First I didn't catch the joke, and then I found the "Adventure Time" episode :D What a coincidence: the cartoon was on air the same day as my Cards Wars got to the Hot New Games on Kongregate.
Initially this message was in the tutorial, but later I decided not to overload the player with information. I'll think of posiible redesign of the tutorial.
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I love the fact that if you are playing a game and an AI is dominating, the other AI's won't be idiots and attack each other, but instead attack the Juggernaut. This makes the game realistic, fair, and fun.
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@ Arkonblackfire I've been having your same problem and then i smashed my head on the keyboard. Double check what your attacking is a jack not a joker... @ developer Jokers are annoying
Actually, it's impossible to activate a powerup on the enemy's turn. I think, it was just a coincidence: you clicked on the powerup button, and the enemy spent its XP points to active its own powerup.
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This game resembles some other domination games I've played, but it has alot more play-ability. A message to new players would be don't rush in until you know what you are facing. The spyglass power-up is the best tool you can use to conquer an enemy line.
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I'm very unclear in how the attacks are managed. Some go for many back and forth, others not.... I did the tutorial, what am I missing? Getting frustrating when I break the first two cards on an attack, still end up losing, then next turn the enemy takes a province after one card breaks? wtf?
The battle is over when one of the sides looses 50% of its garrison. The cards go to the battle one-by-one. And the winning card looses 1 point of its value. So, here is the battle example:
[10, 9, 2] vs [7, 6, 5, 6, 7]
Round 1: 10 vs. 7 -> 10 wins, turns into 9 and goes to the bottom of the attacking deck.
[9, 2, 9] vs. [6, 5, 6, 7]
Round 2: 9 vs. 6 -> 9 wins and turns into 8
[2, 9, 8] vs. [5, 6, 7]
Round 3: 2 vs. 5 -> 5 wins and turns into 4
[9, 8] vs. [6, 7, 4]
Round 3: 9 vs. 6 -> 9 wins and turns into 8.
So, the defeated stack of [7, 4] retreats if it has anywhere to retreat, otherwise vanishes. The victorious stack of [8,8] leaves its bottom card in the province, from where the attack was started, and is moved to the conquered province.
Actually, when I started developing the game I didn't know about Risk - I knew of DiceWars. That's why I stated "inspired by DiceWars" in the Credits. But now I want whenever I have free time, to buy Risk and play some games with my friends.
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One of the best risk-based strategy games I've seen so far. I like it more than WarLight, and I LOVE WarLight! It's a shame it's so underrated... I guess people care way too much about the "graphics" and forget that cards add originality to the gameplay. I mean, how many strategy games are already fantasy based) And how many strategy war games have poker cards as protagonists?
5/5 and faved. Good job once again, General.
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Again, great work on this game! I've played 5 or 6 times a day for the past two weeks now. The only complaint I have is level 21. You can't see the outline of the providences. It's a pretty confusing level. It can be beat after a few retries, but 'retries' need to be saved for platform games. Any strategy game player wants every move to count, every time. Maybe make level 21 a bonus level? It just doesn't really fit with the rest of the game. Anyhow, still 5/5, still Faved. Keep up the excellent work!
Thenk you! Currently the provinces are generated randomely on a given map. Atlhough, I adjusted the algorythm, they othen happen to be very weird-shaped, so, it really becomes difficult to find the bordering ones. In the next version I'm planning to include the pre-defined maps with the borders drawn by myself. For example, there will be US Civil War or WWI. Perhaps, the chessboard with straight non-confusing borders will be one of them.
BTW, did you try to play with garrisons not showing (in the Settings)? I ooften use this way of playing on the maps with multiple provinces.
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Probably one of the best games I've played. Interesting enough, difficult enough and long enough. It's a shame it is completely underrated.
The only drawback is the graphics and the use of “normal” cards.
Using the same engine and idea, just changing the card by fantasy or war cards (for example) would probably increase the rating by 1 point.
I mean Ace = Red Dragon, 2 = kobold, 3 = goblin or something similar with army cards (general, tank brigades…) and, also, instead just the numbers a good picture.
Anyway, great work!!
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I don't understand how to get the "Save the Penguins" medal. I've taken at least 5 penguin's territories in a single turn, and kept them, and not gotten it. Is there something else that triggers this?
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Awesome strategy game, I've been playing it since you uploaded it. Good card generation, good A.I., all of the skills are useful and all of the acheivments are attainable. I can tell you put a lot of work into this! This game should be rated higher, and it should have Kong badges. It's a shame people don't like to think.
Thank you very much! Indeed, the idea of the game came to me 2 years ago, I programmed the beta in Free Pascal. Later I decided to learn Action Script 3 to make it playable in the browser.
Since 2011 I've released 6 flash games (they are all here on Kong) and then I felt that I'm able to build the turn-based strategy.
Indeed, I hoped for higher rating :) Perhaps, I should have made various AI difficulty levels to involve the players who usually don't play strategies. I'll add it into the next version, together with the historical scenarios and multiplayer.
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For whatever reason. My medals and achievements are reset each time I close the game. I set unlimited storage for flash and didn't delete anything. This is bad :(
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Just got the Pyramid's First Strike award, it is the Top (Red) team. For how to get it, reset the level until red has a lot of face/ace cards and save after every attack that does not take lose cards. It will take a while.
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It does not show the color you need to be for the First Strike Medal on the Pyramid level. (the line seems to be cut off) It would be easier to get if it was readable. Other than that great game
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Would be noice to have more control over our cards. Meaning moving only certain cards instead of all but 1, destroying of cards to weed out the weakest without having to attack with lowest first and risk losing high cards or just diminishing them. But i guess that is what adds the difficulty to the game, though it is more annoying than anything. Game im in has been going on forever because of not being able to do said tasks. I have the opponent outnumbered and out gunned just hard to get the cards up front where needed without the crap that has to go with them.
Allowing the player to move cards one-by-one is a good idea, I'll think how to implement it in the next version without increasing the required number of player's actions. Thank you!
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I've found a possibly unintentional exploit- you can get any of the medals in hotseat mode. If you want to take advantage of this, you can choose the team that needs to win for the medal, and play poorly as all the other colors.
I think this should be changed, so that the only medal earnable in hotseat mode is the medal for playing hotseat mode.
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I would like to mention how much I appreciate (some other Kong users might agree) the high amount of attention you are giving most if not all of the comments, questions, and problems that have been commented. Not many other developers (who actually develop good games) do that. Thanks.
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The most annoying part of the game is the quick high/low stacking that you accidentally click on when going to attack and mess up your whole strategy you just planned.
Sorry about that. However, these buttons are very useful when you move big amounts of cards inside your territory. They show only at the bottom of the card symbol (except when the province is near the top screen border)
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Seriously idiots of Kongregate, just because a song was used in one free game does not mean it cant be used in another. Save your self time and everyone else time by keeping your moot point to yourself. Thank you.
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I don't get it. If I attack & win with a joker, the joker downgrades to an ace.....and then sometimes disappears. Is this intentional or a bug? Sometimes when attacking & winning, my highest value card seems to disappear....it won it's fight, I know it should be 1 lower....but it's completely gone.
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the % chance to win needs serious fixing...I'd say I lose at least 1/3rd of the battles where I have an 80%+ chance to win...
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I'd like to be able to choose which cards to move. Nothing is more annoying than having 90% of the map, but still take ages to finish off the opponents, because you can't get the high cards to the front due to overflooded mid sectors.
Being able to set "waypoints" would be nice too. (So you don't have to command the same movement pattern at the end of each turn over and over again)
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#1. Try to stack, be patient.
#2. Never attack with stronger card on top, set as a first card, weakest one which can win (example: 7,A,J,10,9,8 if u attack an enemy stack with 6 on top, cuz its pointless to waste your A(its gonna be K after) and u'll never know what is under that 6).
#3. Find some corner. Its always easier to fight on one front than on many fronts...
#4. If u got a weak stack, waste it and attack enemy stack asap. That makes your enemy weaker and give you space for better cards that you can move from 2nd line. Do it before enemy attack you! If he got stronger stack u gonna lost your stack and land.
#5. Always move your reinforcements to front from first lines to back (like 2nd line goes to 1st line, 3rd to 2nd, etc. till deep corner). Never in opposite way cuz you gonna block army in land which get reinforcement.
Thumb up if u find it useful.
hf & gl!
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Unless you really like repetitiveness, this game has way more levels than you need before you'll get sick of it. Desperately needs something like upgrades or whatever to keep it playable. Once you figure out the strategy, winning is pretty easy. However, it's slow and repetitive. Every map plays pretty much the same. The maker should have focused less on making differently shaped maps and instead should have tried to make game-play differ from map to map.
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@zzxxzz3:
I know, I love the supports too; in my first real game I used a long jump/spyglass combo to go from a turn from defeat to an even fight (which I won).