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I win when started with Dark Ritual, Elder Sign, Sacrificial Lamb, Mi-Go Surgery and City of R'lyeh and take 2x Professor Armitage, 1x Rise of the Deep Ones Mad Experience in a row. Finished with Dark Young Charge +14 def and +18 arcane
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The impossible badge should only be a hard one. There are a few challenges that require the right deck, both you and the opponent. Other than that, it really isn't that bad. Usually you get instakilled too, its not like you're playing for 10 minutes and dying at the end each time.
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20 tries, 20 times opponent uses Rises of the deep one... Challenge 15...
Why haven't you put some counters? hate it ...
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Challenge 15 is just unplayable, hate that kind of games... Hate when lucky determines that, that just not a challenge, it's just a pain in the neck...
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Okay, guys. I can see, I really can, how #15 can be a bastard, even though I got lucky on my fourth try (he didn't play anything to hurt me until I could survive one hound of tindalos, for some odd reason), but has anyone doing this imp ever been incredibly annoyed by challenge SEVEN? I swear that one took me 70 tries.
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It feels like too many of the cards reward being awful at the game.
For example Yog-Sothoth is absolutely devastating, but only if your opponent is doing better than you; and that card is just a gamble of "will I get Megalomania?"
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Opponent goes insane?
Schizophrenia, they continue pretty muc has normal.
You go insane?
Megalomania, you die in a few turns.
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I have yet to see the "Mad Experiment" card give me anything else than "Go insane" on a matchup with the "you lose if you go insane" stipulation.
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The amount of times the AI responds with Hound of Tindalos turn 1 on the 5 life challenges is truly mind-boggling. If you by some miracle manage to have Elder Sign in your starting hand, he drops Raid or Tommy Gun and you've gone boom. As much as I love the game (and the Lovecraftian lore) itself, all of these 5-life challenges should be on the hard tier of them. @_@
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my biggest complaint is that you can't replay levels you lose, you have to go back to the beginning otherwise very enjoyable game
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I always wondered what are the chances for each of the mad experiment effects? Are they equal or is it rather more likely to become insane?
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-WARNING: SPOILER ALERT- Great game! Impossible badge only 2-3 hrs. (and that includes beating the main game again) and maybe 200-300 retries on challenges (some deaths were instant). All challenges made sense and were trial and error (even 21 remember its a "trick"). But 20 was confounding. How was I supposed to know you need the shotgun to kill him. I guess it makes sense by zombie logic. But there are no zombies in game. And none of the other cards descriptions mean anything. Just sayin. Also thought you needed to kill him by causing "Megalomania" status and then hitting him with a huge blow since his health regenerates. Overall one of my favorite flash card games though despite the confusing challenge. 4.5/5
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@Nippapanca, the opponent already chooses their more or less totally randomly so locking down random selections of their cards wouldn't really affect them at all. That would just make the game even more luck-based since any time you made the opponent go insane as part of your strategy, you'd have to pray they got something that actually hurts them rather than the harmless Agoraphobia.
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Having to turn the music off at each new level is a little lame. If it were something like Led Zeppelin I might want to keep it on, but...
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That impossible badge was a pain in the ass. This game would be a million times better if you could make a deck instead of relying on luck.
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Alexnobody, I have to disagree: too much luck is a serious problem in this game.
Even if it was true that being a card game inevitably meant being mostly luck, this game has the following extra random elements on top of that for no good reason: starting sanity, AI moves, insanity types, Mad Experiment effects, and cards locked down by Agoraphobia.
Further, in most games luck balances out over time but in this one early luck effects can be felt forever. Getting lucky in the early battles -> a better score -> more level ups -> more HP -> a better score -> more level ups -> etc.
And of course challenge mode is terribly designed. On several challenges, you lose when your initial hand is dealt because the enemy will wipe you out with 100% certainty no matter which of your 5 cards you play. Your only hope is to restart until you start with something that can save you. And then hope for further luck from there.
I definitely agree that the slow animations are a nuisance too though.
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The problem isn't that it's "too luck-based." It's a card game in which you don't build a deck, it could only ever come down to the luck of the draw. Solitaire is luck-based, but it's still good. The problem is that it's too easy to get into the flow of the game and act faster then the game can keep up with. You spend so much time waiting for the little animations when you already know the game is over, and you just want to get going so you can start the next one. THAT'S why it's frustrating.
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I know this game is getting to me when I'm legitimately considering giving up the last of my sanity for just a bit more arcane knowledge.