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This is how battling should of been done. All infantry jumping during the big battles. At least it would of saved most from getting hit by arrows.
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I still have no idea how to beat death. It's like no matter what I do, he destroys me no matter how many of his units I kill :|
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It's pretty disconcerting when you are doing great the first 3-4 stages of the campaign, then go against an opponent who uses nothing but elite ninjas and siege towers when you haven't even come up against those unit types yet and your cards consist of 99% Recruit units.
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at a certain point, it's impossible to make qualified decisions aboot certain troops over other troops. it's imperative to see their stats to some degree so that they can be compared. if replacing a card didn't mean throwing out the replaced card permanently, then players could experiment and mix and match. With the system as it is now, replacing a card is a permanent choice, one which the player can find themselves often ill-equipped to make the proper analysis.
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i do not understand the respawn cost. for some units, it changes throughout the battle. this feels incorrect. i would not want to summer a weaker unit (eg: rider) when it has a respawn cost of 3.
in essence, this begins to dictate which cards you can or should play. with an already limited selection, the choice has a good chance of being automatic.
not to be negative... at the end of the day, this boils down into a grindy card game, with a lot of your choice made up for you. i wouldn't mind seeing cards expanded into those that could be playable during the action
mmm.. added a tutorial to the game, to explain where the respawn cost is indicated. also, i might be adding additional cards to the game... come back after the beta to check it out again!
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the castle is a bit of a screw over - in a close battle, whoever has the upper hand towards the end will probably lose due to backing your opponents into their castle. i've had consecutive games where in the first game, i was overwhelmed but backing into my castle proved to be the turning point. in this subsequent game, i had the upper hand but forcing the enemy back into their castle was the turning point against me. :/ to fix this, you have to allow me to choose advance or not or remove the advantage of castles
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It seems like Pestilence's difficulty scales excessively. When I use poison immune units and can't win. When I use beatsticks I can't win. When I use healers, I can't win. I had a much easier time against the bosses at lower levels.
I'll fix it! Pestilence should have a lot less reinforcements since the poison effect is pretty powerful. sorry about that! will upload a new version in a while. Update: FIXED.
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I think you have a very good game on your hands here, even though there aren't too many campaign levels. Ignoring that fact I could probably see myself coming back several times to play this game. It's easy to understand and has lots of advancements. Max rating :) *thumbs up*
thanks! it's meant to be the strategy equivalent of Tekken or Street Fighter.... a series of battles against random opponents, culminating in a massive final battle versus a large monster!
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Needs a Stats that players can see, so that we can tell if the lvl 3 Recruit is Better then the lvl 2 Vet. Also,Computer units can fall behind their tower while Player units can't, don't know if that was purposeful or not. May have more comments later.