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ok i just got owned by a 1 def ninja. i sent a 6 attack monster and a 4 attack monster and both times it came out 0 vs 1 in favor of the ninja so my guys died. i love the game but the randomness is just too much.
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There's a bug with the Necromancy card. It's supposed to summon all skeletons from your hand, deck, and graveyard, but I have seen it summon zero skeletons and then have drawn a skeleton in later rounds.
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That is cheap. If you combine to get a dragon rider, it becomes one card wrt the reborn card (putting a card from the graveyard into your hand).
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I want to write in defense of the randomness ... it's really a key part of the game. Taking that away means the biggest monster always wins, and hence takes away the strategy. Right now there's plenty of strategy ... I just won 5 times in a row with a well-tuned 1550 deck against the computer's 2500 deck (I lose sometimes, but win more often than I lose). Making this a "biggest card wins" game would mean that a 1550 deck would have no chance.
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I think the attack system is a great idea... brings statistical analysis into play. The people crying about the randomization are just poor losers. Its a game of luck as much as strategy. Stop whinning.
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I've played almost 50 times, and I can also say the attack values seem heavily weighted toward the computer. I see Computer's weak attackers almost always whoop my strongest defenders. Granted, I've won a few times; it's not a strict fix. But... just my two cents. Seems to me like a whole heckuva lot of anecdotes to just be coincidence.
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I bet all childs who complaining about computer cheating, just place all powerful creatures they had, push them attack unwisely, and see how survived ones removed by Black Hole =))))))))
Tips & Tricks.
1) Never place most powerful creature first or second turn - it will be Doomed or Black Holed!
2) No need to attack every turn! Keep high-defended warriors healthy; add ATTACK to medium-defended to make them distract all enemy attackers!
3) Before close combat, let your upgraded Archers and Alliens do the best without risk to lose them!
4) Take out weak-defended enemies first! Concentrate fire, maximize odds by attacking his Ninjas with your Dragons!
5) Use your spells wisely! Don't spend Psychic or Doom too early, Heal only those who will be practical two turns later
6) And may luck smiles upon you =)
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This game would be fun if not for the laughable "combat" system. I've had games where i've lost 6 -7 fights in a row, regardless of attack and defense power. It seems that the computer opponent has more than luck on his side in this game. Nice try, next time use a random generator that isn't skewed. Good concept, gameplay=fail. 1/5
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Okay first. Played 3 times. Seems like computer has a godhand (a really good hand at the beginning of the turn) everytime you play him. Also it seems like certain you can't activate. I had a hard time activating most cards until I realized I had to double click that card. The random values are interesting, but annoying. I happen to play a lot of TCGs (Trading Card Games) and let me tell you something. Not even close to a rip-off of MTG (Magic The Gathering). It's a rip-off of Magic The Gathering AND Yu-Gi-Oh! You got the summoning sickness of Magic, the mechanics of both games, and there's a card in this game that is the equal to the Yu-Gi-Oh! Card "Polymerization" which means there's a Fusion Monster mechanic in this game.
Comparing it to the other TCGs games on this site, Castle Wars WWAAYY better than this.
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yeah, the random attack values stinks. It makes absolutely no sense. some times a weak player will just whoop on a strong player. Plus, I think the values are biased for the computer.
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MTG made simple - which is good if game play is more important to you than the rarity, trading and expansion hype which killed the original MTG for me.
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an simple exemple for the problems caused by the system currently in use :
Attack 4 VS defense 2.
The attack is TWICE as powerful as the defence.... but has only 60% chance to win. :s
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Needs more combos and such. There's potential, but it falls short, really. I mean, a card that brings out all skeletons you have in deck/hand/discard, but only three skeletons allowable? The combine card was an interesting extra mechanic, but most of the time, the resulting combined monster wasn't as good as the two separate would have been. Also, there were too few combination possibilities.
A good start, at least?
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One more suggestion - double an unsummoned monster's defense value. It's murder watching an unsummoned monster get wiped out before it even hits the table.
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Okay, the randomizer, while a good idea, definitely needs adjustment. One suggestion I'd make is that the gap between winner and loser never be greater than the difference between the attacker's value and the defender's value. I'd also give a slight advantage to the attacker, so that there's less chance of a crippling counterattack (actually, a counterattack card adder would be a nice idea).
I'd also put in an "auto kill" rule that if the attacker's value were five or more greater than that of the defender, the defender just dies.
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Problem with the badge? I have won several games and I have the check mark saying game won but no badge or points. Also no idea how the combine works. Only on skeletons or rats? Dragons have a star but they can't combine.
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Played it a couple of times now. I noticed that cards dont appear at random, certain cards always show up in the first hand and some cards hardly show up at all.
You start to build your custom deck with this knowledge instead of building decks for cards with abbility you want. Like the dicing, thats also not natural for the game. That kind of rigging makes it no fun.
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ok... I start with a ninja...
next turn opponent play a cerberus, defense 3...
then in my turn i play firesword on th eninja and attack... 8 vs 3... and the result of the combat is 0 vs 3... 3 dmg on my ninja and kill him...
random is killing this nice game..
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This is a fun little game. Future editions would be well-served by adding cards to the deck (doubling the number of cards available would be a great idea) and increasing the number of "combination symbols" to make the combo card more useful.
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http://i72.photobucket.com/albums/i174/GigaBass/LOL.jpg
DO SOMETHING TO RANDOM; LIKE MAXIMUN 3 or 2? NOW! 1/5 meanwhile :/
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The way the dice are rolled make some problems...
You give equal chance for each number between 0 & the value... thus it might happen that 12 attack VS 4 defense results in -3 HP for attacker... and when it's repeated, it becomes frustrating.
Maybe you should limit the way you make your randoms, in smth like [value-2] to [value+2] AND a possibility to make 0.
In that way, really powerful creatures will still have a chance of critical failure, but still be really more powerful than weak ones.
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I repeat learn how to play card games like this.
I have 50-50 or better independent on rolls, with default 2000 - 2000 decks. Also you can set up custom deck with 90% wins
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i think the 'dice roll' style attacking is fine and it hink it is quite a big part of the game when it was made to mix it up a bit so that there is a chance that a rly strong monster may get like 0-1 against a ninja and die :p....i didnt dot hat witht he best card int he game...lolz
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Nice Game. But there are still some things to workover to be a great one
- No or less Randomize
- Balacing of the Cards
- More Cards
- Some better Grafics
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Hmm i disagree, its quite a common tactic in ccg card games too allow the other player to come back from the dead, black hole is exactly what that card is intended to do, as for the random attack/defence factor, it sucks should just be whats printed......
ie, 6 attack monster attacks 4 defence monster leaves 2 damage....