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undiefined games are always amazing i love this one and all previous ones and hope for many more but please do something about the deck manager/inventory manager because it always seems to be the same problem
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This is an excellent example of a card game that starts out mediocre but gets better with time. It grows on you, and the more you grow, the more it grows. Tons and tons of possible units and therefore oodles of possible combinations, leading to lots of replay value in the process. Some cards are a bit overpowered, and while they are rarely seen due to Legendary status and high costs to bring them into play, very little stands a chance against them. This can at times make the game too easy or too hard, depending on who's summoning who.
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I love Undefined games with one big except. Inventory handling. You guys need to institute a better data model. You produce one outstanding game after another with this same lamentable Achilles' heel. I gave 5 out of 5, but, please, please, please fix this.
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Not a bad game, some deck design/card look up options that are kinda klutzy and well documented. The "rip up" card for new cards is nice feature to get rid of excess and unwanted cards as well as trim library to manageable size. Seems like some cards are just not useful. So far best design is a mud golem deck that can win in about 3 minutes and yields about 3000 credits per game with a dead draw rate of about 15-20%. Makes upgrading fast and easy.
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not bad, but:
needs card stacking, decent card sorting,
needs more levels in the single player,
and badly needs multiplayer.
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Unbeatable Peasant deck (modified Paladin deck). Trim deck until it is 5 peasants, all gold mines, 1 or two Crystal Mines, Parting gift, and Siege engine. Strategy: Gold, gold, gold. Play Peasants when you can, but don't summon. Play Crystal Mines as soon as you can. Once you can play Parting gift, do, and start summoning all your peasants and siege engine. Win. Buy only the 20 pack until you have "Repairs" and a second Parting gift. Only strategy change for harder levels is to play Parting gift after they play an enchantment, and play repairs when you know you're about to win.
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Four Dwarven Boon and four Mud Golem. It's been said before, but if you're lucky enough to get the Boons early on in the game you will win every subsequent game within a minute with this eight card deck. I found this to be a really creative game, and I enjoyed it, but some seemingly messy programming and perhaps the most tortuously convoluted interface I have ever seen in a flash game resulted in a pretty low rating. It has huge potential, but needs some longevity and a much, much better method of library management.
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Great game. It leads to an easy follow up and there are a lot of areas for growth. I think Beholders shouldn't be in the game, its almost impossible to kill them. All of the +Gold cards should be removed, why would I put a card in to get 60 gold for free when it cost 10 gold? It's just giving me enough to draw another.
I'd suggest larger decks with lower card draw cost to make for more strategic battles. Right now its just a money war and 90% of the strategy is getting a deck, not using the right card. Once you have enough income to flood them there is almost no coming back due to draw costs.
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i enjoy all your games thank you. i like that this is a little different from the others. i have one suggestion which would make it even better - the ability to arrange the cards in your hand into a different order would be nice. thank you for another great game
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I think most of what needs to be said has been said. My only other complaint is that you have only one memory slot so if you want to play another deck, you have to erase your previous game. It would be nice to design other deck. You can use the empty stacks but this is clumsy and irritating.
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My Take on Cardian
Pros:
1.Multiple Strategies are Viable
2.Massive amount of collectability for ocd completionists.
3.2-4 minute games once you get a decent deck are a good pace I think.
4.Huge amount of detail with different atributes on cards.
Cons:
1. Organization of cards is retarded.
2. Beholders (and other things with piercing, hello fire warden) are just plain overpowered.
3. I have found Most Legendarys, and Iron in general to be mostly useless.
Things to look Into:
1. Portal growth scaling your win profits. I have a deck that consists of nothing but Gold Mines, 3 Crystal Mines, 3 Mud golems, 5 peasants, 1 kamikaze, and as many portal growths as I have drawn. Its netting stupid high profits.
2. You need a better system of organizing cards. FFS let them stack please. Thats all it would take. Keep them in whatever jacked up order your system puts them in (I think its in the order you pulled them out of the bonus pack) but just let the cards stack.
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Good game, and this is a great strategy... Get as many Archers in your queue as possible, wait until you have enough money, and then send them all in at one time, this might slow your computer down a bit, but after they get about half way across the map send as many other soldiers as you can possible... + if you have done this or agree with me
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ummm theres rly no need to suggest improvements for this. given the clumsiness of the design, the lack of a usable sort feature, and the imbalance on a lot of the cards the ppl who make this are clearly not interested in suggestions
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@quartz3000 - Some people don't need a cheap combo to win at all. Try just putting some good units in your deck and playing instead of finding an easy out caus you can't win a game.
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Advanced versions of this game would be fantastic. An X shape map allowing 2v2, 1v3, and free for all. Also adding the ability to hault, and retreat units would increase the dynamics of the game.
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I find this game is really fun and addicting actually...
My only complaint has only been said a thousand times now...
Too much reliance on gold
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adding the ability to choose which "type" your booster packs come from -- necro, lizard/orc, holy, mechanic, bandit, general, etc. -- would be a nice feature.
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So close to awesome but unbalanced (Dwarven Boon is massively overpowered, ranged attacks in general are too powerful) and the AI blatantly cheats (Casting Beholders on the first wave when they cost 60 souls). Also you should be forced to play with a full deck every time. The fewer cards you play with the easier it is down to an 8 card deck that can win instantly every game.
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at least add some keyboard shortcuts other than for scrolling the map and please add a function to remove the tutorials, it gets kinda irritating to see them every time i start a new game
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Ooh -- another idea, borrowed from Through the Ages, a very different card game:
What if cards had two possible gold costs: one if you were paying the extra crystal/iron, and one if you couldn't?
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I love the concept, but the implementation has some quirks. Yes, gold is very important. Two suggestions: you could limit strictly the amount of gold mines in a deck, effectively encouraging smaller decks, and preventing people from attempting to stuff their decks with gold mines. That would encourage small deck building to concentrate gold. You could start other resources with a 1/second increase, and make most cards cost other resources to put into play, like the apprentice blacksmiths and archers. Remember, all cards have a reasonably steep gold cost for drawing in the first place. And, for display: every card has some consistent icons, which once you've figured them out, are straightforward, and some special effect. Adding the mouseover text of that special effect to the card's display would go a long way to making things more transparent. Finally, I love the global enchantment idea. This is the root of an awesome game -- keep it up!
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U get strips by tearing up cards u don't need, from the Card Browser. Just select the card, and underneath the enlarged picture to the right, u find the option to "Tear up Card".
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once you have this "parting gift" card, the game is totally over. keep spamming cheap weak units until your foe kills them all and eventually his/her portal will be destroyed. I named this strategy "the chinese swarm"
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Kamakazee, repairs, and parting gift completely change the dynamic of the game. There may be more devistating spell cards. They allow you to completely come from behind and win. You can switch from surge offense to unit waste defense or resource mass & stall. I use about 25% gold boost cards and 3-4 crystal/iron cards each. This gives me about the right draw chance of each. I have a variety of units so I can utilize any of the four resources. This is one of the most strategic and fun protector games.
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It's asking quite a lot to make us PAY to flip the card, PAY to put it in the queue, and then PAY some more to actually summon the creature. It costs far too much.