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mecheng_analyst, there are a number of cards that cause you to skip drawing a card in the next turn after these cards were played. There are 3 premade decks in the game, more become available as you unlock the other races, through achievements.
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very cool. seems sometimes I dont get to draw a card when I should? would be nice to have a campaign and/or kong achievements. instead of random starter decks, might be good to have a few pre-built 1 or 2 energy starter decks so we can get familiar with cards quickly since there are quite a few factions. love the ships/explosions comment.
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Blood_Shadow, i'm obviously familiar with Elements (great game). There are plenty of different mechanics as well, i personally think my game has more in common with Spectromancer (also fixed number of creatures, but no bases) than with Elements. Also check out Mytheria (on Kong as well) for a really awesome card game + of course the Magic The Gathering PC game (the 1998 version). All these games have similar mechanics, i'm not claiming to reinvent CCGs, but i did add the much needed spaceships and explosions!
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If you play Elements, you'll find that the two games are very similar. 8 types of energy VS 12 elements of quanta, your base/Mark generating 1 energy/quantum per turn, ships VS creatures, structures VS permanents, actions VS spells...
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@nullvoid: It seems that the issue with energy setting still exists when you decide to create a new deck; it still wants to give you a base using the old energy type you had chosen. Page reload is still necessary to correct this.
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Love this game, but when playing the rift demon faction my base makes dimensional energy regardless of me saving it as elemental.
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Yeti2511, this was a temporary problem but was fixed quickly, you might have to reload the page if you're still seeing this happen.
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thanks for the quick update. the loading of the deck for each match isn´t necessary anymore...however it seems, that the base color is not saved. i played several matches without loading the deck and while the deck is alright, the base produces a random color.
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Armor, this may be LIKE elements, but it isn't flagging this game because it is similar is stupid. All games fit under certain genres, and are similar.
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there will be no multiplayer cause when u make the game u decide if it is multiplayer or not so it is too late for multiplayer
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Cookie is ... what was the Magic word... "broken". Will be played in any deck and single handed will kill any multiplayer mode. should cost at least 5. and there should be a way, that the game remember the deck, so it neednt be loaded before each battle. apart from this...i love it 5/5
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bayne420, there is a save button for your deck in the edit deck screen. However, there's no save button in the opponent's edit deck screen, as that would allow people to save decks from colors they haven't unlocked yet.
Regarding discarding structures - i see more people want this to be possible. Are you refering to structures in play or in your hand? If they are in play, and i add the possilibity to remove them, it would come with a small penalty (reversing the original bonus for instance), since most structures give you something when you play them.
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Bit more feedback: I'd like to be able to save more than one custom set of cards at a time. Also, perhaps a card or option that can reshuffle the cards you've been dealt once per fight.
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It would be helpful if ships list their maximum hp as well as their current hp. Otherwise, it's easy to forget what a ship's max hp is an waste repair actions on a full health ship.
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z7master, i just uploaded a new version, that might have cause the 'fight' button problem. Try reloading this page. This new version allows you to toggle popups on/off, press 'p' or click the button in the mini-menu. I'll look into adding a 3rd option that moves popups elsewhere.
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It's a great game, however it really needs some kind of story or levels, instead of simple/boring idea of making a new game each time.
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That, or a longer time on a card before the info pops up, or re-working the interface so that an area of the screen shows the info on the card you're currently over (that's be great actually)
I think the game would also beneficiate from a sort of campaign mode, just a few fights that unlock the first few cards, and then a if you want to unlock more, keep playing and earning achievements (score isn't a great name for that section of the menu). It would give a sort of purpose and make getting started easier for players not used to this type of games.
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Nullvoid:
Thanks for your response, and adding a little blurb like "click ESC to cancel" on the game screen could prevent this confusion in the future. FYI, the previously mentioned "dead end" tends to occurr when you have enemy targets with the "stealth" status (which prevents them from being targeted by actions or character abilities).
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Thanks for the feedback, keep the comments coming - it'll help me improve the game.
Multiplayer/RPG is already planned for future versions/expansions.
pjt33, have you unlocked the extra difficulty mode? Is it still too easy in that case?
z7master, like a toggle button that turns these cardinfo popups on/off?
ThunderGod, the small image on the board shows the ships current attack/defense, the popup shows the original values, so you can see how much damage the ship has received. Point taken about making tutorial more clear!
Vladeus, ESC cancels an action, but the game won't allow you to cast an action to begin with if there's no valid target however (if this did happen, its a bug).
PhoenixW, you can discard a card once your hand has 8 cards at the end of your turn. If you refer to structures already in play, it's choice between going for small structures fast or risk holding out and losing out on energy while you wait for a specific structure.
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There doesn't seem to be a way to cancel an action once it has been selected. For example, if you opt to use energy to lower a target's attack, you can not proceed until you click on a unit... even if there is no unit to attack! In such a case, you can not even end your turn, and thus, you are stuck in a defacto "game over" scenario. This is a serious error that the developer could and should fix with ease. Otherwise, it's a very good game.
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Not bad, pretty good idea, but I think you need to make it less dull. Speed up the turns too, and the AI should be harder. Also, maybe more of strategy? Multiplayer would be fun, maybe you could make a campaign mode where there's planets and you travel to the planet and invade the base you select on that planet. 3/5
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I don't want to see all the info every time i click on a card, it's a pain in the ass ingame when you're trying to use abilities.
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Love this game. Irritatingly addictive. Could use a quality button I guess, and maybe the requirements for some of the achievments lessened slightly... but overall, this makes me wonder where the time went. Thought I'd hate it too, not keen on the whole card thing.
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Good for a few games, but two big problems: the AI isn't good enough (6 wins out of 6, never seriously worried about losing a game), and you have to grind for ages to unlock anything.
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@ Yoda
1. Where did the original thing come from?
2. Elements is great. learn to strategize.
3. No comment about the game? I smell cancer....
4. Like this. Great entry into a niche thats gaining demand.
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An OTCG (Online Trading Card Game) is not original. Just look at Elements! It has so few cards that it sucks! I just hope this game doesn't make the same mistake...