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If I want to play the game regularly at 8:00 PM Pacific, I only get the game guests every 48 hours. This is due to the way the timers work. At some point it goes from 24 hours to 24 hours + remainder of current day. Now it's 9 PM, and I'm in the same "27 hour window," from yesterday which isn't reset until 11 PM here. I'm not going to stay up that late. Tomorrow, if I wait until 8:00 PM to open the game, it'll be another 27 hour window, causing another 48 hour cycle of quests.
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Excelente juego, mi favorito diría yo,todo va bien solo que en algunos dispositivos androd se peta y se sale de golpe.
Pero de ahí en fuera excelente
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I don't understand how a game like this can get 4 stars on Kongregate. F2P is full of timers, but research in this game has the most miserable ones I've ever seen.
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Pv(afk)P competition? Ridiculous long Cooldowns for every action with caps so low that they only last for 30 mins of playtime before you have to wait again? The opportunity to spend Kreds for everything to make this game enjoyable? Reminds me of King of Towers. Which is sad because both games have a good base concept. But this p2w thing ruins everything.
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Does anyone ever win cards from the adventure quests? About 30 battles in (with advertisement boost) and still nothing...
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Started playing this on my phone a while ago, and it really eats up the battery. Then it dawned on me that there might be a web version. Phone version is easier to navigate, but web version is easier on the eyes.
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what are the chances of getting a card in the 'chance pool'? I've played 30+ games will full ad-watching boost and got nothing
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Precombos vs simple cards: The Achilles' heel of An.Throwdown.
Though much progress is made at the direction of giving bonuses to all players, there is still something basic lacking, in order for this game to be fair enough and challenging: the pre-combo vs simple cards unequality issue fixed.
Cards that are not pre-combo should be given the chance to be combined at the very same round as a ready pre-combo card does, while players examine which combo they want to use. In that case, the bonus feature for pre-combo cards could be that (by some given initial options from which the pre-combo card might have originated) they could also be combined with more options than the normal cards. This way, a player would not have to be eliminated at once when a strong pre-combo card shows up, while delaying a round to combine a favorite combo. I only hope you could take this matter into consideration, because this is the most disheartening issue in this game for me… Thanks!
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fun game thanks
it would be nice to see your g watts and gems/coin totals somewhere on the interface rather than having to try to spend them before you see your total