Yes, I've certainly thought about how to implement cards that can allow choices such as you describe. Or even cards that can do one of two things and require input from the user to make that choice, or a card that draws five cards and you have to select one to put into your hand. If I do an expansion of new cards, that might be the time I would try to support new user interactions like these.
Im currently playing the green deck. I really like the corpse worms, especially when Dash gets triggered. You can flood the board in no time. My perception of green deck so far: Pretty good. Especially vs blue deck with their armour. It is very weak vs red deck with their large range of damage cards though, as green deck hast quite a bit of wind up time. Do we have an ETA on the new content? Can't wait to take my black deck for a spin again.
No ETA, several weeks out. I have a lot done but a number of items on the to do list to knock off. Glad you are enjoying green; it does have its own combos which can also be fun.
Imma fighting green decks in that spider temple, and I must say that spiders and that card which gives you a ton of tiny spiders are major PITA
When facing green, you need some kind of AoE spell, even if it involves wiping the board. Spore worms are a huge pain if left uncontrolled. I know because they are a backbone of my deck. Combine that with Nature's grace and you will see the HP dwindle. For green deck, Max Dex is key so you can get rush. A spore worm that goes 2nd gets counters too easily.
I finished my first blue/red run days ago, and I somehow feel that the intellect skill tree inferior to others. The first two skills seem too trivial to me, compared with those of other trees. The last two seem quite decent though. As a whole, I think agility > wisdom > health > intellect. Priority in battle itself may be not that important compared with starting mana sometimes, but every point you spent in Agi tree contributes to Agi skills, and +1 attack, gaining rush and forcing discard are all great skills. High starting aeon making using powerful cards early possible, and make decks perform more consistently with less problem when you draw no aeon cards. And the skills themselves are useful too, except that the last skill seems quite useless unless you have several ways to discard enemy's cards of your choice. I didn't spent any point into health until late in the game when I'd raised Agi to 30 and Wis to 25. Blue/red can do 20~30 damage in a single turn after everything set up, so HP doesn't seem so important sometimes. But I did raise it to 20 after that, and the extra HP did save my life several times, since later in the game, many enemies can force you to discard cards with their 30+ Agi, thus causing more hand problems before your battle plan carries out. Skills in this tree are decent, just not as great as Agi for my deck.
Black and red have enough forced discard card, as does blue with an item. Green is the only one that benefits the most from max agi. My black and red deck are an absolute nightmare. In the 3rd round, my opponent is out of cards and my board is keeping itself alive.
Found some bugs: I took the 10% extra XP for my green deck. And I noticed that many times after a battle, when XP is awarded, the 10% doesn't seem to get factored in. So I defeated someone and get 90xp. I am sure the XP isn't set to 82, which would result in 90 after the 10% bonus. Just now I got 105xp. I just verified the data: killed verge shaman, 90 XP. That's exactly what I got. The 10% are not consistent, it's a bit of a hit and miss.
I feel the same way. I got 10 exp after a battle with the exp boost, but I don't remember seeing 9 exp when I nave no that passive (there is 8 exp enemies, but I don't remember seeing 9 exp enemies),
I will investigate and get back to you. Away from the computer right now so it will be a few days. Thanks as always for the feedback!
You are correct! Inspiration is currently playing similar to Master Thief and other abilities, in that you have a chance to gain extra 10% experience, but it doesn't happen every time. I've fixed it so that you gain the 10% every time and it will be in the next update.
@Tikanderoga - no ETA yet, sorry for the slow progress. I am getting closer, but there is still more to do. Just today I was creating new decks so I can populate the new dungeons with tougher enemies. Once that is done I have a few other things to do along with testing, then I'll look to get the update out.
Lost Portal on Sale! Sale price drop to $.99. Tell your friends to get it at this price while they can!
Just got this gem and I'm loving it. Though to be honest I wish there was a hand holding tutorial for the first level. Even reading the guide, it uses lingo that you can't tell what is without visuals. For instance "Aeon xxx" it keeps referring to. But a new player would have no idea what this Aeon thing is. It's surprising that there was no tutorial or a guide without images to show you what is what. I think it's just too simple in that respect. Luckily I've played lots of CCGs so I picked this up rather quickly while ignoring the guide since after reading it, it didn't help much. Even I got confused with the shop because I couldn't tell which deck was mine and which deck was selling at first. I had to delete and reset my game because I sold my own cards by accident. These are the opinions of someone who just started the game and not someone who's familiar with it so I think these should be important in order to change user experience. Aside from that, the game is fun. What dictates how many Aeon points you have per round? I've seen it fluctuate, stay on 3, or only max out at 4. I looked in the guide but I couldn't figure it out. I wasn't able to summon high tier units because I could never reach 6 points (and the aeon boost 0 cost card can only be used once per turn so that didn't help me). Can anyone explain this? Also I think one good improvement is tapping outside the card or swipe down to unzoom the card. People who haven't memorized the card abilities are going to be constantly tapping the zoom on cards and it should be easier to zoom in and out. I noticed you can tap the bottom right corner but it's not as intuitive as a swipe to make the game flow better.
@L.Lawliet - thanks for all of the feedback and glad you are enjoying the game despite the learning curve. A tutorial is certainly on the to-do list and I'll consider your other suggestions as well. Regarding your Aeon field: - You start each duel with 1 aeon of your chosen color affinity - At the start of each duel you also gain 1 aeon randomly for each 5 points of Wisdom, starting with 1 aeon at 10 Wisdom, 2 at 15 Wisdom and so on. You will gain one aeon of each color before gaining a second aeon of the same color. At 25 Wisdom, you will gain 4 aeons to start each duel, one of each color. - When you discard an Aeon card, your aeon field gains whatever aeons as stated on the card. - You may only cast one 'free' (no casting cost) aeon card each turn. - When you cast a spell, aeons are temporarily removed from your aeon field, until the start of your next turn, when it is refreshed. You can press on each aeon bubble to see more detail about its current value and maximum. From reading your comment, I think it is the aeon field refresh that is confusing you. If you play enough of the same color aeon cards, after a few turns you will be able to cast a 6 casting cost spell. It is similar to Magic: The Gathering, where you put lands into play and can tap them to cast a spell, then they all untap at the start of each turn. Regarding closing the large version of the card, I'll consider your suggestion regarding tapping outside of the card. Currently, you can actually tap any of the four corners to close the card. You can also swipe left and right when scanning through your deck, library, hand or cards in play to quickly jump to the next card.
Thanks for the quick reply. So I should be using those 0 cost aeon cards whenever I get them? It seems like the aeons you get each turn stack correct? Not like in Hearthstone where you use your points or you lose them. I actually haven't played Magic so I'm unfamiliar with the mechanics though this art does resemble Magic quite a bit. Also, is it recommended to sell / forge off all the cards of a color aeon I am not? Is that how you create better decks? Since I get so little money I'm wondering how to improve my deck (been using the same deck for a few hours). All the card drops I get aren't my color so I guess I should send all of those to the forge (or sell) to make cards that are my specific color?