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How about some sort of in-game manual? And tool-tips when you mouse over things would great -- especially units you have "played" in your 5 summoning slots. Once you play them you lose visibility to their stats. The playing experience is very mushy, touchy-feely. I would like more explanation and definition of what is going on. What do all the symbols on the cards mean, for example? Some are intuitive to me but others are not. What's the deal with the global enchantments? Is only one allowed at a time, do they overwrite each other (last played stands?), is there any other way to remove them other than playing a new one? A manual (in addition to the in-game tutorial) would have been welcome here.
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This game is made too easy with kamikaze. All you have to do is spam skeletons and the faster the enemy kills them, the faster he dies. This is made easier by having no minimum to the number of cards in my deck. The kamikaze deck ruins any enjoyment at the variation of the enemy decks because it simply does not matter what strategy the enemy uses.
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This game is the perfect example for "The AI is a cheating bastard", my enemy used a card which uses up souls ... at the start of the round, he didn't even took time to gather the 50 Diamonds and the 20 souls for it and instantly threw out like 12 Bandits, 8 swordsmen and 4 archers ... seems Legit :D
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How the heck are you meant to beat Elder Gornash the third time around? Huge numbers of powerful units, including beholders are summoned when I can barely produce more than a group of skeletons.
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"Let's see... and right click, low quality, much better!" I believe this game would've got maybe a 4.1 rating if extra option in the top comments
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This game would be about 10x funner if you started with 500 gold. Starting with 100 is YYYYYYYYAAAAAAWN for a few minutes.
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Another great sort option would be to sort by "Newest." That way I could quickly see the cards I just bought, to tear them up or investigate them further without having to sort through all the cards.
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And please note the following glitch: When drawing a card during battle, the amount of gold resets to 1. It awards the proper amount but it is a bit disconcerting, to those unused to the game to see that improperly displayed for whatever reason.
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Oh, and a note for those who have cards with the 'inspiration' ability: Put out units with this ability AFTER all those troops you want to get the damage boost! Any troops released after the 'inspiring' one, will not receive it though they are on the field at the same time.
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Use your opponents effect cards against them (if 'royal training' or 'velocity' are in play, put out royal troops or archers). Or carry some effect cards of your own to take their place.
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Yes the sort could be better. Even an option in the deck view to swap cards would work for me, so I could move cards in my deck, (as there is only the lacking sort for the extras, not the deck). Then I could swap so archers were with archers, scouts with scouts, etc. TIPS~ Clump units together so they can hit together; staggered units are easier to take out. Pay attention to speed of movement! Send scouts last in a large group, if you have slower units. They'll catch up and help that mob effect. Don't do this and they'll stagger even if you send them out at the same time! And only send small groups to dispatch oncoming enemies in the beginning. Use gold to draw from your deck til you have at least 11/sec. Then when you have enough, wait until the enemy is at your portal, then send a massive group, so units automatically clump together, giving them the best chance to reach the other portal.
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I agree w/ similar comments -- good game with a lot of potential. But the emphasis on gold makes it very difficult. I've engaged in quite a few battles now, but I've only won one... it seems I'll never have enough to buy new cards. And it is true, if you don't have a gold mine in your hand, your basically screwed. In fact, you really do need several of them to be of any real use.
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I enjoy it a lot. It doesn't seem it would be too hard to improve, and it could definitely use a few improvements. Resource regen could be tweaked to take some emphasis off gold so crystals and iron would serve a better purpose. Some card tweaks such as the base repair to full is OP - Spend over 2 whole minutes just getting ready once you start your wave pop the base repair and max that gold at the end. Changing around some of the soul costs would be nice, as a lot of the legendary units I do not even consider using - Anything 30 or over is never used (takes up a spot in hand until I can get the souls, the rare +25 soul card isnt even enough to cast it). As it is the +150 gold card and the +2 gold production are hands down the most looked for cards by me. I don't think it would be too hard for this game to be a lot more popular with just a few touch ups.
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Full Moon Global Card- WHAT THE ACTUAL F*? It lags my game just when I got the enemy to lower hp and I just need the time to kill. Ugh. Does Undefined ever check how laggy certain features can be? Other than that, other levels I think are okay
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Dat feel when your army of expensive mages walks through the portal and disappears... why can't they just hold position and let the cheap guys walk through ;(
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Really good game. However, I do agree that gold is way more important than any other card. Also, sorting cards and building your deck could be managed better.
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yes, it WOULD be nice to stack and sort properly. But let me tell you, I fricking love this game. All of the fun of Magic without the dork sitting across from you with the crappy sliver deck :D
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lol i put down killing moon (whenever a creature dies a random portal spawns a skeleton warrior) and then sent out around 50 low life units it lagged a so much some of the ground in the middle of the battle became a blue nothingness
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is it just me, or did the "send one skeleton out of a random portal" turn into "spam 30 skeletons every time a unit dies"?
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No balance. Either you get no gold or iron cards, and run out of money/ can't play the units you have, or you only get structure cards, and have about 6 unit cards in the whole stack you draw from, and can't defend yourself at all, much less attack.
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Ultimate tactics: set a card that will get the enemy portal damaged every time your unit dies, and then zerg rush them with your low-level units. Finish off the enemy portal with direct damage card if necessary.