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Dude, anyone knows that any game with a spectator mode, you are able to choose to make your game with spec mode or not, but yea, spec would be nice.
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This game's cool, it keeps you playing for quite a while, at least me :P. I liked the idea that every character in the game has different attacks, it makes the strategy go to a whole new level. It has lag though, sometimes I can't manage to see my characters, nor my opponent's.
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I'm actually against the idea of having a spectator mode personally. Might make one of the players uncomfortable with someone looking over his shoulder and maybe learn his playing style. I’m sure others might not care; although, I think like myself I would a little. Just my 2 cents though
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It would be nice if you could play the tutorial BEFORE you pick your starter cards, so people at least have a feel for the game before they are stuck with their original cards.
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I have only played this game a few times, but it is getting better and more addictive with each duel. The is the greatest card game i've played online and there was some careful thinking / planning put into this game. 5/5 overall and can't wait for this to be released to everyone for more people to fight against. I have not encountered any strange bugs yet, but will report what's seen. All other inputs or ideas I would've had have been explained by "KillSmiley"
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I see that there is an option to "earn cards" on the main menu that is thus far unclickable. Does anyone have anymore information on that option as to what you can do to earn cards or when the option will be abailable?
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I would have to say much better on the job on this, on the first testing site it was rather laggy and the cards were just to big. great game and great effort that has been put into it to make it that much better. I've only played one game on the new server but I know I will be playing more. lol
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I am impressed with the amount of work that seems to have gone into this game already, even by these beta test stages. I haven't noticed any bugs, per se, and I assume there are lots of balancing issues to yet work out. As I play more, I will most definitely notice more things and add them to the comments list. For now, just accept my gratitude for being allowed to beta test.
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One thing I respect in games like this is the option for a "mutual quit" where neither person takes a win/loss. This is good for times when one person has to leave (for whatever reason), and when the other is willing to allow a friendly quit.
Hopefully we'll see this feature in the future! :)
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So I've played some matches, and I haven't seen any major bugs. The gameplay system is pretty good - it's only broken by a few unbalanced cards, but I won't get into that here. I do think there's some stagnation due to the small number of characters, which must really suck for players with just a few character cards, so I hope you have a way to obtain more cards by the time the game goes gold. I do think that will be fixed once more card sets have been released, and as I writer I can help with that (I don't know if you accept card submissions or not). The AI in single player sucks, but that doesn't really matter since it's a primarily multi-player game. I do think it would be nice to be able to create matches with certain rules or restrictions (random only, no items, etc), and I agree with several other testers that an observation mode would be great, provided that the players can opt out if they want (perhaps by including a privacy setting in the match setup).
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Death mask vs death mask stalemate, death mask icon in game does not have completely description, starter card font when you choose the card is not sized.
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Honestly the comps suck, I can beat them with one or two characters in total, so really, you guys should add some difficulty level settings to the comps and make them a little smarter.
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I like it very much and have found no bugs. However it does seem a bit too easy to switch out whenever you don't like the situation and the AI never changes range. Overall pretty awesome, though.
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Personal opinion: Seeing as how it's an online game, I think the multiplayer aspect should come before single player modes.
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I think that a nice thing to add would be 11Single-player Missions'' whe the AI is less dumb. Then , there could add a little more history to the game , instead of the classic just-go-and-kill of all the Card games those days. Also , it would be nice if each character had an history , Like '' Vanessa Voss was a quiet girl , that is , before she was bitten by Cornelius * to be continued *'' it would add a lot for the game... and i think taht the reward for some missions could be some cards that can only be obtained that way.
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Emily pointed out that when the game actually began, that we would be able to rechoose our starters, the only problem is others are going to complain about it when they start, but switching whenever you want would defeat the purpose, because then you can just constantly rechoose until you have a perfect deck, which is unfair.
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is the AI able to change range or not? on matches vs Ashi, when she was on long range, she never change range and always rest... because first she canot attacks from long range
only for that reason she should have change for close combat
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I'm not sure but i think the item 'jade figurine' is not working. Enemies are healed even though i have it equipped (i equipped it on onimaru)
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if a person uses the "annoy the hell outa you" strategy, they win. Nobody can stand waiting max time for every move they make. I started no paying attention to what happened and finally I resigned.
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The AI has quite a few flaws but this game isn't meant to be played in single player it's meant to be a multiplayer game the actual game play is really fun, it's just the AI's move choices that could use some fixing up.
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This has probably been considered and will probably be fixed, but I'll mention it anyway. --------------------
"benstucky" said:
"After playing the game for bit and understanding some of the strategy, I wish I could change the 3 starter cards I choose. it would be a nice feature to be able to re-choose those three starters."
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The user "obzinator", many other users I talk to, and myself are in agreement with benstucky. At least, it'd be nice to have a message on the start-card selection screen saying "Choose carefully—you can't re-choose!".
- Bruce
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Aside from the item restrictions, this is a very good game. I know why balancewise, but it was really annoying to not be able to use some of my cards under any condition
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The heroes are so unbalanced. Some heroes have pointless abilities...
I just don't care for the game much... maybe if everything was not so random. Shrug
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(1) It would be helpful, for reference, to be able to see the color (type) of an attack for your active character even when you don't have enough energy to use it (e.g. a darker purple/cyan when the ability can't be used)
(2) haven't read old comments yet, but there seems to be some issues with the health and energy bars at the top... it would be good if they updated immediately after an attack, not after the attack phase (health numbers, energy bar)
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This game is intentionally designed to have the ranges set at close at the start. It's not going to change. Many of the "far" attacks cost over 50 energy but are really strong. You are supposed to have to work a little to have a chance to get these attacks off. Starting out with 100 energy at a far range would cause a huge problem with the way the game's characters and attacks are designed. There are only a few close range attacks that cost over 50 energy (Eviscerate, Touch of Doom, Vamp Touch) but these are rare and each of the characters pertaining to these attacks have really low physical armor.
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I have only played a couple of times now, and think that the game is beautifully done, but why is starting position never randomized? Especially if I use a random deck, this can automatically put my at a huge disadvantage. Maybe a coin toss or something to decide starting position?
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Just played a few matches, but looking good.
One suggestion, make the Starting range Random, its kind of unfair that its allways close if you want to start with a ranged person.
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I was thinking about starting range too -- it seems to really disadvantage distance fighters. Perhaps a good way to handle it would be to have the game compare the two starting characters used, and let the player whose starting character is most sneaky or alert pick the starting range. If you had different settings, later, groups of characters could get bonuses for that: vampires can see in the dark, villagers know the jungle, amazon warriors are trained scouts for the plains, something like that. And of course some martial artists like the ninja would be naturally sneaky.
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Good overall game, I'd like to see a little more animation in the attacks and character movement. It doesn't need to be anything fancy but it will seperate it from all the other card games out there. Range should be a random thing. I haven't played this too much but I have only seen one background, if thats the case, you should make more, and you should make the background have an affect on the characters. Like a poison swamp that poisons everyone, or a dark cave that increases dark magic, you get the point. Great job!
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Minor bug: After defeating several enemies with Rumiko at long distance, the enemies got pushed a little to the right every time a new enemy came in. It reset after the enemy were almost outside if the screen. 1-player mode btw.
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It would be nice to be able to flip cards in the deck builder both before and after you add them to the deck. Useful when adding items.
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(Add this to the comment before this one.)
PS. I guess you could make "select your range" a decision when you start a match, but it'd put one player at too much of a disadvantage, I think. Plus, you'd have no information to work with but what you know about your deck, unless you've played your opponent before and know what he uses, which is a lame skill to test, IMO. At least when you start at the same range you can make an informed decision relative to your deck and your opponent's card.
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“Its stupid that the range at the start of the battle is “close”. Doesnt encourage you to start with a ranged person. And it gives an obvious advantage to close-range people”
I was thinking of that recently. I think the game is designed that way intentionally. In fighting games both characters start at the same range, even if some are better in close range. Kongai is a bit limited in that regard since it’s basically a fighting game broken down into turns and you can't have a "medium" range. I wonder how well Kongai would translate into real-time and how consistent it would be with Kongai. Would it be better, worse, or just “different”?
- Bruce
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"It seems very confusing to me that I see -12 pop up, then the character flashes and dies, THEN the hit point meter at the top of the screen falls to 0. I REALLY think that the meter should fall to 0 BEFORE the character flashes and dies."
David Sirlin also agrees on this point, and so do I. I'm sure Kong will fix it eventually, but if they're not considering it, I'd like to ask them to please consider it. It makes for a much more intuitive, user-friendly experience, IMO.
- Bruce