plan and make every card you play give a certain bonus (or sometimes attack)
Blue = sabotage. Your bank cards are not ussually added to your deck so plan wisely. best card to get is the secert/tolen plans. It gives you a copy of their card which is ussually added to your deck. (helps filter out drawing gold card when your buying card bank is low)
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lol. i must be terrible. apprentice coms are tearing me apart, those hero powers x.x. i win maybe 1/10 against them. Fun game tho, kinda repetitive after a while, but overall i like the interesting perspective on a card game. ended up playing till 5am >.> forgot to sleep. Look forward to seeing how it progresses! (5/5 since you didn't add any kind of gay energy system, about damn time a card game didn't have one)
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A lot of the cards that you can draw another card with if you play it don't work or only work occasionally, like Pig's Ungent, Repopulate and Rat Catcher
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Game has issues with alt tabbing and running certain programs (league of legends). Makes this game 100% of the time say it's lost connection. Then the button reloads on kong instead of reloading this game (says beta permissions not met).
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it's really frustrating when your opponent plays a card and u have no clue what it did - so maybe put in an option that you can click or un-click that when clicked it makes u click past all cards that the opponent plays (exclude +1 coin cards u draw most of the time if possible)
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solid design, really liking the lack of any kind of energy bs. The campaign will be a definite improvement. Skirmish progression is a little too much grinding, might want to consider reducing how many fights are required for each tier(or opening all tiers at the beginning with reccommended lvls for fighting). It's a little unfair to have the third faction locked off until you can find a hero for it in a booster, since cards of that faction are readily avalible. might want to let players pick a starting faction and have to find heros for the other two.
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Not a terrible game but has some issues. Needs something to make it less repetitive like more heroes,classes,decks, and maybe a campaign.......
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I'd like to say one thing, have the cards stack rather than playing side by side, in a long game, it expands so far out you can't see what you got on the field. like herd of pigs x3 or something
Those cards are part of a third faction - Metris. You can use them once you've obtained a hero from that faction. Heroes are obtained the same way as cards, by finding (and choosing) them in the packs from the store.