Also, hey dev -- in a future update please have the cards I can use based on my current drawn card highlighted. It would help speed up the game so I'm not always scanning all of the cards to determine my matches. I know it seems silly, but it'd speed things up a bit.
Haha! And also, dev, in the next update please have the game play the correct cards for me. It would save a lot of time. TIA! #
Agreed, assuming your comment was in jest. A key skill for Solitairica is maintaining awareness of available moves, which, when honed, becomes almost 2nd nature. On the other hand, I could see how an early game item that highlights possible moves would interest some.
Something I didn't notice until having played the game for awhile is that it'll give you a little wiggle if you miss a play, right as you pass the turn. Fortunately that didn't happen much but it's part of the game of course.
Not sure what the big deal is. It would make it quicker to determine what cards are immediate play options so I can skip to the next phase of scanning the other cards to plan the second, third, fourth, etc card to play in the sequence. I've only missed a play one time (I noticed the little wiggle too). Maybe make it a toggled option that defaults to being off. For me I'm much more enjoying devising strategies based around abilities and items than I am the drudgery of visually perusing the cards to determine which ones sequence with my currently drawn card. Maybe it's just that, despite my love for this game, I've never had a split second's interest in vanilla solitaire.
Yeah it's basically one of the points of solitaire but I hear you. It's not something I'd ever want to use though.
Personally for me, this is game of the year. HANDS DOWN!!!!! Thank you for such an entertaining game. I do have one minor request to the devs. Please add the Max HP to the heart container. There have been times where I'll forget my current Max HP on a run. I'll end up spending large amounts of energy to heal several HP, only to find I was one below my current Max. Very small request. I love this game in it's current state. Rob
Thanks for the tip on the Alchemy + Overwhelm combo, I finally beat the game with the wizard deck! Basically played that combo to clear rows of top cards, went with +2 to heals, +1 to defense when taking damage, went back and forth between spamming full heals and +8 armor and eventually wore him down. Took longer than I hoped because of his constant regeneration of back rows but it worked! Love the game, which took what I loved about Card Crawl to the next level. Only suggestions I can make is a turbo animation setting to speed things up, more dynamic backgrounds during levels, and more class exclusive spells/cards that could maybe be wildstone only purchases.
I am playing with the soldier deck, I don't think there is so much skill in the game. Seems more about getting lucky than setting up combos.
I'm having a great time with this game. Fun idea and love the artwork. It's just a bummer when the game freezes mid match. It has happened quite a few times. Other than that, A+.
It's both skill and luck. You may have the best deck set up, but the luck of the draw could bring you down. On the other hand, if you have a good set up, no matter how bad your luck is, you may have a chance to win. I've had times where I haven't gotten a single playable card in 20+ turns, but having items that give you life when a particular card is drawn kept me alive until I was able to get a worthwhile card. Bad luck could kill you, but good luck is not going to win you the game.
Thanks, could you give an example of good setup for the soldier deck ? Also do you switch in and out spells depending of the opponent ?
About the luck: you have to buy the cards ***of the colours that you can draw*** (attack and defense in case of the first character) that can save your life in case you have to draw a lot of them without being able to draw the other two. I do. Some examples: I switch to lower agility cost card if your enemy can drain green energy. Low attack cost card if you have to clear particular cards often, like the ones that become bombs Or stun/armor for poison (ignores armour)/enemies with resistance (1 less turn) to stuns. Or the 6cost attack card that clears a whole column/green card that makes sequence from cards in case of armour cards The 5 cost purple card to clear effects from front cards in case of bombs, freeze, armour Special cards to stop huge attacks (6 & 8 cost blue ones, the purple one).. one of them stops it, another one heals you instead of taking the damage and the purple one damages back cards
A "good setup" is relative to the decks primary suits, Warrior being Defense/Attack. So, capitalizing on an abundant supply of those resources and not relying on the limited supply of the others is critical. No matter the deck/style, efficient and effective use of the energy supply is essential. I've won with every deck and by the end, all of them had one thing in common: cost efficient (bang-for-the-buck) spells and items focused on energy.
I said a page or two ago that the game wasn't fully displayed on iPhone 4s (it's cut on the upper and lower parts of the screen). And well, I wanted to try play it anyway since I really want to play it and it just gets stuck when showing the first monster (the lil worm one). It appears from a card and stays there with light beneath it. And I can't tap anything... I really hope the devs can see this and fix it..
I love this game! Played through on every deck twice and unlocked all the special cards (which do make the game easier, so maybe that was a bad idea). I'm basically done now, so here's hoping the devs decide to add more content. I would suggest a 'hard' mode as I did find the game a little easy, but still very enjoyable and it looks great.
Thank you for the update! iCloud support is the main new feature, but I am happy becouse of the fact that devs care about the game