Wow I can't even get one dragon cannon set up before being overrun? Although I don't have any extra cash from monster cards, I think I need to get my hands on some extra cash cards.
been reading through the previous 47 pages (!) but haven't been through them all so sorry if this has been asked. just picked this up so if one of you experienced players (shaymon, ooo...monkey or ticket) could answer this basic question. i have a level 3 mage tower, front and back of card show 30 deck cost, 650 building cost, 105% sight and attack range. no problem. but, i then got a level 4 mage tower. on the front it has 33 deck cost, 850 build cost, it has the 105% thing under the name BUT it also has something that says 95% on top of a green circle. on the back of the card it says DECK COST is 95%?! why isn't the deck cost 33 like it says on the front and 95% of what? @ticket - would be nice if the Help were specific to what area you were looking at whether it be your defensive deck or Mike's and more informative about what you can do there rather than having the same generic information for both. also for @ticket - just a text thing. in HELP for the Card Categories bubble the last sentence says "they are all assigned to you deck," - obviously should be 'your deck'. thanks! crap, one last thing. right now i only have a defensive deck (not really sure what an offensive deck does) and have a question about the cards it contains. example, i have level 1-4 cards for the barracks. i think the answer may be obvious but do i need ALL four of those cards in my deck? meaning, if i want to get to level 4 barracks, do i need levels 1-3 in the deck, or can i have just a level 4 and build that? --- i think the game just told me. if i want to get to level 4 barracks i have to have ALL FOUR CARDS. yuck, that's a lot of points! oh well..
Hi, Mack, Thanks for the notes and typo info -- we'll make that change, and I'll look at getting some context-specific help for the different deck scenes. For the card deck cost item, where it says 95% on the green circle, that means that whatever the cost would normally be to add that card to your deck, it's been reduced by 5%. So it sounds like that card would normally cost 35 to play ... it reduced it by 5%, or about 1.75, which rounds to 2 ... so it took off 2 points, and your cost-to-add is 33 instead of 35. That particular boost can go as high as 50%, I think, so if you got that, your cost to add that card to the deck would be about 17. Does that make sense?
thanks for getting back to me! yup, got it so the actual cost i see (33) is the reduced price and the reduction is the 95. by the same token, the 105% range thing means it has increased 5% over what it is/was in the previous level? i've read some pretty knowledgeable posts by shaymon, maybe you could slip him a few gems to write a Rulebook for the game (with picture examples!). recall, the TouchArcade reviewer for this game mentioned tutorial/help/rules as its weakest aspect. got tired of same o' same o' with Kingdom Rush but this new card mechanic is fantastic! great concept, great game! thanks tricket (and pardon me for calling you ticket earlier!)
It helps to have the inheritance, artillery subcontractor as well as monebag. It is crucial to have the two barracks on the left side of the upper/mid dragon cannon. That's basically how you start.
Glad I could be of help. I did actually write a huge guide up but then scratched it as it seemed to be too much.
Moneybags cards are the difference for sure. Btw, can you link your dragon tower monkey? It must be crazy because it rips through my offensive deck.
I haven't tried playing vs offense decks yet. How does it work? Would like to try my deck against your offensive deck.
does rare cards deal more damage? e.g. lightning strike, where orange is much more expensive than green in deck cost and slower cooldown, but both have '105% attack damage' and whats the logic about card combine? e.g. can you combine cost longer range with a tower? -or is it just 'put in 2 cards, get something semi-related from it'?
That's my cannon, doesn't look like anything special but gets the job done with the two range up cards I've got.
You can either choose a level and pick the defend online option and it will randomly pick someone online for you to play against , and it takes their offence deck and use that to attack you like a normal level with you making the towers. Or if you have game centre friends you can go to the battle grounds and pick a friend to play against.
Man I figured you had some yellow one the way you chew my troops up. Maybe mt offensive troops just don't compare to yours . My gamecenter in game won't show my friends so I haven't been able to play against you. I did log in and got a 350 gem bonus for you and some others playing against mine. That was sweet.
Rarer can up damage and also reduce the cost to put in your deck or reduce the cost to deploy etc. Combining is totally random. Think of it as throwing 4 cards in the trash and then grabbing a new card out of a hat that contains a bunch of random better cards. You will get the same category of card though. So if you combine 4 mage towers, you will get some sort of mage tower. If you combine 2 mage cards and 2 archer cards, you have a chance of getting an archer or mage card.
Hi, Mack! And no worries about ticket/tricket -- I've typo'd or misread people's names before about a hundred times on forums, so it's just my karma. ;-) For the cards ... basically, the values that show up like 95% or 105% are always compared to what the "basic" version of that card is. So if a normal tower cost 35 to put into your deck, and had a range of 100, then if it says 95% deck cost and 105% range, it would cost about 33 to put in your deck, and have a range of 105. It becomes a little bit easier to see the further you get in the game, because you start seeing multiple different versions of various cards, and it becomes a bunch more obvious that two cards are the same, except one has 130% damage, or whatever. For the docs -- yeah, we're definitely on the light side. When we did some of our other popular games (like Fingerzilla and Befuddled) we had a bunch of in-game help pages. People told us they liked the games, but thought the help pages were overkill ... so we scaled it way back for this one. Sounds like the gameplay is complex enough that we should get some more details in, though, as long as we can make it non-intrusive.
Trinket - there is some bug in the code. I only get purple from combining whites. When I combine orange, I get orange every time. Its not just limited to towers, the problem is more pervasive than that. Its also hugely frustrating. 4 oranges is a huge amount of time.
Help The general defence game is somewhat straightforward I find... Only aspect that had me scratching my head was how to open up the third and fourth slots for card upgrades, and some of the mechanics of allowing multiples of the same card in your deck or not. On the offence side, I have no idea what I need to do to build a deck, so I haven't been able to try that yet. On the level editor with the iPad, it's... complicated for me. Maybe instead of having help within the game, it might work out well to have a couple wiki pages done up somewhere? Perhaps some video tutorials on the level editor? Do it Bob Ross style, and could be a fun little video or two?