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For the love of god, why?
http://www.pages.drexel.edu/~mmj29/temp/why.jpg
As if I didn't have enough resources........
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Hey, this is almost exactly like that minigame in Might and Magic 7 you played in the bars...the name eludes me. Awesome job though, since i'm pretty sure no one here's actually played M&M7.
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What's the difference between Beginner and Experienced modes? Also, I'd love to see variants on the height of the castle you need to create. Playing to 1000 would rock.
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Outstanding game, only two suggestions:
1: need a way to skip a turn (I've had to quit several times because I got bottlenecked on resources and ran out)
2: change up the random just a hair so you don't end up with 500 magic cards and no build cards
other than that, outstanding, very fun and addicting!
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great game, interesting gameplay, but actually, in easy mode, i lost 2 times of 2, but in experienced i won 3 out of 3...
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The game is pretty luck based. Strategy can make a huge difference when you're playing against someone who doesn't really know what they're doing yet, but if both players have a little experience, it basically comes down to the cards you get. A long game often ends with both players accumulating resources faster than they can spend them, and the first player to draw a big card wins.
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@SirMustapha:
There is a huge difference between you not being able to figure out how to play smart, and the game not allowing you to. Granted, when you end up with 8 Conjure cards and huge stacks of resources, you can't do much either way, but that's just a minor tweak to the % chance to draw a Conjure card, or to alter them in some way to make them better to use, not an unfixable gamebreaker.
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Well, I think Mustapha may have exaggerated a bit, but he did have some points. With very expensive cards and 3 different types of resources you are often limited to a very low selection of cards that are playable.
That said, I do like the concept. I think the thing that would do the most for the game would be to have a user-creatable deck. Let us look at all the cards and create a deck that we like. Optionally, assign point values to each card and cap the decks off.
To see a good example of this, Google up Monster Master. It's a Crazy Monkey game that somehow hasn't made it here yet (I was going to upload it but then read the rules about not uploading other people's content...oh well...).
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Good, and very addicting. But it could be harder at times and at other times it's too easy. More control is needed, and more options.
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Very Nice. Random with a bit of strategy. Would like to see more of this game in the future, or at least make it in a level sort of way.
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It's really really random. You can see how there could be strategy--attack or defend, build up stocks or increase the amount of resource gain--but in practice you just play the only card in your hand that makes sense, and hope that next turn you draw a better one.
Kinda disappointing.
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Also, might be nice to have a summary for 1p games at the end with stats. #bricks used, #crystals destroyed, #turns played, etc...
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I agree that it is too luck-based. I also agree with the idea of letting you discard multiple cards per turn. I also agree that if you're going to do a game like this, improved graphics might be a good thing.
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This is a fun game & has a lot of potential. I would love to see a sequel with updated graphics (maybe even animations for the card actions).
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Simply put, this game doesn't cut it. At all. There's little or no strategy involved whatsoever, as the game limits the choices you're able to make in a fantastically magical way, since the cards are selected based ONLY on chance (in theory, since you'll never know whether the computer is playing fairly). It's a very, very poorly conceived game, and the fun factor is microscopic. You're better off with Klondike, or throwing a coin in the air and trying to guess which side it will land on.
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I've played this exact game before. Did you make a downloadable version of it, by chance? Either way I love innovative card games like this and I dig the online play.
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This game would be so much more fun if it relied more on strategy and less on luck of the draw. A solution would be to have a system to "buy" cards, or be able to discard as many cards as you want per turn. Just getting 1 card a turn makes the game based solely on luck. other than that good - except online play doesn't work anymore...
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Nice game and well designed, but almost all the battles are up to luck. Even so, a very fun game. Must be great in 2-player mode.
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Discarding needs to allow more than one card. I lost a game at over 200 in all resources because I went two dozen turns with just about nothing but conjures.
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I've played this one before, I think it was in Might and Magic VII, a card game inside that fabulous RPG. If I remember correctly it was called Towers.
Nice version, and very good net play.
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For an Acromage clone, it does quite well, only 2 major flaws as far as I'm concerned.
Graphics. For a game with no moving parts, it could have been done so much better. Even the first Acromage looked better, and that's so many years ago half the community here wouldn't remember it.
Secondly - the "Curse" card is way too gamebreaking. No matter what resource price you put on it, a 6 growth change is simply too powerful.
On my first test i ended up having maxed growth, enemy being on 1s or 2s, and breaking his castly while getting my own to 100 in the same turn, just for the heck of it. To those who find beginner difficult - luck only changes so much, this game actually has alot of strategy to it.
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muy bn juego... y muy entretenido... lo malo es q muchas veces se tiene q cerrar el juego porq no se pueden usar las cartas.. porq a uno le dan una serie de cartas para poner.. y ninguna se puede poner...al final... :D
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Great game, but some weirdness with online play. Sometimes cards don't work at all, or they work for one person, and not the other.
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There should be more strategy to the card selection. For example, discarding the whole hand or having cards that manipulate the hand.
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Not bad - a little bit too random though, I'd like to see at least a skill element, or the ability to strategise more added in future builds.
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4 out of 5 stars says valens and great job and i hope you make Castlewars two a great game[hint= you should be able to choose your colored castle or choice] great job m0rkeulv
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A fun game that has a little bit of strategy to it, but with the randomness it was sometimes frustrating. I like the concept behind this one and will be playing it again. Nice work.
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You have to make it less random based. It has great potention but i lost because he got babylon and two forts in a row and all i got was conquer crystals, conqure bricks and smash crystals
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Just like arcomage from Might & Magic... very nice. good work.. some balancing might be needed with the cards, but other wise, very nice.
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This is a good game but with a great premise, but it needs some work. The main issue I see is that it's a bit too random...strategy doesn't really help. I was continually frusterated how the CPU took every "add soldier/builder/magic" card leaving him with huge piles of resources and me with nothing...this happened often. Try rebalancing and making more diverse cards (i.e. give you 2 brick for 3 of his magic, etc).