I think glowing new cards is a good idea. But I'd also like the editor to be generally..just..made better really. Maybe it's just me but I don't like the way the cards in your deck move around when you touch them. While it's sort of cool, it sort of gets confusing keeping track of what you've touched and noted as in your deck. All the cards jumping around and unevenly space just doesn't seem organise or easy to view. Just my 2c
Originally we had things much less ... squishy, so to speak. The cards would immediately snap or appear places, and things like that. Most of our testers kept asking for everything to move smoothly, so we shifted to that. It's certainly not perfect, though -- if there are any specifics you can think of that you'd want us to try out for moving, organizing, or whatever, yeah, list them here and we'll try different behaviors to see what we can get.
What would be the best way to get more of those red back up guys ? I did have two of them which was proving really helpful but then thinking I was clever I tried combining them to get one stronger one but no luck I got a healer guy instead lol Nvm, I got one by buying the pack of 3 common cards for 200 gems.
Game seems to get hard at Criss Cross. Only tried twice on normal, but a LOT got through my defenses. Here is what I have. 1. 2, 3, 4 redshirts; mudgolems: I'm usually using the 2 & 3, but definitely want to make room for more of these; 2. Damage: Phoenix Attack - not useful 3. Artillery: up to level 4 tri-cannon (got rid of standard level 4). Seems so expensive to max and not sure how worth it it is 4. Barracks: running lvl 4 bootcamp but also have lvl 4 barracks, havent tried it yet 5. Mage: Lvl 4 storm mage 6. Health/Speed/Trooper Modification: Nothing that useful. Was using 10% less Gruff health but stopped to add more reinforcements
I just went back and three starred Criss Cross using Dragons Cannon and Phoenix Aerie towers plus mud golems on the ground before my artillery was fully upgraded.
Look at this poor guy coming to his death Seriously can't stop playing this, haven't been hooked on one game like this in a while.
To second this -- if you can get a Phoenix Eyrie card, that can really help some of those levels. It's an archer tower upgrade that you can build as level 2 or higher (in other words, it can come from a L1, L2, L3, or L4 archer tower). It *only* hits flying units, so you lose your ground defense. But it has a very wide range, and is pretty cheap, and can smack the annoying drakes out of the sky, so that your main ground defenses can concentrate on the main attack.
I go back and forth between a tri cannon, and the primary dragon cannon enhanced with flames... (As a programmer, I'm still tracking down a bug that can let the different barrels of the tri cannon suddenly turn different directions. It looks really stupid, and is driving me crazy!)
I've got a level 2 barracks card which has an added archer which I find pretty useful, I'm using it by having more barracks and only upgrading them to level 2 which can mean you don't need to make archer towers if there's not many flying enemy's. I've also got a cannon card that also has one ground unit with it. I'm loving the amount of variation in the cards, means even replaying the levels is great because you can try out totally different tactics. Like my mage only crossroads
One of the things we're hoping to do for a patch (although it may not make it in the next one) is to add more varied building cards all through the levels -- so you might be able to get a similar L3 barracks card with the archer, so that you wouldn't have to stop upgrading at that point. Hey, question for everyone -- I really enjoyed seeing the snapshot of your card. Would it be useful if we made some sort of "share cards" or "share deck" button, that would create a JPG of your selected cards so that you could visually share them with people? Or is that just silly?
I found an interesting bug I am working to recreate but it appears that if you use a certain premade tower in map creation and then run the level you made it carries over to the campaign and fires from behind the background.
I couldnt clear criss cross normal until I scrapped using artillery. It seems like it would be a great level for artillery, but I couldnt get it to work. 3 low level barracks to create a chokepoint, plus an immediate and highly levelled archer tower, with a secondary archer tower a bit after to catch stragglers. The archer towers were Dark Towers, and I maxed the main tower ASAP. Using only 2 tower types allowed me to bring lots of reinforcements and the phoenix damagers (a marginal add). I survived with only 5 lives left. Not sure how I'd 3 star it with my current stuff.
Canthar, we've seen that bug crop up from time to time -- there are suddenly arrows firing from nowhere, or green poison clouds, or whatever. We've never been able to make it happen reliably enough to squash! If you do figure out any pattern, let us know!
That sounds like a pretty good defensive lineup. Which bad guys were the main thing that got through and hammered you, do you know?
It was just the sheer quantity of ground-based guys...overwhelmed my chokepoint on several waves, requiring me to use some reinforcements to slow guys by the secondary archer tower, and once or twice requiring me to use reinforcements to try to kill some of the many guys that got entirely past the defenses. Still really enjoying the game. Still dont like the deck edittor. When you click a type of unit (i.e. artillery) by using the tab, maybe all other cards should clear out of your view from both your deck and not just from your pool of cards. One thing I noticed is that the amount of money you get from selling cards is so generous that its not super clear to me that there is normally a reason to combine cards -- i.e. you can just sell cards and buy packs. I guess combining really only makes sense when you want a higher level card of the same category?
I have never used any kind of level builder, but I still have the arrow thing happen from time to time.