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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
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I had one slight glitch when the computer switched out but it corrected itself when I clicked the top left corner button. Otherwise great game so far.
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I've played single player twice, to learn the game, and won both times; its AI isn't very good. Twice it brought in the archer, then made no attempt to back her away to far distance.
Poison seems underpowered. The Deadly Poison card, for instance, seems to do one point over ten rounds for each hit. That's not very deadly; I wouldn't expect it to affect who wins very much.
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This game is surprisingly better than I had expected it to be. Easily my favorite part is that you're likely to have access to all the same cards as your opponent, making it come down to pure strategy. Though I do have an issue with some of the status effects, specifically poison. I had an enemy under the effect of 6 different poison effects. They died after the second one hit them, but the other 4 still showed their damage after the enemy had vanished. Kind of annoying having to wait for a dead enemy to finish taking all that extra damage.
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When I first started playing I was surprised. It's better than I thought it would be. I need to get more cards though =/.
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I want to know if it would be possible to watch other people play, just for the fun of watching one friend beat another.
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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.
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This has probably been pointed out, but the tutorial is blocked by pop-up blockers, which LOTS of people have. As silly as it seems, I'd probably recommend putting the popup link in the html just below the flash so that clicking on it doesn't flag the popup blockers.
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OK, I realize that the majority of people here are probably teenage boys -- at least, that's what I'd assume from the descriptions of the female characters when choosing starter cards. But still. Can these descriptions be made a little less wince-worthy? It's fine for a guy named "the Suave" to have a description of how suave he is, but for the descriptions of amazon warriors to focus on how sexy they look is just wrong.
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First time playing and i think this work u have done is wonderfull
but u could try put more than 5 cards..
or make more dificult to get a card
just an ideia
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i will ad some characters i have created myself in the forum later , if the people like them , i will send them to fedback
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Marquis is too expensive to play , his cheapest damage/drain is 50 energy. Vanessa is a versatile character , VERY vesatile , wich almost no weknesses , that is strong at everything but great at nothing ( Radiance Burst - 70 energy , only 45 damage. Double slash - good damage and speed , but 2 hits and could had more damage , but she is good at both ranges )
Cornelius is also a balanced non-weakness character , he is pretty strong , bt fast attacks are his weakness , his attacks are very slow
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but Jacen, HOD would still cost 80 energy! how long would he take to launch it twice? it is like Ubuntu's Spirit Assistance , it would take 1 turn to take effect , and if he missed , or u switched out?when 80 energy is in use , there are many possibilities , and Vanessa got for 40 eenrgy 12 damage to all! We would only double the energy and damage , but make it need one full turn to tale effect , so , thats not imbalanced for me
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ok unless they don't have any vulnerabilities.... wich i doubt
add the vulnerabilities to:
- cornelios constantine
- marquis le morte
- vanessa vos
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i'm just starting and i saw this....
some cards say short-range others say close-range. shouldn't it be all the same ? you coul'd implement some standards in naming, its what i do when programming
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This game definitly has great potential... So far I think it's great. The idea is good, and the gameplay is much better then I thought it would be.
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I'm not a big fan of having the move still attempted when the opponent switches out. Losing all of that energy is brutal sometime. What about only losing half the energy cost of the move? Something like that.
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This only happened once, but when I was being challenged by someone in a 3 person card game, the match chat didn't load correctly and all my cards shifted to the left one. covering up the "information" section on the screen, and prevented me from seeing the little options tab drop down menu, but I was still able to click the menu items, even though I couldn't see them.
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the game screen is too wide for the window. You should set it to span a percentage of the window (95%-100%), instead of it being a set number of pixels wide.
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30 damage to all is an obscenely high number, in a 5card thats 150 damage. Also, if you do it twice, thats 60 to a single character, and can kill many of them. If my opponent lets me get off two of your TOD's, the game is essentially over.
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no Northern , he dies even if switched, and i think it would be more balacned if ''Touch of Doom'' made something like 30 damage to all enemies after 2 turns ( or even 1 turn) i think it would be more like him also... And it would be strong , but not overpowered... i gues 1 turn would be best , like Ubuntu's Spirit assistance...
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Phatcat: if their attack is the same speed as your attack, it will still go through even if they will die after the turn is over.
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I'm not sure if this is a problem or not, but in a situation where the opponent has about 2 life left and you deal 10 or enough to kill them in one blow. They will still cast their spell that they had planned on casting, and then they die. Even though they should'nt be able to cast it if they are dead?
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NorthernPolarity : Yes, the person still dies if they switch out. Just like they still take damage from poisons and "hit all" attacks if they're not in the battle.
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Kaizerwolf
The thing you're "passing" on is not an attack - you're passing on changing ranges. There are two phases – the movement phase (where you select your range, which includes not changing range) and the attack phase. What range you are in determines what attacks you can use. The range mechanic ads a whole lot of strategic depth to the game. It’s a good thing.
- Bruce
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Really fun card game! I really like how in depth it is; you can really put your strategic and anticipatory skills to work. However, you should be able to build experience somehow or even gain an item card from battles won. No bugs yet.
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"I would like to see to only have 1 item in total in a fight.
Not 2 of the same on 2 characters."
I have to second this. Perhaps it's just that my opponent had phlactery (sp?) on two of his characters and managed to escape death 3 (!) times, but I feel being able to use the same item twice gives too much of an advantage to players with lots of cards. You can deal with it, but damn, it makes it hard and is certainly an edge that seems a little strange when you compare it to the rest of the game's balancing decisions and mechanics.
- Bruce
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Mellora, your juju argument really work. Think about it. Ashi can kill almost any character in two turns with signature slice and another of her moves, so is she imbalanced? In those four turns that juju needs for his death touch to take effect, the other guy could severely damage juju, and even prevent its death by just switching out. Then what? Juju wasted those turns, and the juju player is behind. Just because its insta death doesn't make it imba.
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godseed, try using an antivirus or close down some programs or something. the reason it is slow and repetitive may be because you are majorly lagging.
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When I first started testing Kongai the first battle i fought in (single Player mode) It gave me Tafari with the mind readers chalis card which is ridiculous
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The AI seems completely incapable of switching range in battle... even when failing to do so leaves it with no effective attacks. Also, gameplay feels slow and repetitive. I expected more from Kongai! :(
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hum...ok , thought i've learnt...but Juju's touch of doom and cain ''Rush of bats'' are surely overpowered. Yes , Juju's attack is costly and take 4 turns to take effect , but still , it kills any single character! and Cain's bat rush is not overpowered because of the damage , but because cost/benefit. I know u tride to balance by making it get reduved 5 times of the armor of the enemy , but it is too cheap , just getting it to 50 or even 45 is good ^^ now i will post my ideas in 1 post or send to feedback , sry ppl
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I think it'd be cool if you could watch someone else's match and have some sort of monthly tournament between players and the winner and high placing people get more cards.
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a few wierd interface bugs invovling the death mask. Unless I have on idea how it works...
Also, the game is slow as hell.
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AI did some stupid stuff. One guy healed when he was at full health. Another tried to intercept when I only had one character left.
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Sorry, just to clarify by "This is just my opinion but Overpowered and Underpowered should probably stick out of comments otherwise, just throw it all in one comment instead of 12" i kind of meant that you should figure out what you want to say all at once, rather than say "This is imbalanaced...oh wait nevermind...actually its not overpowered. This is undeprowered...wait, nevermind it's not underpowered..."