Score: 6
"Some balancing needed imho"
date: August 29, 2008
After playing this lil game way to much I'd say some balance will make it more addicting perhaps. The goal of my comments is to extend play. I rarely get past
"Cult Initiate" rank (I think that's the name) mostly because of the reasons listed below. I'd like to get past this rank about 1 in 3 games or so. So even if I get unlucky in cards, if I keep playing I'll eventually get a couple good hands and progress.
1. "Arcane Power" needs to be capped (relates to #2 below). Maybe base cap on current character Rank?
2. The "Dispel" card needs to drop a bit more. Most of my games end with the opponent drawing a damage+Arcane Power card with it's Arcane Power rank at +8 or higher...it's not "fun" to get instant dead when your health is over 20+ with a single hit. A cap on Arcane Power would help with this too.
3. Some counter to an Elder Sign rank that's so high that it's nearly impossible to damage the opponent without a card that ignores Elder Sign defense or the Dispel card. Maybe subtract Elder Sign values so it works more like a shield + shield reduction? So for example if I have and Elder Sign rank of 2 and the opponent has an Elder Sign rank of 3 my ranks cancel out the opponenets ranks leaving the opponent with an Elder Sign rank of 1.
4. It would be nice to sacrifice Sanity or Life to boost one another. So if my Life is getting hammered but I have plenty of Sanity I can steal from my Sanity pool to bump my Life up and vice-versa. Maybe a 2 to 1 ratio on Sanity to Life buys...so sacrificing 2 Sanity nets you 1 Life and sacrificing 1 Life nets you 2 Sanity?
So if any of those ideas helps me progress and not get stuck at a certain rank I'd rate this game higher for sure.
Just some ideas... :)
Fun Game!