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Can you randomize the cards I get? I don't know how many times I've gotten a 13 card straight when all I need is a pair.
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This game rules. I like how much flexibility casual mode offers - I get easily annoyed by hidden cards but don't mind having low health, so it's nice to be able to make those tweaks.
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Ahhhh, what happened to my game history and experience? I'd been playing since the first version went live on Kongregate, but today the game seems to have wiped and reset my game play -- starting me out on the tutorial with zero experience. I don't think I'm willing to re-grind my way to unlock all the players again.
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Wow, Darksludge backfired horribly in the current Daily. Poison damage = several enemies get to draw extra cards at the start of their turn.
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There is a bug with the utility item cyclotron. It seems to connect the hands in some way, so when I draw cards the same turn I used cyclotron, my opponent does as well.
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Thanks for rewarding continuous play with the new XP system. I appreciate being able to still make progress toward the eventual goal of beating the game with each failed run.
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Good game but scaling is way off.. I'm facing 600+hp mobs with my 160 hp. Should be something at the start of a new map to help deal with the next level.
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I'm kinda sad about how there's no more world modifiers outside of Hard mode. Those added some really fun variance from run to run, and I don't know if I like having to choose the hardest possible difficulty to enjoy them. I get that there's upgrades, but they just aren't the same.
Sorry about that, some of them weren't immediately compatible with the casual mode upgrades. We plan to eventually put them back once we work out all the details, and to make "causal mode" turn into something more like "custom run".
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@HunterMrHide the first upgrade of the shield of spades does provide an improvement as it makes it so that you can use upto 2 rather than just 2 cards.
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@HunterMrHide While I agree that the Knight's base equipment isn't that great, I would argue that the stun ability is one of the strongest in the game, and using it liberally in the early game should let you survive long enough to get to a store and flesh out your inventory.
Also the Mage is imo the easiest of all the classes to win as so idk if it's a bad thing if not everything is equally strong.
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smh you shouldn't be able to use pack of #'s if there are no more left to draw. this is a great game though!(still liked the black and white version a bit better)
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Man, this Knight is Baaaaaaad... Comparatively, at least... No "Reveal", no "Recycle", no "Stash" and no "Draw"... heavily dependant on the shield, that you can't use efficiently, since most of the monsters have at least on hidden card, which means that you WILL eat some strikes you could have blocked, especially since the shield have a cooldown... If you don't manage to get some good itens in the beggining, good luck trying to get even to the world 2... After playing with the Rogue and the Mage, playing with the Knight felt like putting difficulty on 11... The other characters are much more resourcefull and much more interesting to play, since they give you options of strategy... The Knight fells stiff and weak... And his Stun ability, for crying out loud, NEEDS to be cheaper... is pretty much the only strategical resource that he has and it costs an absurd... While the Rogue ability is much superior and is cheaper...
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One change not mentionned in the log for the Oct. 20 update is how reloads don't change the draws now - all the cards are pre-drawn and simply unfold turn after turn. Makes reloads less of an option for unlucky fights, especially when using Lightning attacks (which is also pre-rolled and, while fun, can be annoyingly underpowered).
Let's wait a while and see how this feels (especially in the daily runs), if it's too awful we can always change it back. I personally like it better this way, but I possibly feel differently about randomness than others do.
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Food, especially on easy mode should have the price dropped to 1 coin to allow you stock up early while it is available.
Secondly, I would like to see the stores have more items for sale. It gets very frustrating finding numerous items that are near worthless to your current character or much too expensive for you to even save up for.
Otherwise, it is a very enjoyable game even if it does seem to soak up a lot of memory. I find myself spending more than a few hours a week trying to get further than my last.
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Have noticed two improvements that can be made.
Firstly, there could be an option to redo the tutorial as if you die in it, you are unable to retry.
Secondly it is unclear what "return to hand" means. There is no tooltip that properly explains it's function, which leads to confusion.
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Nice concept, far to luck based. Enemies having amplified after a while is especially bad. I can be playing nearly perfectly for 12 turns, they get screwed on the very next turn, through no fault of my own.
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The food cost is just shitty. It's hard enough to get a solid run, with solid cards/upgrades blah blah and then...20 health for running out of food. garbage honestly
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I'd slightly like an option to disable background shifting in towns. While the backgrounds are neat in general, when I'm going through a town/castle and rapidly checking several different locations I find the rapid background shifting to be annoying and a bit headache inducing.
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A party system would be so welcome, without completely compromising the admittedly huge difficulty curve post post world 3. Like how the Prince of Hearts wrecks automatons that can "overheat", but otherwise gets wrecked himself. Input random recruitment of characters and/or make it possible for them switch between battles or at the very least take the reigns if the "main" dies. Do that and youve got some gold, aye!
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I was playing this game fine a week or so ago, but now it eats up all of my CPU. I know my PC is old, but this game used to be super smooth. Is anyone else having an issue?
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game and gameplay are good, BUT: even in EASY mode the game is much too hard. In many places the game is not well thought out, for example if you still have no possibility to buy food after 12 opponents. From the 2nd boss the game becomes frustrating: the opponents are much too strong, so you hardly have a chance with the weapons. That is a great pity. The player should be given the opportunity to play through this game. Therefore my request: Please make the game in Easy-Mode really EASY. Thanks a lot.
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when clicking on "bag" while moving in the world, its possible to get a "white screen", which reads "renderer: webgl, 32fps" v7712.
(win7, firefox)
its possible to change from bag to upgrades and settings, but the world is foggy.
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Hello ! Bravo fort this game, I really like it ! It already steals me 2 dozen of hours !
But my progression is never saved. Each time I open the page on my browser I have to skip the tutorial and can play only the knight. I d'ont think it's normal.
I read on the news that there is now a save and quit button on the menu for the pc download version. I don't manage to find a link to download this game.
Can you help me ??
You are right in that it certainly isn't a *traditional* deck-builder. But when creating a game with so many new mechanics, it's hard to describe it to potential players, and we used the word to describe more how the game "feels" than what it precisely "is". If you enjoy deck builders, you'll probably enjoy this game?
At any rate, I think it could be argued that by getting items and abilities, you're actually building the powers of the 52-card deck. So I still think it can be considered a deck-builder, albeit a very non-traditional one.