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actually, seiferseed's explanation, while full of good intentions, is subpar. level = something you achieve by # of wins, regardless of against who, and regardless of # of losses. so someone can have, say, 250 wins and 1000 losses and he'll still be level ten, same as if he had 250 wins and 100 losses. it also doesn't matter whether one was only playing against n00bs or against the top-ranked players. and for the last time (oh, how I wish): "luck" plays a very, very minor part. these people who think it boils down to "luck" are basically playing blind-folded, and as such they are, indeed, very "lucky" when they actually win - since a half-decent player will beat them most of the time. of course, a match between two players who fail to recognize any semblance of strategy and pattern-reading in kongai will always be decided by "luck", or, more accurately, random chance, since we're talking about two BAD players who understand next-to-nothing about the game.
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Only one thing Guys... Level doesn't mean nothing, an hi level hasn't any bonus, then a level 2 can easily beat a level 30 if he is luckyer...
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Having problems saving a new deck. The error I receive is: "Deck name taken. Must enter a unique deck name." This comes up regardless of the name I choose.
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"lighting arrow take wayyy 2 much"
What does this even mean? Surely you can't mean the 0 energy cost is oppressive. I hope you're not asserting it's broken either as Andromeda is still very below average and no character is completely shut down by it.
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Percentages and chances for special attacks should be clearer. It would also be nice if we could choose to turn off/on an "Are you sure?" button (stolen from the below comment)
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I like your idea Plix.
My idea: there should be a light char type, angels, for instance - with lots of light attacks. I think that light attacks are the most rare in the game.
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Zina's innate ability shouldnot be affected by item Gem of Souls.
This ability gives buff to Zina's tiger, not to herself, so more logical would be, if none would get it.
This would be somehow interesting too i think.
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what if you made field where the matches take place affect the different types of cards, to give the card types more cause then just what items go on them. Like a jungle field increaseing amazon health and decreasing ninja hit rate or something. have it randomly select the stage, so you would have to try and keep a well balanced team or all one type and hope for a field that affects them positively. just something i think would be cool
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The 5 card games can take a very, very, long time with all of the switching and whatnot.
I thought it might be fun to have a version without being able to switch your cards out, which would be a different kind of rock-paper-scissors.
The lack of balance for Zina in 5 cards also needs to be addressed.
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there should be a reason for someone to choose to use random deck.
if you ever played gunbound, when you choose to use a random bot you have a chance to get a great bot you can't normally choose, dragon or knight.
here you can create new items, better than normal cards, that can only be used when you choose to use a random deck.
maybe even some better character (but not extremely strong. one that's possible to beat), that you have like 3% of getting it when you use a random deck.
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It needs NEW cards. The reissues are nice, but maybe you could allow the old challenges to be played to win the old cards and new challenges for NEW cards. This is the third week its been a card i already have. Lamesauce.
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I would just like to see more action i.e. more animation, drawings, etc. Just to make the cards more valuable and useful when you win them, as some you don't even need.
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i was thinking about more sets of characters and maybe giving them all-the-set advantage. and maybe some think to make prefer players play only one kind of cards, like only vampires... ie. all vampires out of game heal 1x (number of vampires)
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the problem with this game is, that the replay value isn't that high. You often wait long for a match, the matches are quite boring, due to long wait times and everyone playing the same. The reward is way to low for playing often. Due to the lack of cards we have, some people joined later and onyl got a few cards, you really can't have many different decks and strategies. And for the 90% hits, I really don't mind missing in a while, but missing 4 times is a bit to game breaking.
And I would vote for an forum instead of the comments for feedback, because the feedback is on page 4 after a day, because of sensless discussions
just some toughts of me, keep up the good work,
Xyqtt
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This is good, but is there a way to get old cards? Maybe a month after the card challenge is finished, it should be re-opened again so you can get it.
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I still feel that the biggest problem with stunning is not the frequency but the fact that if your attack is slower than the stun against you, you are stuck for 2 moves instead of one. That makes stun very very powerful.
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corny? that one guy who gets pwnd by amaya, of all people? can't be THAT tough. his only real scary move is pilebunker, and it's very slow and quite expensive. hypnotic counter is the almost-scary one, but there are many, many ways to simply ignore it and just focus on not getting pilebunked. he's a monster in an experienced hand, that's true, but so is almost half the cast.
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The HP and energy bar should change faster when there is a switchout. I just lost because i thought juju had only 40 energy (but that ws from the previous enemy)
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Ok i had enough of CC. there is a whole list of characters that cant touch him, some others that cant touch him if he plays smart and some others that can beat him butstill lose lots of hp... FIX IT!!!
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ebarrett said it well. I don't see any problems with stunning moves, since Ambrosia Thorn's move does very little damage, and Rumiko's takes a lot of energy. Also, Higashi's sweep has such a low chance of success that I'd not bet on it happening most of the time.
Another thing: Other than Rumiko's Eviscerate, most of the moves have less than 50% chance of success at stunning, so the moves are not often a good choice (Although Ambrosia Thorn's Spiked Boots are her fastest move, and require only 10 energy, so they are great if you want to do something while recovering energy!)
Lastly, Helene is immune to stuns, and is also an excellent card. Go figure.
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While looking at packet sniffing for a lab I'm designing, I looked at the game's network transmissions. They're exceedingly well designed. The devs at no point trust the client. There's no chance for "telepathy" or specifying a miss or not. There may be a way to put in bogus input, as the moves are communicated over HTTP get requests, but that's a trivial check serverside, so I'm guessing they coded for it.
All in all, the network design of this game gets full marks. (And go Kongregate for using encrypted jabber chats for their chatrooms!)
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stunning moves should have a way lower percentage.
the waiting time allowed should also be killed from 1 minute to something like 15 or 30 seconds. A lot of the time, I found myself waiting longer than playing
also, it'd be nice if there were some way to turn off the animations for the game.
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if you kill someone with gem of souls, but he has a death mask, and he switches after you already killed him, you don't get his ability