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I'm really intrigued by this game -- the art is clean and neat, the mechanic is simple, but could potentially have a lot of room for growth. I could imagine multiple resources like an actual TCG (Life, defense, attack), or multiple boards; like an idle board that generates income, an active board for fighting opponents, different mechanics for each gives the game a lot more depth. Also, a way to sell cards. And much less wait until the next tier. Holy cow. Assuming you find the max potential of tier 1, that's 28 and a half minutes to reach the first pack of tier 2. Or 45 minutes to reach the more expensive pack. Too long for an idle game with no other upgrades or user input. I really am curious to see where you go with this, seeing the great start you have.
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The jump from 250 gold to 50k is kinda ridiculous in my opinion.
At 250 gold per pack, i can get a "decent" (as far as i know 25.5/s) set-up. I don't want to "waste" my gold on more low tier packs because i don't know if i'll get anything better than what i have now, and 50k gold is too long a wait for me to blast through a bunch of gold to see if i'm lucky enough to get better cards.
So now i'm stuck here waiting for ~33 minutes (50,000/25.5= 1,960.78 [seconds], 1,960.78/60= 32.68 [minutes], roughly 33 minutes if i'm not being stupid) so i don't "waste" any time by buying "bad" cards.
Maybe add a way to break down (and upgrade/enchant) cards or merge cards, so even the low tier packs have a use later on.
An adventure mode with a different "deck" with a manual element so people have something to do while they wait for their gold to generate would also be nice, a way of getting unique cards only found in that mode for both adventuring and gold generating.
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Good start, as others have mentioned:
Increase size of grid, multiple resources, more cards and scale prices differently, eliminate redundant cards (unless you can create a purpose for them), card evolution etc etc
My own suggestion would be to introduce factions, which the player picks from on each ascension to give bonuses to particular cards, such as:
- mercenary/merchant faction that focuses on a single production card and improves equipment/boosts (greedy bird).
- magic faction that works on spell-type cards (meteor) and gives a bonus based on how many different ones they have in play
- necromancer faction for undead cards(ghouls, ghosts, skeletons) that gives bonuses based on card placement in grid.
- nature faction that focuses on an ecosystem and how creating specific 'food chains' boosts the top 'predator' card.
- swarm/cult faction that works on multiple of the same cards.
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I like the idea. As it stands seems to max out what you can do as far as improvements long before approaching ascension. I think the Golem is broken. It says it should get bonus but Im currently rocking 3 inns and 6 golems for 150 gold per second.
Some other resource types my help mix up strategies. Just as an example if you had Wood, you could have some that does 2x all gold production but converts all gold production of the tile below this one to Wood.
And or consumption cards. "This card drains all wood and gold from adjacent cards creating 1 teir 1 card every time it reaches x gold and x wood."
All of these things may give the play more reasons and redesign the cards in play for different varying goals.
Might need either a larger play area, or ability to buy additional 3x3 tiles you can toggle through and have different specialized areas as you expand on the idea and relations between the cards.
Great start, anything that inspires a desire for more is off on the right foot.
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Instead of selling extra cards, maybe you could combine them to get upgraded versions that magnify their unique abilities. More card diversity will be essential to making this game worthwhile in the long run.
I've been sitting here for 20 minutes, and I am still less than half way to the 50k tier 2 pack...
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Show the enhanced gold per second rate as affected by other cards. "Above and below" could mean all cards in the rows above or below, or just directly above and below.
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BUG: stacking multiple x2 card bonuses stacks additivly (you would think if they affected the card by multiplying it by 2, it would stack multiplicativly)
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Combining cards, 2 = 50% bonus, etc, for diminishing but growing returns.
Increase Play Area purchase (maybe with prestige points)
Sort Cards: Buffs/Production
High level buff cards - High purchase cost (keep it random still)
More variety of cards
DM me for more ideas - I really like this concept.
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the cards that has "only car in the row" or "in play" is totally useless because other cards adds more per second that their shitty value of 3-5 per second.
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Some sort of discount for buying more expensive packages would be very welcome. As it is, we can buy a single card for 50, 3 cards for 150 or 5 cards for 250, which means there's really no point to having the more expensive options.
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Could do with a way to sell the extra cards, like the art, pretty cool.
Realms link on ascension possibly?
Also, different card pack types, maybe elements or associations (ghost, life, dragon etc.) and spells or talents maybe?
Storyline definitely, as KyoRuedrig suggested (adventure aspect), card tiers (common - unique or 1* to 6*?).
Finally, I'd like to see bbert22's suggestion of a larger play area, and I see you've already responded to this.
Looking forward to seeing more, may the game expand exponentially along with your fanbase :)
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Even from a testing standpoint, the 50k is a little much... Maybe 10k would have been ok, but 50k is WAY too much, especially when the T2 cards don't even begin to close that gap. I'd suggest making the most optimal build you can with T1, then assuming the player will pay attention for 5 more minutes before T2. That said, I like the idea, and look forward to whatever you put out next.
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Early Release version aside, it feels supremely underdeveloped. The first ten minutes are engaging, with clear goals: save for a card, then a slot, then a pack, then... oh. Optimise your 'deck', then wait and wait for 50K for Tier 2 (or 80K, which is ever so slightly more cost effective) My first Tier 2 then reduce the waiting period by a modest percentage, then more waiting for the next. And the number of obsolete cards!
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The Firefox issue should be fixed now, making the game playable in both Chrome & Firefox. Haven't tested Internet Explorer because lol @ Internet Explorer.
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I'd like to see a bigger play area. That way I have a bigger area to try and move cards around and see what earns the most. Only a 3x3 feels a little restricting. Prices for packs can be adjusted to compensate for the increased earnings.
That's a great suggestion. I'll make it happen. Thinking I'll make a larger grid unlock once you hit the first ascension. That should make keep the first part of the game simple enough to learn, while making things open up way more once you've mastered the basics. Ascending will unlock cards that grant new resources other than Gold as well, resources that will be required to advance to the next ascension after that.
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Interesting concept. Would be nice to see some sort of other resources on cards, like attack/defense/magic/etc and some sort of 'adventure' aspect added for progression.
Those are good ideas, thanks for posting. There will definitely be more resources soon - others are partially implemented, just not playable yet. An adventure aspect would be interesting, too; I'll have to think about how to go about that.