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Suggestions: make the card easier to get hold of (Make the % higher)
Need a difficulty button for practices(sometimes the AI uses a move thrice)
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The critical hit stat should be less transparant. I want to know the odds, and also there is a glitch in the deck building where it claims i am using duplicate items when I am not.
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How about depending on how many cards you left available in your hand when you win, your percentage of getting a card increases.
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stop trying to change the game people
switching out is strategy
if you had any strategy then you would use the move they gave you to rape them when they switch
and as for getting cards easier
kong made it hard on purpose
this is still only the beta and if they gave out that many cards it wouldnt be nearly as cool to get one
have fun with it complete card challenges and win cards
i won one on about my 25th win
by win number 25 you have about a 50 percent chance of getting a card
so have fun
the game is awesome and kong has done great and gotten rid of a greattt majority of the bugs
and remember its still a beta
your lucky your getting to test it :]
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most of the time I don't see the image of the card I'm using (don't see the guy up there fighting). Specially if it's the first one, like the one that comes up first.
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I updated my FAQ with #13 for you guys who are complaining about switching out!
http://www.sirlin.net/forums/showpost.php?p=3317&postcount=5
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Make the random number generator stop hating me! Took three games before one of my characters didn't miss on an attack!! =P
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It needs one more layer. Like it range and switching are the two strategic dances, and that's basically it. With only choosing the guys + 1 item, there is little incentive to keep at it. It's well done, but needs another layer to keep our attention.
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I really think a good addition would be a slightly increased hp regen rate for characters that are inactive, 2 would probably be just about right.
As it is 1hp regen per turn for inactive characters feels almost like no regen at all, especally when matches arent particulary long in terms of rounds.
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2worlds-They do do a thing about constant switching, its called a cooldown. In a cooldown they can't retreat...which is effective for using powerful attacks, and not wasting an intercept.
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It's not so much a "card" game as it is a strategy-RPG.
Very addicting, though.
Kongregate lived up to my expectations.
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wow all that exitement for this? I realy thought i was gonna be great, but i'm just not a big fan of these card type games, oh well kongregate is still cool.
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not really i mean it makes sence but i do think you should make the tutorial like the first game you play. what i mean is make it so it tells you what to do and why.
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Needs better animation for attacks and such...and like someone said, being able to see your opponents cards' abilities.
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i was playing then the movement phase ended and it did "get close "twice then said the "dead character must be switched out"
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you sohuld be able to see what your oponents cards can do. How can I make a strategic choice when I dont know what my enemy is capable of. The game could also use some more animation. Just seeing your character shake a little then send out a generic atack symble gets old fast.
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yer it would make the game much better to have trading cards and when the game gets realesed, can we change pur starter cards
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If you are stunned you should automatically "Rest", since currently you can't do anything anyway. It could speed up the game, for newer players that don't know what to do.
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The strategy goes pretty deep, and that's awsome, but it's got no learning curve. You either know exactly what you're doing or you're guessing =/
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I agree with Wizidon, traiding cards and watching other games would be great, but I think that there must be a reason why we can't...