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Why don't we get to keep the starter deck cards? You should really add that in. The cards are ours to use, and I would like to put them in different decks. However, after deselecting them from the starter deck they disappeared.
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once you get the cards to manage the gold income this game is very nice... the cardbrowser and deckmanager needs a lot of tweaking and ...cmon, 18 opponents... and when you defeated them, alotta money and no other challenges? could be more
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This goes without mentioning that if you're using any unit besides the mediocre peasants (who are only good for fodder), you only get around 6 of them for a vastly heightened price (even if they're not a whole lot better in combat). I can understand capping the really good units, but the mid tier and low tier units suffer the same agonizing cap? It makes using any deck without peasants a big hail mary in terms of having enough guys to go around.
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Game needs to be rebalanced badly in terms of the sudden difficulty jump. I'm finding it terribly difficult to beat anyone a second time, even when I either attempt to dismantle their advantages or build my decks to match them. It's really tiring, and frankly, I'm really not enjoying this game past the first fight with Veronica when you actually stand a chance to win. Is the point to lose every match, get a handful of coins, repeat fifty times, then maybe have enough to buy a few cards? Because that's pretty much all I got here. I'm not terribly wonderful at card games, but this's ridiculous.
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Deck to get a legit score of 4500+
9 gold mines
6 crystal mines
2 reaper's bounty
5 orc scouts
3 mud golems
25 portal growths
Certainly possible to get a couple more portal growths in there, but then it really is just refreshing until you get the starting hand you want.
To avoid getting overrun, never send more than 1 or 2 or scouts, otherwise they will push to the portal and cause the ai to send a larger wave against you.
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For 3rd level of gornash- Let the eyes go into your portal, there are 3 total (Unless it changes) they do alot of damage, but my portal was at about 34 after all 3 went through. you waste units trying to kill em. Let em pass, then send all your units at once.
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Btw the focus is on gold, true, but that means u have to find the best balance in ure deck... In the beginning u'll need more goldmines/dark merchants, but l8r in the game its more about how u should spend gold ingame and finding ways to support ure army in recourses... I thought the gold thing wasnt too good in the beginning too, but it doesnt bother me anymore
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elder gornash isnt 2 hard, just be smart and find a solution...
u can get those eyes ureself 2 u know... theres always the brute force way :p
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Dude... On the Sinners third mission, theres over a hundred skeletons on each side. EPIC.BUT ONE PROBLEM. IT LAGS LIKE HELL
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best possible deck is 20 dwarven boon, 10 siege engine and 1 reaper's bounty.
all you have to do is flips the cards over. 10 secs to beat every level
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Parting Gift + loads of Peasants rushed out all at once will make you win always. after you take all 100 peasants out, the match is pretty much over in 1 minute or less. Make sure you have extra Parting Gift in your hand in case of opponent managing to change your global enhancement placed on the field.
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The Killing Moon is the worst thing you could've put in the game. As soon as the fighitng starts, the game just lags to death. Other than that, it's a pretty cool game overall.
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like most of games by undefined, great idea, a bit worse execution (with a few annoyances, but nice in overall), annoyingly slow, and barely usable GUI.
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10 gold mine 1 dark merchant, insta gold cards like gold purse or drawven mine 3 skelly warrior 6 fresh skelly a siege weapon (-10 portal lfe).
guarateed lots of mine at the start, and maybe even +150 insta boost to play 3~4 mines immediately
def early with few fresh skellys then rush all your skellys after 800 gold always a quick win
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For all those who say range rules..not really. Many units can counter range and although range definitely has some advantages, they also have an Achilles Heel. Also, when it comes in higher level games where idea is to take down opponents gate fast, range units just do not have punch to get job done. Conclusion: Range is very good beginning to mid game but has diminishing return late game.
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fun game, same suggestions as above to make it better. ran really slow for me
i built a suicide deck centered on kamikazi and peasants and fresh corpses, works pretty well plus the fact that the enemy killing my units plays right into my hand was nice
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. They should have a higher miss chance. Regular archers in a group of 2-4 can lay waste to what ever comes at them. 3) Need a better deck building/card browsing system. These should stack or else you end up with a ton of duplicate cards and have to scroll forever to find what you want
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1) Gold is way too important to this game
2) Ranged units rule this game for combat. They should have a higher miss chance. Regular archers in a group of 2-4 can lay waste to what ever comes at them.
3) Need a better deck building/card browsing system. These should stack or else you end up with a ton of duplicate cards and have to scroll forever to find what you want
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Well my game just froze in a pretty cool way. Summoned and it froze. But all my units switched between every sprite at about 10 a second.
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"The killing moon" + 3 full groups of "peasants" that means 60 peasants on the field vs the crepy necromancer guy and you get INFINITE SKELETONS GLICHT from BOTH portals. it ends when the lag mess the computer, that needs a fix there
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I used a deck composed of 9 peasants, 4 parting gifts, 4 Crystal Mines, and 9 gold mines. Starting off this deck will easily beat the computer. As I went on I added any Dwarven Boons I gained, a kamikaze, and a reaper's bounty in to speed up the process. Use this strategy to easily storm through the battles.
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instant win: 10 seige engines as many instant gold cards as you can get (eg. dwarven boon/coin purse) reapers bounty and gold mines (if you don't have enough instant gold)...i only need one more card to finish this deck
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a kamakazi deck works great. choose the palladin deck, put in peasants, parting gifts/kamakazi and then whatever resources you need. i beat the game with just that.
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You only need 2 cards to beat this game: Choose the Demon starter pack, then take out all cards but the Gold Mines and the Skeletons. If the deck doesn't have enough cards then, add a few others. In battle you want to start with a hand of about 4 gold mines. If that's not the case, restart. Max out your gold production by drawing all cards in your small deck and fill your spawn slots with Skeletons. Once you have about 800-1k gold, start spamming them - the enemy will simply be overrun. For higher levels, you might need to do this twice, which would result in a total of 100 skeletons on the battlefield. This will also cause heavy lag, that's why you should right click and set quality to low. Once all skeletons you need are summoned, leave the tab and do something else...
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Tip for those who have trouble with a particular opponent: Parting gift - use this card to build a sacrifice deck. I clustered loads of gold mines to pump out gold fast and used the cheapest weakest creatures (eg. demon worshippers, peasants), send them out one at a time to get killed and watch the strong enemy literally kill themselves. Also thrown in were a few siege engines to help speed the process.
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The concept is GREAT. Like everyone else says, the cards need to be organizable, at least in deck builder mode. Also there have been several occasions when the game would randomly freeze with all units running in place and changing color/model rapidly (only way I could figure to stop this was refresh the page).