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I find that when your health or energy changes, the number doesn't change until both players finish their turns. It would be be more convenient for planning - and also make the game more polished - if the number changed according to the bar.
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zakid: I suspect that the chat Scores are recording consecutive wins and losses rather than wins and losses in total. Of course, you'd need someone on the staff to confirm that.
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You know what? I've been noticing that when you get your life restored, or rest for recovering energy, it doesn't show up immediately, which should be a great feedback for the player.
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Can I just say that I think the maximum character limit is set too low here? Sheesh, it takes me 1000 character to clear my throat...
Anyhow, to follow up on my last point, doing away with buff stacking and changing it to a system where reapplications of an effect refresh that effect instead of sitting alongside it does mean that the current DOTs would be woefully underpowered and in desperate need of a change. But that doesn't trouble me overly since I think that those Poison and Bleeding attacks are too weak anyway.
They're only threatening when they're stacked to the high heavens. But that involves multiple rounds of applications during which your face can get pounded in by an opponent relying not on tick damage but straight attacks.
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I think buff stacking – the way additional effects are added to the original - problematic. Not only is it inconsistent (Helene's Enchant Blade shows up more than once in the symbols but its effect is only counted once. You only get one +3. Compare that with Ubuntu's Rain Dance which is cumulative. You get +1 for each symbol.) and counter-intuitive, it's also potentially dangerous.
From a game balance standpoint. Not from a “Your computer is going to explode and hot shards of partially molten glass are going to stab into your eyes” standpoint.
But letting effects stack can lead to problems. Effects and values, when added up and taken all together, can crack past the normal boundaries of gameplay into areas where the game's mechanics fear to tread. And the designers haven't thought through. Cause an exploit or an abuse, in other words. Ambrosia can currently stack up 25~35 Dark. It's hard to see how that could help but that it can happen at all should be worrisome.
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Count me among those who think it's a little lame that you're led to pick your starter cards before you have a chance to see how the game actually works. It's not such a big deal now since, I gather, we'll be allowed to reselect on release. It's much less of a concern if you're able to earn cards quickly. But I'd definitely pick a different trio knowing what I know now.
What I'd like to see is a kind of token system. You earn a token you go into that “Earn Cards” menu and trade them in for cards. Give players 3 to start with, let them get the 3 characters they need to start the game, and then award a few more later on. Say, award one for beating the Single Player or completing your first multiplayer game. Not too many but if you gave out 5, in total, that would give them enough cards. An added bonus, with such a system, tokens could be awarded for challenges rather than a set card.
In other words, let me unlock Higashi NOW plskthxbai.
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@Brucecorp
Right. There needs to be randomness. That or you'd need to completely change the way damage and defense work. The random miss chance means that you can't be sure of an automatic killing blow every time and, therefore, can't come up with the one surefire strategy that will win each and every match. There'll be a built-in failure rate to give your opponents a chance. That the game much more forgiving for beginners since better players can't curbstomp them (Quite as well, anyway.).
But what I'm arguing isn't that we should do away with that randomness so much as tone it down. There's too much in the system for my tastes especially when it comes to the big money stuff. Having your Chi Blast whiff is good for your opponent but it's not exactly fun. It's more aggravatingly frustrating. When I spend that 70 energy I expect the game to go into the kitchen and make a sandwich for me, not for my character to sit there twiddling their thumbs while my opponent laughs at me.
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@minusdriver re: obs mode.
No, it's not going to be of much use now when the player pool is so small and limited. You'll get more information listening in on the various chats and boards than you will from watching matches at this point. I definitely mean that there should be a way for spectators to view top flight matches on release if this is a seriously competitive game.
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I LOVE KONGREGATE!! Sirlin keep up the good work on Kongai. It's come a long way and it's starting to look really good.
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if it has a 90% hit rate, it means 9/10 chances to work on that hit - not in a match basis. that's why you can miss two or more times in a row.
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desl3: I can't be sure that this happened in your case, but some characters have attacks that can hurt your whole team. I know that Amaya and Zina can do this.
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people aren't allowed to use their custom decks in single player mode. i think that should be changed to allow people to test crazy inventions
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In my game, the characters that had not been used yet were still decreasing in power whenever the character I was using was getting hit. Also, one of my opponents appeared in my deck after I defeated her. Other than that it was a pretty good operation.
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Lots of you are mentioning the "luck" factor when it comes to % chance to get off a move. As someone who never has any issues with this, I'd like to point out that it really isn't so bad (I miss, but it never really costs me a great deal in the overall scheme of a match).------
It's all about making better decisions. Like lag in a video game, it's something to compensate for. Having no randomness would be great, but it removes a lot of the "should I chance it?" situations. You just need to play on a level where you take into account the fact your move has a % chance to not work. Do this, and your matches won't be so bad. (This is coming from a 30:8 player, btw. I don't proclaim to be an expert, but I'm not too bad, either.) I also highly recommend picking cards that match your style, but I know that's not easy for some of you.
- Bruce
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A minor workaround to not being able to view the abilities of a card after adding it to your deck: Flip it around to see the ability side before you add it to the deck. Uh, that's about all I can think of at this point. XD
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I agree with Gaka on the exp for winning, but shouldn't losing lower your level? say 1-5 points based on your opponent. so if you're beaten by a low level guy, you would lose more exp then if you lose to a guy higher than you are at the same level or whatever. I think the same concept should apply for winning games, it should be based on level difference. I do think you should get more exp for winning though.
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well, didn't found bugs...
I think some tournments would be nice when the game is published...
I also think it's a great game and congrats to the developers...
how will ranked games be?
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So far the only thing I would say is make somethings smoother, which I know ya'll are planing on doing, other then that so far it's a great game
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Oh, suggestion: Wins should add 5 xp to your levle, and for levels, you can fight ranked matches with opponents within 5 levels of you, friendly matches can be any level.
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In battle, when switching heroes, the "Switch" button partially overlaps the tabs for attacks on the back side of the card. It would be nice to more easily navigate those tabs.
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When building a deck, I would like to be able to flip the card that I've chosen and see the stat effects with the item attached. It makes it a little easier rather than removing the card so that I can flip it and take a look at the regular stats.
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I just started today, and it's pretty good, shows a lot of promise like odjn said. I also agree that the attacks are kind of blah at times. However, this is beta, so...and I think the computer needs to be smarter. It never changes the ranges to its advantages, even with Andromeda! It just stays at close the whole time and keeps using "Kick". very lame.
So far it's got a 3/5 for me, although I haven't had a chance to play other people yet.
Any why do I have a four star ranking without even playing a game?
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oh, on same speed attacks, there needs to be a roll to see which goes first, and if killed or some other effect, only.
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@Sausaletus re: obs Well if it was for closed beta purposes I'm sure fine with that. Obviously greater information about bugs, exploits would be better this way. But for the live version shrug :)
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Den_HBR is correct, it is same speed attacks, not a glitch. We're planning to make the animations fire simultaneously so that things are clearer.
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It's pretty good so far...it has a lot of promise. I can hardly wait until a way to earn cards through the game comes out. The only thing is that the while the cards look nice, the attack effects are a little lackluster and not very interesting.
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i like the game's charackters =)
one problem: i just deleted two decks instead of just one because of a lag. maybe there shpould be some extra "really delete?" dialogue. or something^^.
but good game! =D
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@CCM333
I think it isn't a glitch: If both attacks have the same speed. They are both executed, even if the "first" attack kills the other person.
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well still, if the ninjaport animates first, its effect should accually take place, and the melee attack wouldn;t hit
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@Zerragon re: luck factor.
I think Helene's problem is that she deals a lot of damage for the energy you spend. That she attacks fast adds to it, but I don't think that would be such a big deal if she wasn't hitting for so much (In other words, she needs to be weak and quick or slow and strong. Since we already have Ashi...).
But I agree that the gameplay's very random. Perhaps a bit too much so since making the game so swingy makes luck more important than skill. You need some randomness, some forgiveness for players who aren't perfect, for the fun factor and there's definitely a place for cards like Popo that are high risk/reward but I think it's tilted a bit too far towards "throwing the keyboard at the wall in frustration because you just missed a roll" at the moment.
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I dont think that is a glitch. if two attacks are the same speed both hit instantaneously... just one is animated before the other...
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@minusdriver re: obs mode
The benefit of observer mode would be precisely that people's play can be seen by a greater number of players. That way successful strategies can be propagated and unsuccessful or degenerate ones weeded out much faster than they would be if the only way to learn how to play a certain way would be to actually run up against it during a match. Or by knowing where to go to find the matches that people have recorded. Metagames develop and exploits are found (And, hopefully, corrected) much slower in such an environment.
I'm not sure the game can support observable matches but if it does then you don't need to make every game observable. You just need an option to view your last match and those of the top ranked ladder players. Privacy concerns can be taken care of by providing unranked matches - the "Challenge a Friend" option.
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glitch: when you kill someone not all the time will the person die right away. Sometimes they will still attack you with zero health then die.
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Helene is a bit overpowered, I suggest setting her speed 8 attacks to 5 or 6.
Also a bit too much luck factor around the Hit/Miss thing, for instance missing on a 70+ energy attack is so devastating its not fun.
Other than that, its a nice mixture of challenge and fun, and I think youve made a promising card game.
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Not all games have the option for spectator mode their just that way no option. I suppose if it had the option to allow or not allow spectator mode for your game I wouldn't have a problem with it Cloud_9ine.
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spectator mode? possibly. but yeah, a bug. If Ninja-port is used, if a melee attack is used by the enemy that same turn, but goes AFTER the ninja port, it still hits, though this shouldn't be possible.