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g7, if it didn't cost energy to stay close then characters like helene and ashi could just hit close every turn and you could never get far against them AND they would be able to unload all their attacks on you repeatedly. it's a necessary part of the game.
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pretty good. i think you should make many more cards and like jafk said get a shop for one battle powerups or cards. Also i think the charackters should move their limbs at least in battle.
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might be a small glitch when i used doomed on a character when the 1 turn togo icon is there the game seems to freeze and lag out everytime
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KONGI ROCKS 10/10 but i thought like it is going to be 3d u no it makes the make htat much sweeter anyway i love it could be profected
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Music should play in Card Builder. Makes it REALLY dull when there's no music playing and I don't feel like playing any of my own.
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Suggestion: Practice mode would be actual practice if their were difficulty settings (just easy, medium, and hard). Of course, the AI would have to be improved to be able to be "hard".
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Trixy, no, part of the point of ranked matches is that you have to prove your skill against all comers instead of farming ranking points by beating up newbies. If that's too tough you should use quickmatch or just host your own games.
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In ranked match, I won two games and my ranking appeared to go down.
Perhaps I disconnected while trying to get a game?
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wtf i couldn't see my opponents character on the field he was invisible and when i had eneough of that yellow stuff under ur health i couldn't use a move wtf
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The only time the proc should be confusing is when there are multiple effects. Zina has 100% proc to knock a buff off the enemy 40% chance to stun and bleed with MC. Helene has 30% chance to get extra energy, just 30% not 30% of 25% or anything. Popo has 100% chance to proc a 3x crit instead of the normal 1.5x crit, but he only crits 50% of the time. I agree though the cards should be clearer.
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i like the game but plz give another chance to pick starter cards after you have played a bit so you accully pick good ones instead of onest that look cool
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...One more: if "chance" in my other examples really is number that isn´t told, then doesn´t Helenes sword bash really suck? Proc 30, that is, 30% probabillity to have a chance? What does that mean? Actual chance sometihng like 30% of 25% = only about 8%? Aaaarrrrggghh!!!
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Explanations aren´t clear enough. Why is there nothing that tells how big the chance of some abilitys are? Say if Proc stands for the chance of a buff/debuff to work, but the explanation of the ability has the word "chance" in it then how can the player know? How does the game know? 1. Popos slingshot has Proc 100 and "high chance to crit for triple damage", supposedly it means that the crit allways deals triple damage, but nothing on the card tells the success rate of crit, just that its "high" 2. Zinas mistress´s command has Proc 100 and "all tiger attacks have a chance to cause bleeding and stun". If this means that it allways adds the possibility to stun&bleed, then how big is the possibility actually? I really don´t wanna just guess, the info on the cards should be clear enough.
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I believe, every few levels, you deserve a card, or every time you win, your chance goes up a little until you get one, then it resets. It also needs spectator mode.
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it would be cool if the background got a symbol or something else on the "more info" box. example: if you moved your curser over a dark attack like vamp kiss then the background on the "more info" box should turn purple or it should get the dark attack ikon etc.
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From what I´ve heard, the chance of aquiring new cards is way to low, it doesn´t seem fair that someone who has won 200 games only gets one or two cards while someone with only ten wins gets the same amount. I think it would be fair that the more wins you have without getting a card, the better the chance of gaining one. For example every ten wins could raise the chance of getting a new card by a set prosentage, and after every time you gain a card the chance would go back to the default 2%.
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“Intercepted rumiko and missed. remove this broken feature. In a mind game I should be rewared for mind reading"
yeah and I lost a game, I think they should remove the ability for me to lose.
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I think you should change the starter cards after understanding the game
Also change the getting-new-cards-rate
Game itself is quite entertaining! Good work
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after the timer on the other persons computer is finished they should lose instantaneously......without the 45 sec timer after.
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Well cyto, by the time you reach lvl 16 you also have a crazy amount of wins, not to mention the weekly challenges. That's quite a few cards.
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@garcia1000: ok if you look at rumiko's innate she has a *50% chance to dodge intercepts* and you *shouldnt* be able to switch against tafari if your a good player you can avoid his attacks for the most part
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"Intercepted rumiko and missed. remove this broken feature. In a mind game I should be rewared for mind reading" I totally agree, also I think we should remove Tafari's broken innate because I should be able to switch if I think he will attack. hax
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ok umm fatdoggie if u get a card per level imagen when ur a level 50 u will propally need more than 100 games 2 level up
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i think the game should have a tradeing system since i dont have so cards i need and others have but need some of my cards so i think it would be a great deal of help with 1
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Id say add health to the characters, dont let poison or bleeding stack, and moves that stun or replace opponents turn need to be slower and/or take more magic/mana. Maybe even have a card that works for everyone in your hand or deck rather than just who is attacking. And possibly switching cards being a debuffer.
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i like this a lot but you should be able to alter starter cards because based on what i know now i would definatley change them
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You don't know how important those first 3 cards that you pick that stay with you. I want to go back and pick better cards.