If you lose, force quit the app before accepting the loss, and it will start from the match beginning without loss.
True, losing hundreds or thousands of coins and only gain a little from winning is frustrating. I dont remember which is Mordekamn, but certain boss decks seem overpowered and the only way to win against them is to have lick on your side.
Mordekan is the boss of Ruins of Aryn, a new area beyond the Ancient Portal that opens up after you complete the main campaign. All of the enemies and bosses beyond the Ancient Portal have been upgraded to be even more challenging than in the main campaign. By the end of the campaign, your stats are high enough to gain hidden or rush or other abilities as well, so it should not be surprising that enemies can do that too. As for his deck, Mordekan has 3 of his Avatar card, 3 ultra-rares and 5 rares in his deck. You probably have more than that in your deck at this point in the game. As far as losing/gaining gold goes, you have to remember that bosses have treasure behind them that is generally worth a lot more than whatever you gain off them when you win the duel. If you find yourself repeatedly losing, you should perhaps stop fighting them and go buy something with the remaining gold before you lose it all. That is assuming you are playing on rough or lower, where card losses aren't a concern. That isn't always possible in dungeons beyond the Ancient Portal, as you may not have a card shop nearby. Regardless, at this point in the game, with the main campaign completed, you are able to grind gold and cards, so losing gold should not be as big a concern. If he is just too powerful at this point, you can also go elsewhere and level up some more, improving your deck and coming back to try again.
By the way, I am considering allowing changes to difficulty level (and perhaps other things like portrait and name) after you've created the campaign. I don't know if that would make the next update, but I'll take a look and see how hard it is to implement. That would allow you to adjust the difficulty down if you are finding it too hard/punishing.
For me, it's fun. The possibility of losing the game - of getting so battered that I have to give up and start again - makes the game more fun for me. I like having my state depend on how well I do, duel to duel. The defeats make the victories that much sweeter. It's neat to overcome a boss even after he took your Storm Colossus. (Give it back, you *&T*#$!) I consider managing the uncertainty within a deck part of the game - I spend a lot of (enjoyable) time agonizing over % aeon cards. And the AI gets screwed sometimes, too.
Haha I guess that's a matter of preference and temperament; I have low tolerance for losing and I would love to improve that part of myself. I think I want to adopt your kind of thinking in that it can be enjoyable to work hard and crumble after I lose too many times. To start fresh with the help of lessons learnt in the last play through, I can see the fun in that. What is certain is I will definitely be enraged if the enemies took my ultra rare cards lol. Then again, to be clear, I find the difficulty just right. My previous posts were meant to echo what some might feel about the penalties.
That would be a great feature! I am playing on normal and I would love to increase the difficulty at my current position (access to the endless dungeons).
I see. My comment about the boss decks being 'overpowered' are shortsighted and it is a reflection of my inability to accept that I need to improve my game. Then again, I am not worried that much about losing gold because I am satisfied with my decks and I am also near the level cap. I want to start a new play through under the harder difficulty and see how I go. Hopefully, I won't lose too many cards lol.
True, but the enemies are still limited throughout the main quest. I reckon some are concerned that they aren't able to progress on the main quest and without any avenue to grind to recoup the loss gold (or cards), they will be stuck and likely feel the need to start all over. Though, it could be a matter of players choosing difficulties that are above their skill levels or they aren't willing to duel the same enemy repeatedly and tweak their strategies accordingly.
I have been experimenting and I've got it working well enough to say that this will definitely be in the next update. And it will support changing the portrait, color affinity, name and difficulty level.
Version 1.1.1 submitted to Apple for review. Should be available in a few days, barring any issues I uncover in the meantime. Additional Help - Tutorials added to explain the elements on each screen - Additional help information available on cards for card type and color New Color Icons - Color filters in deck editor and card shops updated to use new icons - Added a new gold color filter to both the card shop and deck editor - Each card updated with color icons Edit Existing Player - You can now modify an existing player's portrait, color affinity, name and difficulty level. UI Improvements - Changed world map and other screens to allow touch outside of a popup to close it - In dungeons/towns, a long press on an enemy or the player will pop up more information before you initiate a duel. - Modified Teleport ability to flip over all cards along the path as if the player had walked to the destination. - Player card now shows difficulty level on top right and active deck name on top left Difficulty Tweaks - Added starting gold of 100 for easy and 50 for casual difficulty levels. - Slight increases to the amount of gold won for easy, casual and normal difficulty levels. Bug fixes
I'm still enjoying the game. I updated my review to the new version (still the same 5 star review) This update should help new players. Really looking forward to the next update with new cards. I'd love to see more cards that take advantage of the digital nature of the game (cards that add more cards to hand or deck, etc.) or that take advantage of the lane-based nature of the game more (buffing adjacent cards for example, or moving cards from lane to lane) I'm a green mage and currently playing a blue/black deck in the endgame. With enough wisdom I'm assured to start with 2 green mana and I use the critters that return aeons to hand and the ones return to hand instead of dying- really useful and work well with any other color of magic.
And I'm enjoying creating new cards for the expansion! So far I've got some pretty interesting additions. I'll definitely keep your suggestions in mind as I create some more. By the way, I've had several crash reports with the latest update and I've submitted a new update to Apple that hopefully addresses the issue.
Finally got this last week. I'm enjoying the hell out of it - playing it on easy in my initial play through because I'm admittedly pretty bad at CCGs. Got a nice little red/blue deck going. I love the RPG elements. And the actual gameplay is simple while still retaining a sense of depth and strategy. I'm impressed.