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I can't seem to select any races for my deck in the random deck section beyond terrans, ca'anian and xyloxi.... I assume the others are going to be made avaialble in time?
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To deathvonduel, it makes me laugh that you misspelled grammar ;)
My "Report Bug" button seems to be malfunctioning, so I'll throw it in here in hopes that someone reads it. If I have 8 cards in my hand (a full hand), click the button to destroy one of my own structures, and then click end turn without either destroying a structure or pressing escape, it freezes. It requests that I discard a card, but will only let me select one of my active structures. Bug ;)
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Card changes in last update :
* Virus Spire now deals 1 damage each turn and lowers opponent base hp by 3 when deployed
* Clarified text of Darkwing, Firewing and the two Prismatic Demons
* Chainguns (HU) : att bonus from 2 to 3
* Dark Energy (CA) : cost from 5 to 4
* Fortify (CA) : def bonus from 3 to 4
* Support Drone (CC) : def from 12 to 14
* Soldier Drone (CC) : def from 15 to 17 and now regens 1 hp per turn
* Fusion Bolt (CC) : cost from 5 to 4
* Grav Blind Spot (RV) : cost from 3 to 2
* Plasma Blaster (RV) : cost from 4 to 3
* Nanobot Swarm (RV) : cost from 4 to 3
* Charge (RV) : att bonus from 4 to 6
* Shield Phaser (RV) : cost from 10 to 8
* Mutate (MT) : cost from 5 to 4
* Technowall (TM) : def from 40 to 36
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one more thing, you got a lot of card saying it's when it should be its.... like darkwing, firewing, attack barrier etc... (It should be its neighbours rather than it's neighbours)
I suggest u chuck all the text on cards on to a word file for a grammer check and then copy back in just in case there are other stuff like that
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Is it possible that you post the exact changes for "Updated/balanced cards" I understand that chaingun is buffed on attack and technowall droped 4 hp etc because I remeber the old version, but it might be nice to have a log so I can make comparison easier rather than going through every card again
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i think the first step for this game to get a campaign is some sort of description of the races, such as where their from, their goal, and their card's focus that would pop up when u roll ur mouse over it or something
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Errr.... how is score calculated? I can't get over 150 against insane and there are 400+ ppl out there....
Also, I think five of the elemental rift energy structure are a bit OP, they can be essentially be used instead of the 2-energy-cost ones for other races for free(XY, for example, using the nebular rift instead of shard tree) I understand that u can only have 4 so "slightly" more powerful is not a big deal... but if u r running 4 actions for energy, u only need ~8 energy structure and it just looks weird to have half of them in any and all decks being from elemental...
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@nulllvoid ; Increase the Base default energy type to at least 3 when it is set to Random because there's no reason to choose it otherwise.
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Interesting game, though it feels really unbalanced. For instance, I played 2 light blue/purple deck games and I never once got any purple cards even though I got down to only having 11 cards left in the first game and 6 left in the second before they ended. I can't say with certainty that I didn't have any purple energy in the deck, but it sure felt like it. Seems to happen a lot with a multitude of colors. Maybe take a look at the random deck creation?
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First hang in 80 games. He was CA-RV. He played something that blew up a building of mine, then he played a Yellow Bomber that mysteriously blew up for no reason and it hung on "Opponent plays an overpowered Yellow Bomber" up on the screen.
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MostlyJewish, it appears to be working as intended here. That ability lowers both current hp and max hp of the base. So a base with 75/75, getting 4 damage this way will become 71/71. It still has 100% but the amounts are less.
pickledkangaroo, yes, the LCD is updated at the start of its turn.
White channeler should repair X, X = your energy. This will be fixed in the next update. I'll also make those card texts mentioned more clear.
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Perhaps add some sort of structure synergies - i.e. 5 of these = some sort of bonus, or control this set of 5 = some sort of bonus - Artifact mana in Magic had something like this. Dunno, just a thought.
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TM: 9/10 splendid stall cards - the whole set of cards is very good for defense and control
RD: 10/10 great balance of offense and defense, cards just overpower other races (except for the the tech cards at defense). Mix with TM for a great 2 color deck
multicolor: 8/10 Despite all appearances, this is a rush deck. Get the 8/16 and 16/32 out with prismatic spire, prismatic crystal, and ancient convertors, using data cube to speed your draws. Its weaknesses are a lack of offensive options and versatility - its a plain and simple haymaker deck.
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meh im bored, so i will rank the various races with justification:
HU: 5/10 Decent rushing capability, little beyond that
CA: 3/10 other than the bomber nothing much really stands out. Mix with other races for rush deck
XY: 8/10 great 1 energy cards, awesome energy generation, very well balanced cards, although im not a fan of the xyloxi effects. very good to splash for some of their actions, and spark
CC: 7/10 the stereotypical rusher race.
RV: 2/10 most cards are useless, expensive, and slow. I give it a 2 for obfuscation tower
MT: 6/10 Some very interesting cards, i could be underating it here (i confess i dont understand how to use this well, although i think it has potential)
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Now that I unlocked all achievements(other than ageofgames one, which I don't feel like working for) and can beat insane AI easily~~~ I got nothing to do....
but I love this games....
so more content/stronger AI/PvP please if possible :-D
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I'd also chime in for some kind of campaign or challenge system for the game, it would be a more interesting way to unlock new cards and races than simply grinding them. A bit of information on the races would be interesting, a comment here and there on their strengths and weaknesses, and perhaps a bit of lore. Flavor text on the cards would be nice. Basically I'm saying I like it a lot and just want more!
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@Tranari: I agree that the beginning races are quite good, especially the humans and ca'anian. They're so good because they're so fast. Each of the races are good in their own way though, and they all have their own individual strategies. In my opinion, the humans and the ca'anian are the easiest races to play, with rift demons being right up there alongside, but they can still be overcome by the other races. My personal favs are the technomancers. Nothing quite says 'screw you' like a technowall sitting on the other side of a berserker or fusion demon.
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Have I mentioned that I love this game yet today? No? Well, i do. And re:campaign, having to win 15 games to unlock the next race is kinda a campaign.
PS: Spark is overpowered. I will splash blue in to every deck to get four of them.
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Re: Tranari, the other races are very very playable. Try getting more cards through achievements, building your own deck, and mixing races. I suspect it's familiarity talking.
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I feel like the three base races are all much more effective than the others. Oh, you can win with the others, but it seems to be a lot harder and the decks seem a lot slower.
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xxpurebloodxx, check the 'scores' screen : it tells you what you need to do to unlock the other races.
I'll look into those bug reports as well.
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glitch: when you are building you deck, then rapidly click accept deck more than once, a game starts, and your hand is weird, like it is all the same card, or there are no cards.
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And there is definitely a bug where it crashes. I have no idea what causes it, but the times I see it most is when the opponent plays a card while you're doing something, and when one of your structures kills a spark on your own side.
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When you build a deck, even though it shows you have a certain base energy type selected, unless you select something again, you start with random I think. Any way you can fix that to make it a bit more clear?
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Trying to effectively play the Rivi'i make two bugs apparent:
1st) who gets to do damage during a Rally or, instead, how am I supposed to know that a ship has a turn and I can't buff a Battlecruiser and then use rally (aka: documentation bug)
2nd) There was some odd race condition I saw about playing a DN next to a BC meant the BC thought its turn had gone and couldn't buff until I selected a fuel ship and hit ESC.
I've texted my card playing friends about this game. We love it. Thanks. Keep it this simple!
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A very well made card game. I especially like the variety that you have put forth, as well as the effort taken to pull off a game such as this. Every race has its strengths and weaknesses, so that playing and mix-matching each one is always exciting. I do like the idea of seeing a discard pile of sorts, as well as seeing your opponent's energy intake every turn to match your own. Other than these minor tweaks, I don't see anything that needs to be changed. Of coarse, adding a sort of storyline, bios for each race, as well as possibly new cards (I know it's hard to keep a game balanced when adding more to it) would please the fans out there, like myself. :) Overall, great job, 5/5 and favorited, and I look forward to any future updates or releases.
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It would be interesting if some cards (maybe a specific race) could be played as ships or structures, player's choice.