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Loved the original, was bummed to find out I couldn't change my deck. and I didn't like the angry bird style level picking. 2 stars because of how my hopes were ruined. lol
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This card game is great for it circle counter effect. You have always a card to counter one another.
There is some how a lot of way to improve this game. First would be to personalise your "deck" (for that you need to write a bunch of rule). Then there is really not enough card to remove sanity or magic arcane boost (something like the dispelling card). Extending the card hand max + don't always force to play 1 card each turn.
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Weird glitch, I killed off my opponent with the hounds of tindalos which made my sanity drop below zero, triggering my opponents r'lyeh killing me. Instead of going for a draw, flash goes bonkers.
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I dont really like it, The card art is as awesome as the first one, but sanity is almost meaningless now, and the damaging spells are way too powerful
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Gotta be honest, I don't like the addition of the creature attack function - removes some of the uniqueness of the first version.
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I tend to agree with frostfly that with no deck building and no storyline including in the game it fails as a CCG or strategy game. I'd love to help you expand it by adding a storyline and deck building element though. There's a lot of potential here.
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This game caught me off guard. I was just scrolling over the horror games tag here on Konga, and decided to give it a try... at first I didn't catch a damned thing, as I did not played the previous game and neither the tutorial, so everything was a surprise for me...
I gotta say that the mechanics work and once you catch the go of the game, it's really entertaining. Music and Art is most suitable to the Cthulhu mythos and I loved the little phrasing "a la" Magic...
The only downside I find in this game is that there are only very few cards, specially creatures... I have the sensation that there are more cards for directly attacking (arcane or physical) than monsters...
In other words: GREAT GAME!!
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Becomes repetitive due to being unable to change deck... the cards are pretty much the same for all the stages I played (14). Only difference I felt was that games tend to get longer due to higher insanity and life for the ai and me. Could still be improved.
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IA!CTHULHU FHTAGN!:) 5/5,faved.I love how I could use dawn of a new day with dunwich horror and prof. armitage to get a yog-forgot-whatever-it-is.
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I made Ctuhlhu go insane. He's about to commit suicide. Professor Armitage just said that Ctuhlhu is not so evil when compared to me. Muhahahaha!
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5/5, faved. And though I miss the different insanity effects from the original, I find it just as satisfying to drive my opponent into commiting suicide.
Ia! Ia! Cthulhu fhtagn!
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I have to agree with the commenters who say the first one was more fun. The insanity issue was merely part of it. The numbers seem to be a bit off here for balance. With a little work, this'll definitely be a 5/5, but it isn't there yet. Keep working!
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Small bug I've noticed, whenever I use pnakotic manuscripts it seems to set my arcane power to 2 rather than increase it by 2. Otherwise its a cool game, though I'm sad to see the insanity effects leave gameplay.
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I miss unlocking cards. Without a card unlock mechanism, you're just playing the same game over and over, against slightly harder opponents.
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i made great cthulhu go suicidal... he didn't kill himself via the suicide, but i had great cthulhu out as the great old one, and the damage from that killed my opponent. does that count?
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This is the basic summoning of Old Ones: three cards played in a row with black star emblem will summon an Old One. Cards can be played by either player. Once summoned, it cannot be unsummoned. If a card with the white star emblem is played between black star plays, it will remove one star from the constellation, preventing the Old One from appearing. Summoning an Old One is a great way to even out the odds or just screw both players up. haha
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Since I hate being only negative, here is my advice. You absolutely have to put the cards that reset the opponent's arcane power back in the game. Please add a deck builder, so the player can create his own deck, and make him gain gards with each battle won (the way it's done in traditional card games, check out Cardian for example). Halve the sanity scores on both you and your opponent. Remove the useless cards, such as the 3-damage physical attack. As for the opponents, instead of giving them "free" arcane power, you could give them cards that are ore powerful than yours. Good luck, I still think this can be a great game if you fix the stuff I mentioned.
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What a great disappointment. The first game already had the flaw of relying too much on the arcane power/direct damage combo, in the second one this is even more accentuated to the point that it becomes insanely imbalanced. Especially since now there is ABSOLUTELY no way of lowering the opponent's acrane power. Sanity is now useless, since you always have enough. Some cards in the previous game were already rather useless, now they are simply worthless. Dimensional shambler, every physical attack card except the 6-damage one, mob hideout, the asylum, and every card that attacks the opponent's sanity simply suck. And you are stuck with the same deck for the entire game. Sorry, this doesnt't deserve more than 2/5, and I rated the first game 4/5 and loved it.
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and remember to keep players who play heavy arcane decks in check by not giving us too much starting sanity but high enough that it takes a bit of doing to drive someone who plays all 0 cost cards insane. i do like that you get twice the number of sanity points for discarding in this game though since skipping a turn is a pretty big peanalty.
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ok heres how you perfect this game. bring back the old play system (only one creature, creatures only counter attack, insanity causes different effects but you can still play all your cards, you could keep suicidal as one of the possible effects though.) and add a deck builder and enough cards that people can make different and interesting decks, for example a deck that focuses on driving opponents insane, if they get suicidal or megalomania than its a success, if not you still gain a juicy advantage. a mobster deck, not as powerful but very low chance of insanity and good utility. and finally take out all this leveling up hooha and add in multiplayer. your game is still dripping with unharvested potential and i would hate to see the loving attention to detail and excellent balancing i saw in the first game go to waste.
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don't know if i'm missing something, but a way to erase data to restart would be nice. Havn't played this in a couple of months and starting off with fulls stats is kinda boring.