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Reviews for "Ether Of Magic Cards"

Bug on the last card

For some reason, the last card listed in your deck case never draws. Put something worthless there.

A little shallow, a little linear, but it never pretends to be some massive 10,000 card epic. Boost attack to counter defense, regenerate to counter poison, just keep dying until you win. A fun way to kill an hour.

hmmmmm

as a hardcore magic TG player and fan
i was expecting a little bit more from this instead of just attacking a healing

attempt a magic the gathering system

Not bad, just too easy

I really liked the whole idea of the game, and enjoyed it quite a lot. Still I believe there are some serious flaws which make it rather easy to win. For example, the fact that the curse cannot be removed. It cuts attack by 1/3 of the max bonus for ether, and armor by 1/2, it's just too much, on the other hand, vampire just become useless past a certain level... God's wrath is way too overpowered, once you get the first one, wins are almost certain.

It needs ballancing, otherwise it's a great game, it's simple enough to be both enticing and enternaining, and the whole story, though quite left aside, could become epic. I'd simply add more cards (not more levels of the same cards, more cards) and ballance it a little, maybe add a mode in which to keep playing infinitely... and some cooler defense cards (but that's just defensive me wanting a better deck)

Meh, meh, and meh

While the game doesn't completely suck, per se, it doesn't do anything to make itself stand out. The card game itself is simple and the new cards you receive are not all that interesting or different from the ones you had in the first place.

Moreover, the way your deck was set up there was literally almost no way to have any variety. Every card you received was obviously superior to some other card that you had, and it was ridiculously easy to just choose the best cards. Because of this the game shares more in common with an RPG than, say, a traditional trading card game. Traditional trading card games, though they usually also have wizards duking it out, usually make it a more complicated by making lots of different types of cards that behave in different ways. This game basically had: regen buff cards, stat mod buff cards, hp/energy mod cards, and that one ultimate card (by the way, the normal paralyze card doesn't really serve any purpose at all). The end effect was that I felt like I was playing a level 15 WoW character except someone was making me select my abilities at random.

To summarize all that: the game is too simple to be more than "meh".

You also had a good number of typos in the game, for instance, "antidote". This only furthered the feeling of playing a simple and cheap knockoff of some much better game. Proofreading for spelling errors like that is probably the easiest thing to do if English is your first language. If English happens not be your native language you could always try getting someone else to help out.

Omega's Thoughts

At first, I thought I wasn't going to enjoy this game, no lie. But I found myself getting addicted to it rather quickly. The turn-based strategy was very immersive, albiet shallow. The graphics got old very fast, watching the same model character do the same arm wave over and over. Even though there is a storyline attached to it, it really does nothing for me when it comes to wanting to complete the game... I just wanted to because I'm competitive and felt the drive to win. The card system was funky sometimes and I didn't understand how I was able to use Ether Channel twice in a row if I only had one in my deck.

If you are going to make another game like this, which I'd like to see you do, I have some suggestions:
1. Character Customization (Not just clothing colors, but different staves, robes, etc.)
2. More character animations (Have different spells make the characters move more dynamically, giving a higher visual appeal to the player.)
3. More diverse music (The loop you had was short and got irritating quick. Thank you for not including it during battles or I'd stop playing this game after the first few duels.)
4. A larger and more refined card selection (Have more offensive and defensive cards, and throw in more condtions. Poison is good, but there's also burning, freezing, etc. If a player has only one card in his deck, make it where when he uses it in that duel THAT IS IT! It'll add a more strategic curve to gameplay and make players think more before moving)

Otherwise, this game was fun and it has potential!