Oh, good. Another total retread of a game which already existed (with nearly the same name), but which was actually so successful that they decided to try to monetize everything.
I hate this world so much.
If you guys are going to add a daily reward, it's a crap move to lock them out for days I "didn't check in," especially when I actually played games that day, I just didn't grab the reward. Leave them open or don't have them at all.
So just got the monthly reward (gold chest). It also said I got 300 coins for some reason, and a few random coins for the card balancing, and I now have...485 coins. Math doesn't add up.
For anyone still playing this, the devs aren't going to fix this game. They're too busy milking their other mobile game for as much money as possible before the player-base there realizes how incompetent they are. It's a literal reskin of this one, complete with all the connection issues and P2W mechanics!
Can we get a little balance in this game, please? How does Siren of the Seas, which can kill up to 3 units of literally ANY STRENGTH, even if she's only LEVEL ONE!!! cost only 9 bloody mana?!?!?
BloodRealm - Ruined. How?
Bad changes:
1. Two long load screens to start. ~15 minutes, multiple refreshes.
2. Art/music are the same. No track change during battle, so LESS music than before.
3. The UI is confusing. No tooltips when mousing over things or text to help with the GUI. Game is near unplayable if windowed.
4. Upgrading cards is clunky. Essence system is way behind the old method of sacrificing cards.
5. Animations are choppier. Card placement/skill use is worse: drag-and-drop is the only way to do either.
6. Guilds:gone. The game also never loaded in FF.
7. (nitpick) Game name is dumb. "BloodRealm" was better. And I can't change my player icon.
Upgrades:
1. ability to save multiple decks (it was easy to swap them around before)
2. zoom function on cards (resolution suffers a bit).
BR used to be my favorite TCG. Now it's WMT: re-skinned under the lie of improvement, never to reach it's old heights. Adios, BR; I'll miss you.
Quests in games like this should always be optional. Otherwise it devolves in to a simple cash grind :/ I could have beaten it at 28/40 quests, and now I have to mindlessly push for bags of money to skip the quests so I can just see the ending.
Here's what I've been able to gather: Summoning costs 1 soul. Available souls is the top-left number. The green dot (left) simply shows that at least one soul is available. The bottom-left numbers is your current/max pop.
New workers gather simple materials, like dirt. As they do, they level up (blue bar). Their life (green bar) depletes over time. As they level, they can gather higher-end mats, like gold, and may "class up" in to other units with passive bonuses, based on what you've unlocked via achievements.
Units gather mats and deposit them in buildings, which level after getting enough resources. Available souls increase by adding the level of a unit to your pool after death. Upgrades cost souls, so your pool is split between summoning/upgrades.
You appear to have no control over: what kind of unit is summoned, building priority, class ups, resource generation. These seem to be affected by buildings and achievements unlocked, but can't be directly controlled.
I like how this game doesn't actually EXPLAIN anything during the "tutorial." Makes it really easy to mindlessly press wherever that stupid arrow is pointing. Great job, devs >.>
The zombie apocalypse is here...but I still better pay for all of the things I do to my car. You know, in case the owners stop being zombies or something.