Aarikku's Comments

Game comments and reviews

Elements

Dec. 15, 2013

-13

I try to play as many Kongregate TCGs as possible, and - sorry - this one was not one of the better ones. The resource system was really silly. Starting with a handful of Pillars makes it so that you can basically just throw your entire hand onto the field without caring how much anything costs. I wouldn't have minded that as much if the game seemed designed based on the assumption that you WOULD get ridiculous levels of Quantums in an average game, but the cards weren't. There was a card that sacrificed a creature for Quantums โ€“ I never had to activate it, so I sold them all. Fire Bolt also seemed designed for a slower game; it read to me as โ€œkill any creatureโ€. If you look at a game like Magic the Gathering, you're only allowed to place one Basic Land (or Pillar, in this case) per turn. It makes it so that the game progresses much more slowly, so you actually have reason to play your weaker cards in the early game instead of being able to throw out Crimson Dragons on turn 2 or 3.

@sojikai - Finally, someone who's gotten through the introduction before reviewing the game! There is unblockable lava, but there's only a 50-50 chance she'll use it, so you might've gotten a pure-fireball run which would indeed make it extremely easy.

Sorry about that screen-clicking thing. That's always been an on-and-off thing with different browsers and whatnot. If anyone knows a guaranteed fix, I'm all ears. @apollo - No, that's not it at all.

All righty, time to answer some questions. First off, thanks, everyone for playing it! I noticed the moonwalking bug before I finished the game, but left it in. Best bug ever. This isn't TECHNICALLY my first game. I made a lunar lander with the exact same code that everyone uses for lunar landers, and after that a game much like this but arguably a lot better. Unfortunately, it stopped working after I published it, so I had to start from scratch on this one. This is my first working game that I made without tutorials and whatnot, though. I'm working on another one, and I'll make it harder, since the easiness seems to be the main complaint. I'm not big on adding stories to games like this, though. I'd rather focus more on gameplay. My original plan was to have four of these games, and have all the codes important to something else. But in retrospect, that's a dumb idea. I'll just stick all the games together if I actually do make all of them.