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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..."
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IMO, it's good that Mellora gives feedback. The devs and whatnot will be able to filter what's relevant, but it probably would help if he submitted it in fewer comments.
David Sirlin, who designed Kongai, has this to say on imbalances in his book, Playing to Win (www.sirlin.net/ptw): ------------------------------------------------------------------- "When players think they have found a game-breaking tactic, I advise them to go win some tournaments with it. If they can prove that the game really is reduced to just that tactic, then perhaps a ban is warranted. It’s extremely rare that a player is ever able to prove this though. In fact, I don’t even have any examples of it." ------------------------------------------------------------------- Imbalances will be subtle on Kongai, but Sirlin still gives good advice (except replace "tournaments" with "players like Mario, Rhine, Sooty, and other players with ridiculously good win/loss ratios).
- Bruce
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Mellora, let's...not have conversations with yourself on the comments section.
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...
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mellora, juju's touch of doom isn't imba. High energy cost, close range, lowish speed, and how it wears off if you swap your character out makes it balanced. Play more before you cry imba :D
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Underpowered : Ambrosia Thorn an Marquis le Morte. Marquis is not exactly overpowered , but his attacks value ( absorbed and damage ) neds to be reworked. Ambrosia is COMPLETELY , TOTALY AND ÜBER UNDERPOWERED. She got no damage at all and completely inutile attacks , needs to rework she totaly.
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Could we change the word "Kick", when you don't want to play against the person who wants to play against you? It sounds really harse, IMO.
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the maneuver phase is good and nessicary, i just wish there was a way to stop it from making the battles choppy and interrupting the action.
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Cain Solomon is completely overpowered! his bat rush costs 35 energy for 45 damage! it was meant to be balanced due to 5 times damage reduction , but it is not! make it less cheap and make sumthing like 3 times attack
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there is a bug in the percentages. I missed two times in a row an attacks with 95% hit ( more than one time! ) and threee times in the same battle my enemy activated Quickening powder ( that has only 8% chance of happening! ) i guess for now it is random.
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a little luck will not make the game be ddecided for luck , it wil just add more possibilityes , and im not talking abou every cahracter having an lucky attack , only one or two.
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I prefer games of skill, rather than luck. As it is, there's enough luck involved already...
Dodge, hit rates, proc rates, and crits.
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Also , there should be an more clever speciality for each character. For example , there should be one that is purely attack , with almost none defense , opther should be hybrid , at the same time attacking and defending, And other would simple support , to make life easier to other members of the team.The worst thing in kongai is that the characters try to be completely diffetrent , but following an ''model'' ( as mages have sometimes good defense and melee characters have not enough atackto supply his defense loss , and im talking about Rumiko), because kongai try to make at least an bad situation be not so bad , but by diminishing non-melee characters melee weakness , by adding kick ( ranged melee) or staff strike ( mages ) , when it would be three times better , and more strategycal , that they were purely far range combat , but hat their damage would be far better than melee ones , to supply their defense and close-range weakness
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I think that the factor luck should be more used in future cards.
As it is a ''mind reading'' game , just think: wouldn't it be more interesting if u could choose to risk your life to won or get safe with an uncertain battle? and if u were winning , but u know that luck can smile to him , will you play as you are alreadyu or try to adapt to his luck? so the ''luck factor'' would turn this game more interesting
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Idea 6: Bonus for using all of the same type of characters in a team.
i.e. Team of Ninjas gets +5% dodge, innate
All amazons get +3 damage to single hit attacks and +1 to multihit attacks
All Undead get +1 regen while in battle.
Also, rainbows (all different color characters) should get something small as well like +1 to all resistances just to encourage more unique decks.
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Idea 3: Turn in some number (3? 5?) of duplicate item cards to "power up the card" into a rare version of the card that receives minor bonuses such as...
+x% to efficiency or
Add a color of the card
Idea 4: Item alchemy: Combine various item cards into new cards.
Idea 5: Item Infusion: Use two item cards in leiu of receiving the character's normal bonus.