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Two things that kinda bug me are the animations being done for health and such, after it happens, and not while. Another thing that bugs me is when you're editing a deck you can't flip a card if it's in the list of cards on the bottom.
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say Butuka, any idea why I had leaf trap at the beginning of the combat? I think I had left-overs from a previous fight
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awesome, just fix the health and make some animations or something, like when the guys get hit, overall great game, cant wait to see the next card,
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Really small thing that will probably be put in anyway but no cancel button on the 'Host Game' menu which would be nice to have.
Also I've noticed that the health and energy bars seem to take everything into account that will happen that turn and jump to it at the moment, they should move to the number as it happens then have have the number jump before the next action happens or something similar.
Also (I don't know if this is a bug or a feature) but if you use an attack that attacks all enemies and the other person switches cards, the card that is switching out is excluded from the damage, and either way i think that attacks that hit all enemies should hit all enemies even if they have just switched out.
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Great game, only thing I could find is in the lobby for multiplayer, the times go up at the same time, rather than a complete minute for each one.
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Good beta at the moment but some things could do with improvements:
1. HP number could go down when the bar goes down
2. the More Info text could be placed lower so that it does not get in the way of the skill text
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and sry for next post but i remember 1 thing ... cant u realy make some animations on hits , deaths , skills ? it will be perfect , and yeah sound will be good ...
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it will be good to observe other games ... dunno , me - as a newbie player :) i want to watch some games , some decks and etc. and i thing some cards are overpowered but i wont tell them atm :P still i cant see where can i look my status ... wins , loses ... anyway most of battles are mostly based on luck ... about criticals , dodge and so on :P
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I'm not sure if this has been raised, but certain sound effects play at inappropriate times. Example: the sound made when a character dies, plays right after both players made their choice. It should only play after the death blow has been dealt.
Great game though! All hail Dave Sirlin!
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Good game, definitely something I'd want to play in the future. The art is also something to look forward to.
I'll play again later, I didn't find any bugs or problems, but then again, I only played for 30 or so minutes.
Can't wait to come back.
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I played it a few times now, and I think it has great potential. Its a lot of fun, but I have to say the same like a former tester: After understanding how the game works, I would have picked different cards from the starter deck. so I would suggest a possibility to choose different cards (only for one or two times) from the starter deck.
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Very good game, but although i didn't find much bugs, i did find this: when someone has bleed, the B of bleed isn't capital.
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i believe there must be a system to enable all players to get all the cards, i hope when the beta ends "Earn Cards" will enable you to do that :)
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players should be able to see all the cards, perhaps even during game, because knowing the enemy character is so crucial.
also, in beta version, I think it would be best if we could change cards so we can experience different decks. if you choose unfitting cards before you got to play (so you don't really know how the game works) you're stuck with it
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Mellora, launching TOO many new characters will absoluetly kill the game. People cant get used to so many, and it becomes some crap game like yugioh...sorry, for all the noobs "duel monsters" and im not sure that can be called a game...
Hyrael, welcome to the world of card games!!!!
Ayumi, you probably dont have an item equipped on the character that comes out. thats when thats happened for me.
gwc, deal with it, its Beta.
harmless, in 3 card and sometimes 5 card matches, the opening character can determine the battle, if we can swap after seeing the enmy, thats unfair.
Book, click tab "insertnames"
attacks...
hanqi, welcome to the world of card games!!!!!
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re: harmless - I'm pretty sure the enemy's attacks tab doesn't include the percent chances of status effects. I know that there's a trend for some, but there's also weird exceptions like Poison Dart being different between Rumiko and Tafari.
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Re: Booksnake--1) There's only 20 characters and many of them have rather obvious themes. (E.g., the samurai hacks and slashes at close range, the archer wants to shoot from afar)
2) There's an option to display all four of your opponents attacks (including energy costs, damage, ranges, etc.) so you don't have to memorize all 20 cards completely. This information can be very helpful in planning your moves.
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Can we get a free swap of the leading character before the match starts? Right now, I have to save two or three copies of my 3 card deck just to have the ability to choose which card goes onstage first.
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Hm, Ring of Curses is probably at just the right power level... it has little effect for most of its duration but when it actually triggers, it really tears up good planning.
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BIG GLITCH: When i killed Zina , an Amaya with full health at my bench was killed, and zina did not use eye of the tiger!
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I thnk that they should launch new characters ( even if they dont have a picture ) now. Because in beta testing , we test everything to see what's good and wghat's imbalanced , and thats why it would be great to lauch a section with some new cards for beta tester , as i said , they dont ned a picture , theyre just for testing. There coulb be a rnadom picture of other char in hios picture place. Consider it , t would be better than just putting it when the game is out... In top of all , the game is great an tehre is so much strategy , but it lacks variability. so few cards , u cant really make your very own strategy , just match some cards taht are good.
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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.