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One of the most requested features is here now: card upgrading! Click on a card, then click Upgrade. This will consume extra copies of the card, in exchange for doubling the card's power each time. This multiplies exponentially, so for example, a card that's been upgraded 5x (to Level 6) will be 2^5=32x as powerful as a Level 1 card. As always, this may require some balancing, so I'd like to hear your thoughts: is doubling the power strong enough to make upgrades useful, or should the power scale higher (say, make the power go up 10x per upgrade instead of 2x)?
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Hey Dev, if you are going to idle the card deck, why not go the rest of the way and idle a CCG as well? Could idle 3 or 4 components of CCG, like tournaments, quests, ladder and campaign. Good different way to unlock cards too and adds depth to what you have begun. Great start, looking forward to more. Too incomplete to rate but I like what I'm seeing!
Shoot, sorry to hear it. I suspect it might be due to that Investor Imp / Investor Dog bug where the card can go negative under certain circumstances. That bug will be fixed in the next version, and I'll include some code that checks to see if your wood has gone negative due to it and autocorrect it.
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I do not get a bonus for reaching Haunted Woods? I start from the beginning again? There must be some benefit from Intro Realm.
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I'm giving 5 stars. If this was a finished project I would give it two, but understanding that its an early test release, I really like where you're going with this. MOAR PLEZ
Thanks! What would you like to see to make it worthy of 5 stars on official release? Just more content, or are there other improvements you'd like to see?
Hmm, the description on the card is a little unclear, but that's intentional: all of the adjacent-affecting cards are meant to affect the diagonally-located cards, too.
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Anyways, it's a real joy to play this and I'm excited for more! I appreciate how frequent your updates have been and how much you respond to the community. Awesome game!
Thanks! I appreciate your feedback and suggestions. The upgrade stuff is spot-on: that's basically exactly what I was planning lol. The idea for a puzzle realm is excellent, too. Strong chance of that happening after the next expansion or two.
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Further playability could involve an achievement tab, with hard to complete achievements (Ex. upgrade all cards in Intro Realm to level 3) to give players something to grind for. Currently, once a player has enough money to ascend with an optimal board, there's nothing to do. Another idea could be a challenge realm with its own cards, where the player has to solve certain criteria and can "reset" the realm and lose all money in that realm after failing the challenge. Challenges can be "reach 10K without using effect cards. Reach X only using one star cards. Or a puzzle like "build the board so you are producing +38 wood and +283 iron, and players have to figure out the right build.
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An upgrade in level could give +5 resource, or +25% effect, additive per level. Once a card is level 2, all future copies will also be that level. So the goal should be 1) Give players something to do when their money far exceeds the ascend cost 2) Give players a reason to revisit T1 3) Give players something to grind for.
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@Dev when deciding how to implement the card upgrades, where you can trade in multiple copies for an increase in card level: I would set it so that reaching max level for each card would require a number of packs far exceeding the ascend cost. For example, many people have millions right now in T1, and ascend is only 100K. By making the card upgrades so "expensive", it gives something for players to do with this massive amount of money, and gives a reason to revisit T1. A hypothetical situation would be that to upgrade a card to level 2 would only cost 10 copies, to level 3 would cost 100 copies, to level 4 would cost 1000 copies. Maybe even add a level 5 for 10,000 copies which would give more content to players to grind cash. It's a simple thing to implement which would give a ton of playability.
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The jump from T1-T2 in Haunted woods is a little steep so you lose that sense of progression. Maybe give a a conversion from gold to wood/iron so the first area doesn't become irrelevant.
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If you want the wood/iron ratio to be close to the final pack of 23K wood 400K iron (a 17.39 ratio), you would change one card in my previous comment so Row 4 would be SH ID SK SK. This gives +170 wood +2.98K iron, a 1 : 17.52 ratio.
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Row 1: DK DK SK SK. Row 2: DK IM SK SK. Row 3: DK DK IM SK. Row 4: ID SK SK SK. will give +20 wood, +3.51K iron. Since wood is positive, it can be idled. Any improvements?
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t2 roughly 20:1 ratio (1.45k m 80 w) which is cost for packs:helm dog helm dog/spider helm spider safe/hood dk hood spider/spider hood dk orc
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Thanks everyone for your feedback on the new expansion so far. I'm already hammering away at the next update to address balance changes and to add the most frequently requested features (card sorting, and saving grid layouts). That should be going live tomorrow afternoon unless something goes terribly wrong. After that, I'll be adding the Upgrade feature, and then starting on the next expansion.
Things went ahead of schedule. Those features (card sorting, saving grid layouts) are in place now. :) Various balance changes too: Cataclysm, Investor Imp, Investor Dog are a little less OP.
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An alternative option to my previous comment would be being able to use all cards across all realms and gather the resources inside one big resource pool but that one is less likely to happen.
That could get pretty wild lol. Strongly considering it at some point though, as a fun experiment in its own realm/expansion: maybe a 5x5 grid that contains all resources and booster packs containing every possible card. Hmmm...
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Idk if anyone has said this yet but it would be absolutely amazing if there was a way to save card layouts; layout options so I can have one for higher iron production and one with higher wood production. Just an idea :/
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A suggestion for the Dev to handle sorting wood/iron cards:
Instead of a UI button, you could also change the banner color depending on which resource the card produces. Currently all of the cards have a wood background, and you could change the iron cards to have a grey iron texture instead.
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150k metal seems a bit grindy for t2 as the highest achievable t1 metal income is 150/sec with a wood loss as well. so its 1000 seconds or 16.66 minutes for one t2 card even even if you were to save for the bigest pack it still takes around 8-9 minutes for 1 t2 card
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I like the update, Wood and metal makes the balancing gameplay more interesting that just gold.
card balancing fixes?:
- the metal packs are too expensive, 150k metal takes forever, even with hades.
- the investor imp is good, but if you have the bank, you don't need anything else, a 50 wood/sec may be to high
but anyway, i like the game, large potential to become great. Maybe add card merging or upgrading with gems... idk
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Description still says "everything up until the first ascension." They aren't called ascensions anymore and the first is now available.
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Thanks grrrmpf, Kinkyshadow, & IAHHAI for the heads-up about those bugs. I just pushed a quick update that should fix em all.
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Iron Mine does not seem to work. It says "Adjacent Cards consume no wood". Yet there is no difference in wood consumption if this card is preset or not.
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Couple more bugs :
1- "Big Crab" and "Treant" have the exact same card image
2- Metal packs require metal to buy them but do not subtract the metal cost when bought