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You could also make a card that levels up each time your account does, giving "upgrade points" or something to the card. That way you get a reason for leveling up.
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You should maybe be able to "buy" cards with the points you achieve with badges...they're not good for anything else, yet...
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An opponent leaving a game should count as a loss or at least a victory for your character with a note on losses for them...I'm seeing a lot of people leave games when they know they're done. Kind of ruins it.
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In my opinion, and from what I've played so far there's still quite some work to be done. Here are some pointers:
1) The lack of characters makes the games way too similiar. In future challenges, adding more charaters instead of itens would be great to the game.
2) The fact that you only get to see the symbol of the buffs *AFTER* you are damaged by, let's say, 3 poison damage. This way sometimes an unnatentive person gets the feeling he isn't poisoned. This should also be aplied to the HP calculations (the remaining hp after an attack is only calculated a *LOT* later.)
3) Screen size. Some of us (like myself can't seem to play decently with such a big window. Either that or make it a pop-up window.
Other than that, I think that most things are in place. *SURE* we could reset our starting cards, but then again, I usually play with random cards ;)
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pretty good game so far, would be nice to reset the starter cards.
would suggest: adding more defense on defensive characters.
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Overall, I'm enjoying the game so far. I've played a lot of single-player, and I do feel like the AI needs work. This ranges from simple things (like Tafari shouldn't try to intercept) to complex (a character with only close attacks should try to close in). I'd love to know how specific the AI can get -- that is, does it have to use the same logic for every card or does it work per card? Is it aware of the other cards the player has available? Info like that would be helpful for making intelligent suggestions.
PS I agree that we should be able to change our starter cards
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of the many different card games ive played over the years (on the inline or not)
this one is pretty fun. Its easy to learn and the cards are cool and different but there are some things that can be fixed maybe getting more cards and a story line to get them
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After playing for a bit I've really started to enjoy this game. The switching and interrupting were VERY frustrating at first but I feel I know how to use them better now.
In addition to being able to change our starter cards, see our win/loss stats and have a random starting position (all mentioned by others before) I'd like to see the following improvements:
1) Make the game smaller. I have to scroll around too much for my screen size.
2) Add much more clear information about "speed" such as at what speed switching takes place, what happens when two people pick an action with the same speed.
3) Add much more clear information about what happens when a user "leaves" a game. Is this being exploited to avoid taking losses? I'm not sure but I would be sure if it were clear in the instructions.
4) I think some information about tactics or even some example matches would help people avoid going 0 for 10 - which is likely to lead them to not wanting to play anymore.
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This is so messed up. If i get anything less than 4+ 90+% misses in one game, its a miracle! I consistently get back to back 95% hit rate misses, no other mods for dodge or miss applied, all the freeking time. There's something wrong :( If it was only me it was happening to, i'd chalk it up as bad luck, but i've watched it happen to all my opponents and others have spoken up about it as well. I'm not trying to say "fix it nao!" or anything, just wondering if anyone is taking a look at it. thanks
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Wish I could reset my starter cards :/
And why can't we have all of the deck open in beta? Aren't we suppose to be testing all cards and items. Can't test them if we don't have access to them.
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i've also encountered a glitch where a card stays in the "info box" hiding your stats and info, encountered it while inspecting opponent's items. Also, a ninja port vs a swiched out enemy doesnt set the range to far. And, often a killed character still executes its final hit (not sure if this isnt just down to same attack speeds, i think its not)
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Limpy, if re-release cards werent available, a lot ppl probably wouldnt have any cards :( especially people new to Kong. Also, if only a select few had all the cards, it would be those select few winning more often. More cards = able to form better decks = able to increase odds of winning. I dont know how new to playing Kongai you are, but they've already discussed the release of new sets of cards and characters.
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theres to many artifacts witch is not a bad thing and theres to many r1 cards...ive been on this web site for long now and i wait for a new card evry week and wen i get it any one else can just get an r1 10 weeks l8er
therefor no cards are rare at all
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It is very well drawn, but unfortunately I find that that is all that is done very well.
The rest is just moderate....
I think that it is too slow, as well as you have too few cards. I personally think that the cards should be slightly less in depth, and there should be slightly more of them.
I mostly only play games that lead somewhere, that have levels, and things like that.
I don't like how it is at the moment, I think that there should be some sort of story mode.
Anyway, that's my view of Kongai at the moment.
2.5/5
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very nice game, i would recommend more cards and a new random card given to each player that doesnt come from any challengw, and the card must be different to all players. the game would be so nice with different types of modes like: death mode (with its own rules) ................ . also may go with skill chooser in single match.
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I would agree with the action needing to be a little faster. I'd say it'd be good to have a way to look at your own stats. Oh yeah, and a confirm when you make a new deck.
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It seems stat reducers are stackable. I have four poisons on my character at one time. Maybe we could make the limit two. And switching should have a two turn cool down.
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love the game, needs music, faster actions, and maybe a way to level up or something? just a thought, scroll when choosing cards is kinda glitchy, also, in multiplayer can we see our record please
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love the game, needs music, faster actions, and maybe a way to level up or something? just a thought, scroll when choosing cards is kinda glitchy
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Move - there seems to be a double penalty/reward for games won by forfeit. I wish this would go away, but that may be the cause of your odd win/loss ratio.
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buggy connections today...
on a constructive note: Swithcing out before the opponent attacks seems an arbirtrary decision (or a bug). Are there any rules that state some characters are faster than others when they switch out? (I know that some attacks hit regardless, but that isn't what I'm referring to here.)
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When you click "Host Game" you can only pick 3- or 5-card games... I wish there was a cancel button.
Great game though! I'm looking forward to the final release.
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Stop putting bugs in the comments! Submit a bug report! Just click on the little bug image in the top right of the chat box.
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I agree with Jpal and also, is anyone else getting a bunch of connection problems throughout the game or is my internet just acting up today?
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JPal has pointed out something I noticed too. Good call.
Also, single player only does 5 card games currently. I'm sure it's probably in the making, but a 3 card single player would be great too.
Final thing - you currently have no easy way to find out your win/loss stats. It would be nice to have a stats button somewhere on the main page.
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I don't know if this is getting worked on our not, but when a move is made the HP and energy bars change accordingly to the move that was made but the numbers representing the bars don't update until much later. It would be nice if the numbers changed as the bars did rather than much later.
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i wouldnt want people observing my matches thanks. when the game begins, you're opponents decked chars are question marks for a reason. also, everyone has a play style. sure, we'd prolly play enough before hand for us to learn each other's habits but, i'd like to keep as much to myself as possible. with regards to items / abilities not doing as they say, they've been nerfed or changed. look in the past comments to find the web address of sirlin's page that shows what changes are in effect and which are pending.
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Question: Is Mistress Command supposed to trigger the Leafy Trap (and take 45 dam)?? I think of the Mistress Command as a self buff NOT a physical attack. Wasn't sure if this was intended or not.
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Ah, minus Helene's Enchant Weapon and moves like that shouldnt trigger the leafy trap. I figure you guys knew what i meant, but i know someone will be anal, so anyway ... :(
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As far as im concerned, if its a physical combat move, it should trigger leafy trap. All Ashi and Helene's moves, all but Mistress' Command for Zina, and other similar things. Doesnt matter if its light or dark attribute, it ain't magic its a body moving and therefore tripping a trap via physical motion. But nobody really cares about this kinda stuff anyway so why do i bother?