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I am so glad I spent 200 million coins to boost my damage by 26. That sure is going to make a colossal difference in the pacing of this game. /s
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cant believe that u have the achievement progress reset after every soft restart, we will never make any progress because i will reset very soon after i got stuck
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I think the creator of this game is just gone. Other than collecting the money. They have done nothing with this game in a long time. So, real nice job YDKR. You created and abandoned. This is a good sign not to play anything else they make.
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itd be cool if damage could hit the next stronger one of it, so if i do 1k damage to something with 50 health, the remaining damage will hit the next.
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Okay so the whole poison thing changed upon unlocking the green deck, now poison is about e10 HIGHER than "normal" damage, which consequently renders the warrior's guild completely obsolete since they don't buff poison (and buffing their bonus to the point where it overtakes poison isn't feasible at the moment).
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Poison DPS is completely and utterly worthless; I mean like e20 below my normal damage worthless. Maybe that will change when I unlock the green deck but I see no point in investing in poison whatsoever.
To put things in perspective; I'm in area 2 (e37 monster health) and I still don't have the e15 poison achievement yet.
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Blind luck is required to progress after a point. Monster health scales with every kill (multiplicatively mind you) while your DPS can only increase if you pull enough unique cards to reset a deck and massively boost one card. This means your income is constantly trending downwards and keeping up with it requires blind luck on top of good strategy.
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I claim: 1. Finding an optimal way here is equivalent to a term paper for mathematics students. By the way, the result should be that the game calculates the vast amounts of data incorrectly or not at all. 2. Most play it like me: just level up like any idle game and get frustrated quickly when with every progress the dps drop. 3. the developer has given up because he too has long since lost track. conclusion: an example of how much too many parameters kill a game. games should be fun first and foremost
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Nice to see something new attempted within the genre, but this is awful. HP of monsters rising with each attempt, faster than DPS, so no farming? Yup. Cost of attempting to get new cards rising with each pull? Yep. Cost of attempting to improve your already worthless cards rising? Yup. So everything rises except DPS and resources per second? Contestably not the exceptions to make, especially considering what you named this. Or is that the point?
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I like idle games but at some point I feel there's a sunk cost fallacy to be had in games like this where it takes forever to actually feel like you're getting somewhere. I say, as I'm still playing. some more frequent updates to help balancing/making things less of a hassle would be nice
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its hard to figure out, but its another amazing IDLE game, most players rate it low becouse it isnt intuitive, you have to try things and hard reset a lot at start, a litle guide may help for new players.
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Is this game better than it first appears? Yes. Is it much better? Not really. Can you get arbitrary numbers of crystals? Yes, but not by grinding: You come back daily and complete the quests @10 crystals/ea. So you can get about 1 VIP card/day, or save up for two weeks for something in the shop. I give it 3/5 stars.
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I take back what I previously commented. This game cant be judged at first sight. The different guilds offer bonuses that increase as you work for them and reach goals. Hard to see at first but if you play acouple of days you see a really good game with deep tactics. Just have to open the warriors guild and the dps really opens up.
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"Hangs head". I tried, I like the concept but this is pretty bad. This game gives the same sensation as "the worst day of your life you can think of". Everything that can go wrong does lmao.
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notable early game issues: 1) monster hp grows way too fast compared to dps , 2)cost of chests ramp up way too fast compared to duplicate change (by time 1st silver happens you may have grindlocked yourself out)
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To the curious: Turns out a quick Google Search answered my question - YDKR already publishes to multiple platforms... including Steam. Wonder if the saves are compatible...?
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Druid passives finally fixed, at least. Hopefully that horrible cash shop gets some attention soon. Those purchases to get 100 of any given material is a complete waste of gems - even early game. Needs to be modular based on progress (Total Loyalty level, maybe?) Also, since Kong is giving up on all non-Kongregate projects... is YDKR planning to publish to other platforms now? A link would be appreciated. As I've said before - this game had a lot of potential, but the P2W aspects completely overshadow how great this game might have been. (even though I'm still playing it after months)
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Interesting effort, but the randomised cards are ridiculous. I am so sick of 40+ openings without getting the ONE card I am missing. After a few hours, this has become too annoying. I get it, you want to sell something, but this is BS.