๐ TCG Banlist Simulator
[Notice] <TCG ๊ธ์ ์๋ฎฌ๋ ์ดํฐ>์ ์ฌ๋ฐ ์ฐธ์ฌ ํ๊ธฐ & ์ด๋ฒคํธ ๋น์ฒจ์ ๋ฐํ [5]
์๋ ํ์ธ์ ์ ๊ฐ๋ฐ์ ๋งค๋ฏธํ๋ฌผ์ ๋๋ค. ์ ์์ธ ์คํ๋ฆฟ ์คํ์ด์ ์ด์ด ๋ ๋ฒ์งธ ์ฌ๊ธฐ๋ก์ด ๋ฐ๋ชจ ์ํ์ ์ฐธ์ฌํด ์ง๋๋ฒ์ 2๋ฐฐ๊ฐ ๋๋ ๋ง์ ํผ๋๋ฐฑ์ ๋ฐ์ ์ ๋ง ๊ฐ์น ์๋ ๊ฒฝํ์ ์ป์ด๊ฐ๋๋ค. ์ ์ ์ ์๊ฒฌ ์์ด๋ ์ด ๊ฒ์์ ๋ฐฉํฅ์ฑ์ ์ก์ ์ ์๋ค๊ณ ์๊ฐํด ์ด ํ๋ก๊ทธ๋จ์ ์ฐธ์ฌํ๊ณ , ์๋ ๋ชฉ์ ์ ๋ฌ์ฑ์ ๋์ด์ ์ด ๊ฒ์์ด ๋ ์ฌ๋ฏธ์์ด์ง๊ธฐ ์ํด ์ด๋ค ๊ณ ๋ฏผ์ ํด์ผ ํ ์ง ์์๊ฐ ์ ์์์ต๋๋ค. ๋ช ๋ฌ์ ํผ์ ๊ฑธ์ด์๊ณ , ์์ง ๊ฐ ๊ธธ๋ ๋ง์ต๋๋ค. ๊ทธ๋๋ ํ ๊ฑธ์์ฉ ๋์๊ฐ ๋ฐ์ ์ผ๋ก ๋ณด๋ตํ๊ฒ ์ต๋๋ค. ์์คํ ์๊ฐ๊ณผ ํผ๋๋ฐฑ, ์ง์ฌ์ผ๋ก ๊ฐ์ฌํฉ๋๋ค. -๊ฐ์ ์ฌํญ -์ง์ ๊ณ ์ฉ ์์คํ ์ถ๊ฐ ๊ฒฝ์ ์์คํ ์ ํ๋ํ๊ธฐ ์ํด ์ง์ ์บ๋ฆญํฐ๋ฅผ ๊ณ ์ฉํด ํ์ฌ์ ๋ฅ๋ ฅ์น๋ฅผ ์ฌ๋ฆฌ๋ ์์คํ ์ด ์ถ๊ฐ๋์์ต๋๋ค. ์ง์ ๊ณ ์ฉ์ ์นด๋ ๋ฐฐํ๋ก ์ด๋ฃจ์ด์ง๋ฉฐ ํ์ฌ ๋ฅ๋ ฅ์น ์ฆ๊ฐ ์ธ์๋ ์ด์ ์ ์ฑ ์ ํ๋ํ๊ธฐ ์ํด์๋ ์ฌ์ฉ๋๋ฉฐ ์ด๋ ๊ฒ ์ ์ฑ ์ ํฌ์ ๋ ๊ฒฝ์ฐ ๋ฅ๋ ฅ์น๊ฐ ์์นํ๋ ๊ตฌ์กฐ๋ก ๊ธฐํ๋์ด์์ต๋๋ค. ์ง์ ์บ๋ฆญํฐ์ ์ผ๋ฌ์คํธ๋ ์ถํ ์ ์ํ ์์ ์ ๋๋ค. -์ด๋ฒคํธ ์ ํฌ ์ถ๊ฐ ๋งค ๋ฌ์ด ๋๋ ๋๋ง๋ค ํ์ฌ์ ๋ช ์ด์ ์ํฅ์ ์ฃผ๋ ์ด๋ฒคํธ ์ ํฌ๊ฐ ์ถ๊ฐ๋์์ต๋๋ค. ์ง์ ๊ณ ์ฉ๊ณผ ์ฑ์ฅ์ผ๋ก ์ป์ ํ์ฌ ๋ฅ๋ ฅ์น์, ๋ฐธ๋ฐ์ฑ์ด ์ด ์ ํฌ์ ์ ์คํฌ, ๋์ด๋์ ์ํฅ์ ์ฃผ๋ ๊ตฌ์กฐ์ ๋๋ค. ํน๋ณํ ์ ํฌ์ ๊ฑธ๋ง๊ฒ ๋ค๋ฅธ ํ ๋ง์ ํ๋์์ ์ ํฌ๊ฐ ์งํ๋ฉ๋๋ค. -UI ์ ๋ณด ํ์ธ ๊ธฐ๋ฅ ์ถ๊ฐ ์์ํ ๋ณ๊ฒฝ์ด์ง๋ง UI ๋ฒํผ์ ์ปค์๋ฅผ ์ฌ๋ ธ์ ๊ฒฝ์ฐ ๊ฐ ๋ฒํผ์ด ์ด๋ค ๊ธฐ๋ฅ์ ํ๋ ์ง ์ค๋ช ํ๋ ๊ธฐ๋ฅ์ด ์ถ๊ฐ๋์์ต๋๋ค. -ํฐํธ ์์ ๊ธฐ์กด์ '๊ฐ๋ฌด๋ฆฌ 11์ฒด'์์ '๊ฒฝ๊ธฐ ์ฒ๋ ์ฒด'๋ก ๊ธฐ๋ณธ ํฐํธ๋ฅผ ๋ณ๊ฒฝํ๊ฒ ๋์์ต๋๋ค. ํด๋น ํฐํธ๋ ๊ธฐ์กด ํฐํธ์ ๋ฌ๋ฆฌ ์ฌ๋ฌ ์ธ์ด์ ํธํ๋๋ ํฐํธ๊ฐ ์๋๊ธฐ ๋๋ฌธ์ ๋ค๋ฅธ ์ธ์ด ๋ฒ์ ์์๋ ๋ค๋ฅธ ํฐํธ๋ค์ด ์ฌ์ฉ๋ ์์ ์ ๋๋ค. -์ดํ ๊ฐ๋ฐ ๊ณํ -์์ ๋ ๊ฒฝ์ ์์คํ ํ ์คํธ ์ ์ ํผ๋๋ฐฑ์ ์ทจํฉํด ์๋ก์ด ๋ฐฉํฅ์ฑ์ ์ ํด ๊ฒ์ ์์คํ ์ ์์ ํ์ง๋ง ์ด ๊ธ์กฐ๋ ๊ฐ์ ์์ด ๊ณง๋ฐ๋ก ๋ชจ๋ ๋ฌธ์ ๋ฅผ ํด๊ฒฐํ ์๋ ์๊ธฐ ๋๋ฌธ์ ๋ฐ๋ณต ํ ์คํธ์ ์์น ์กฐ์ , ๊ฒ์ ์์ฐํ ์ฐธ๊ฐ ๋ฑ ์ฌ๋ฌ ์๋จ์ผ๋ก ๋ณด๊ฐํ ์์ ์
[BugReport] The game froze during the tutorial [1]
An obstacle appeared on the field and I was told to cover the leader card with it and send it out... When I covered the leader card with an obstacle, an error occurred as shown in the image below and I could not proceed any further. The BGM was playing and other game elements were working, like pressing the ESC key to bring up the menu. I started over again from the beginning, and this time it ran fine without any bugs.
[BestDeckEver!] Reminiscing about the game on the last day of the experience [1]
I played the game a lot, but I don't have as many screenshots as I thought. Normal The deck with the highest score This is the only deck I've ever played with that has the highest rare card. I think it's the most stable and powerful deck I've ever used. At this time, it was probably the time when normal temples were 1/1. Even if I just put in 3 of those 3-core and 4-core, it was too powerful. In fact, I killed the enemy so many times that I didn't even have time to use the highest rare card. After that, the normal temple was nerfed and blocked. Even now, combo play is actually difficult in the game. The most reliable strategy is to push forward with Good Stuff's shit power rather than aiming for synergy. In particular, the policy of giving +1/+1 to attributes or temples is a really strong policy. This had the disadvantage of preventing the temples from going to the graveyard early on, thus blocking the 3rd and 4th card play. But the normal version that doesn't consume graveyard resources was a scam because you can play it without worrying about that. grass It was a deck that had a very aggressive feel. There was a lot of instant field damage and the concept was to clear out enemies as targets. I think the best attribute is the 2-cost card pool. I saw a quick victory in the early stages with the low-cost lineup. If you feel like the game is dragging on strangely It felt like I was clearing the field by using that key card, which can only be registered once, like a spell. It went well with the policy of increasing sales and popularity when a target is caught. ice If I had to pick a deck that was fun to play, it would be this one. Freeze your hand cards with the refrigerator series There was a combo with the Tentacle Girl series cards that gave a stat buff to the frozen card. In particular, it had great synergy with cards that could double attack, designated as key cards. It was a deck that could be finished in 3 or 4 turns if the adari was right. If the refrigerator doesn't work well, it's a bit tangled To put it simply, it was a deck that had a bit of a lively flavor. I think the demo deck I completed was a wind deck, but there is no screenshot. I've completed it several times, but I wish I'd left some behind each time. It was a pleasant experience I'm looking forward to seeing it after the renewal!
[BugReport] Bug Report.. [2]
Look at the leftmost card in your hand. Something seems off, doesn't it? Here too, two cards are strangely overlapped. A fatal game progression-impossible bug In addition to this situation, there were 4 more instances like this where I thought it was recording but it wasn't... I'm playing in windowed mode, but there's a bug where if you move your mouse to the bottom of the game window, something like this happens. A bug where booster packs end up with 6 packs instead of 4... From the deck settings screen, it breaks down...
[BestDeckEver!] These are the decks I played with and tried various things... [3]
I've been playing for over 10 hours now, and I think I'm getting used to it. Among them, the decks that were useful... Ice Deck Since the leader card is set on the left, the attack power is increased by increasing the attack power of the leftmost card, which is an option in the refrigerator. A deck that strengthens the attack power with the leader card Hail Creator's heresy attack, and then uses Tentacle Evangelist and Tentacle Seeker to release the ice on Hail Creator and aim for a one-shot. (He took a normal card just in case he had to stop) Normal deck The Soul Council cards have great synergy and the Golem is just brilliant! Forest Deck A deck that uses appearance effects to attack and clears enemies as an option when attacking. Wind Deck A deck that can endure by granting emergency to other cards with emergency units and airplanes, and can quickly finish the game by using the Mercenary Battleship in a full field situation. Electric deck It is operated with the feeling of wiping out enemies by increasing the abilities of mini spaceships and video series using cards that have effects on the deck. Cost-effective with Wind Cards The cards I played in my first turn in Stage 4 were strengthened, but I have a question as to why they were strengthened;; Thanks to that, 3 turn kill.. And then I got F and thought, "Oh, this is a failure"... This is the deck I had initially built... If I had known it was a clear at that time, I would have researched the deck building I wanted a little more and finished it... But I didn't know it was a clear and got an F, so I thought something was wrong again and had a mental breakdown, so I continued to run to clear it... Fire Deck Survive the early stages with the 1-cost, 2-attack Gym Assistant and the 1-cost Flame Thrower with the option to deal additional damage when an allied unit is destroyed. Minimize damage by reducing the enemy's high attack power to 1 with the Physical Education series. We used the method of forming a full field and summoning a mercenary battleship to supplement the lack of attack power with fire starters and revolutionary leaders. I cleared it with this deck too... I had a hard time because I missed this phrase when I cleared it before. I wish they had clearly stated something like, "Congratulations on clearing the demo," or "This is the end of the demo." I played knowing that the game was being recorded and lost a few hours...ใ There were a few more clears there too.. To clear the stage, you need to get a booster pack with the desired attributes, but it's not easy, so it felt tighter than I thought. At first, if you get 4-5 gold cards from the booster, you can sell them and breathe a little easier. Since there weren't many cases like that, it was hell to build the deck I wanted. Even though it was painful, I think I still had fun playing it.
[BestDeckEver!] It's a C rank, but I cleared it, so it's the best! [1]
[Full deck screenshot] I made my deck without thinking about the attribute cost, so I couldn't use some wind and water attribute cards. Looking at it now, it seems like this deck has a lot of shortcomings. [Key Strategies] Play by giving buffs to friendly units based on a normal deck. (I think that the Normal deck is a deck with a relatively easy use rate compared to other decks because its play style is relatively intuitive.) [Detailed card description] Strategy 1: Keep an Ink Scout in your hand and place it in front of an opponent's card that is too strong to handle, silencing them. (It's low cost, so it's good to use when you don't have a strong enough card in your deck.) It looks like a normal attribute card, but it is a dark attribute card, so if it goes to the graveyard, you must change it into a normal card with the Eternal Council XX Hall. Strategy 2: Use the Eternal Council XX Hall cards to change all cards in the graveyard to normal attributes. Then use the insane golem. I used 3 Eternal Council Initiation Halls. The Eternal Council Initiator is good because it changes all cards in the graveyard to normal attributes while having a low cost. The best combination to use is the Eternal Council Initiator + Lost Sanity Golem. One copy of the Eternal Parliamentary Archives was used. Used 1 chapter of the Eternal Council Inspector General. I used 3 Eternal Council Planners. This card has a high cost, but the buff it gives to allies on both sides is high at +4/+3. Use an 8/8 Golem with lost sanity while there are only cards with normal attributes in the graveyard to destroy a strong opponent's hand. Strategy 3: Place the Eternal Council XX Hall cards consecutively. The Eternal Council XX Hall can give a lot of buffs to the allies on both sides. Therefore, if you place them consecutively, you can create a field with fairly high stats. Strategy 4: If a golem that has lost its mind goes to the graveyard, use the Undertaker to bring it back to the deck. Strategy 5: Use other attribute cards that do not require attribute costs. If a non-normal attribute card goes to the graveyard, use the Eternal Council XX Hall to change it to a normal attribute. Pyro Baby is a 2-cost card, but it is powerful because it can deal 3 damage. Flamethrowers can be used as a form of revenge when friendly units are destroyed, reducing the risk of friendly units being destroyed. [Clear Authentication Screenshot] [Rating Screenshot] Even though I got a C rank, I cleared it, so I'll assume my deck was the best. Before the update, it was easy to clear, but as the update progressed, I felt that it definitely became more difficult to clear. I played for about 5 hours and 30 minutes, but I've only cleared it once after the update. I can't wait to play the newly renewed version.
[DevLog] ํผ๋๋ฐฑ ์์ฉ ๋ฐ ์ถํ ๊ฐ๋ฐ ๋ฐฉํฅ ์ค๋ช [2]
์๋ ํ์ธ์ TCG ๊ธ์ ์๋ฎฌ๋ ์ดํฐ์ ๊ฐ๋ฐ์์ธ ๋งค๋ฏธํ๋ฌผ์ด๋ผ๊ณ ํฉ๋๋ค. ์ฌ๊ธฐ๋ก์ด ๋ฐ๋ชจ์ํ ์์ ์ดํ ์ง๊ธ๊น์ง ๋ง์ ๋ถ๋ค์ด ํผ๋๋ฐฑ๊ณผ ๋ฆฌ๋ทฐ๋ฅผ ๋จ๊ฒจ์ฃผ์ด์ ์ด๋ฌํ ํผ๋๋ฐฑ๋ค ๋๋ถ์ ๊ฒ์์ ๊ฐ์ ๋ฐฉํฅ์ ์ก์ ์ ์์์ต๋๋ค. ์ด ๊ธ์์ ๊ทธ ๊ฐ๋ฐ ๊ทผํฉ๊ณผ ์ถํ ๊ฐ๋ฐ ๋ฐฉํฅ์ ๋ํด ์ค๋ช ๋๋ฆฌ๊ฒ ์ต๋๋ค. ํผ๋๋ฐฑ ์ข ํฉ ๊ทธ๊ฐ ๋ฐ์์๋ ์ฌ๋ฌ ํผ๋๋ฐฑ๋ค์ ๋ด์ฉ์ ์ข ํฉํ๋ฉด ์๋์ ๊ฐ์์ต๋๋ค. -ํ์ฌ๋ฅผ ์ด์ํ๋ ๋๋์ด ์ถฉ๋ถํ ๋์ง ์์ -๋ณต์กํ ์์คํ ๊ณผ ํํ ๋ฆฌ์ผ -์ ์ฝ์คํธ, ๋จ์ผ ์์ฑ ๋ฑ์ ์ง๋ ๊ฒ์ด ์ ๋ฆฌํจ -๊ณจ๋ ์๊ธ์ด ์ด๋ ค์ ์นด๋, ์ ์ฑ ํ๋์ด ํ๋ฆ ์์ ์๊ณผ ๊ทธ ๊ธฐ๋๊ฐ ๊ทธ๋ฆฌ๊ณ ์ด๋ฌํ ๋ฌธ์ ์ ๊ธฐ๋ฅผ ํด๊ฒฐํ๊ธฐ ์ํด ๊ณ ๋ฏผ ๋์ ์๋์ ๊ฐ์ ๋ฐฉ์์ ๋ด๋์์ต๋๋ค. ์ด๋ฏธ ๊ฐ๋ฐ๋ ๋ถ๋ถ์ ์คํฌ๋ฆฐ์ท๋ ์ฒจ๋ถํฉ๋๋ค. -์์๊ณผ ํจ๋ฐฐ ์กฐ๊ฑด ๋จ์ํ Before ์ผ์ชฝ ์์ ์์ฐ, ์ธ๊ธฐ๋, ๊ณจ๋ ๋ฑ์ ๋ค์ํ ์์์ด ์กด์ฌํ๊ณ ๊ณจ๋ ์์์ผ๋ก ์นด๋๋ฅผ ๊ตฌ๋งคํ๋ ๊ธฐ์กด ๊ตฌ์กฐ์์ After ์ฌ๋ฌ ์์์ด ํตํฉ๋๊ณ ์์ฐ์ผ๋ก ์นด๋๋ฅผ ๊ตฌ๋งคํ๋ ๊ตฌ์กฐ๋ก ๋จ์ํํ์ต๋๋ค. -์ง์ ๊ณ ์ฉ ์์คํ ์ถ๊ฐ 3๋ช ์ค ํ ๋ช ์ ์ง์ ์บ๋ฆญํฐ๋ฅผ ์ ํ ์นด๋ ๋ฐฐํ์ ํตํด ํด๋น ์ง์์ ๊ณ ์ฉํ๊ณ ์ด์ ์ ์ฑ ๋จ๊ณ์์ ์ ์ฑ ์ด ์๊ตฌํ๋ ๋ฅ๋ ฅ์น ํฉ์ด ๋๋๋ก ์ง์์ ํฌ์ ํด ํ๋ ํ๋ ๋ฐฉ์์ผ๋ก ๋ณ๊ฒฝ๋ ์์ ์ ๋๋ค. -๋ฐธ๋ฐ์ค ์์น ์ญํ ์์ ๋ฐธ๋ฐ์ค๊ฐ ๊ณต๊ธํ๋ ์ธ๊ธฐ๋ ์์น๊ฐ ์ฌ๋ผ์ง ๋์ , ๋ฐธ๋ฐ์ค๊ฐ ๋ค๋ฅธ ๋ฐฉํฅ์ผ๋ก ๊ฒ์์ ์ํฅ์ ์ฃผ๋๋ก ํ๊ฒ ํ๊ธฐ ์ํด ๋ฐธ๋ฐ์ค๊ฐ ์ด์ ์นด๋ ์์ธ์ ๋ ํฐ ์ํฅ์ ์ฃผ๊ณ , ์ด๋ฒคํธ ์ ํฌ ์ข ๋ฅ์ ์ํฅ์ ์ฃผ๋๋ก ์์ ๋ ์ด ์์ ์ผ๋ก ์ธํด ๊ฐ๊ฒฉ์ด ํฌ๊ฒ ๊ฐ์ํ ๊ณ ์ฝ์คํธ ๋ ์ด ์นด๋๋ฅผ ์ฝ๊ฒ ๊ตฌ๋งคํด ๋ ์์ฃผ ์ฌ์ฉ ํ ์ ์๊ฒ ๋๊ธฐ๋ฅผ ๊ธฐ๋ํ๊ณ ์์ต๋๋ค. -๋๋ก์ฐ ๋ฐฉ์ ์์ ๋๋ก์ฐ ๋ฐฉ์์ 1๋๋ก์ฐ ๊ณ ์ ์ผ๋ก ์์ , ๋์ ํ๊ฒฌ ์ธํด์ด ๋๋ก์ฐ ํจ๊ณผ๋ฅผ ๊ฐ์ง๋๋ก ๋ณ๊ฒฝํ์ต๋๋ค. ์์ ๊ฒ์์ ์ด๋ฆ์ ๋ฐ ๋ฌ์ ๋์ผ์ ๋๋ก์ฐ๋ผ๊ณ ๋ถ๋ฆฌ๋ ๊ธฐ์กด ๋๋ก์ฐ ๋ฐฉ์์ ์ฑํํ ์ด์ ๋ ๋ง์ ๋๋ก์ฐ๋ก ๋ฑ์ ๋น์๋ฆฌ๋ฅผ ์ฑ์ฐ๋ ํ๊ฒฌ ์ธํด ์นด๋๋ก ์ธํด ํจ๊ฐ ๊ณ์ ๋ง๋ฆฌ๋ ๋ถ์พํ ๊ฒฝํ์ ๋ง๊ณ ์ฌ๋ฌ ๋ผ์ธ์ ๋ง์์ผํ๋ ํน์ฑ์ ๋ผ์ธ์ด
[BestDeckEver!] This is difficult... Please send your play experience and bug photos. (clear x) [2]
1. Participate in the "My Deck is the Best!" event. I tried to aim for a single attribute deck once... Once, I proceeded with a multi-attribute deck according to the purpose.. I lost everything in stages 2-3. It seems like each attribute deck has its own special features... (becoming invincible early, nullifying the opponent's deck, summoning and strengthening something, using something when dying, etc.) When you play the game, you will often find that the deck does not roll as you intend. Actually, it's not that it doesn't work out well, but I think the biggest problem is that it doesn't feel like 'even though it's like this now, it will work out well later (when the stage progresses a bit more)'. Because you have to use multiple attributes in one deck. This is my personal opinion, but I think it would be better to let users choose to build multi-attribute decks naturally. For example, a store sells only fire attribute cards that specialize in a specific deck attribute, but (due to an intermittent event) a fire attribute joke is circulating in the community, so the store goes bankrupt and the game ends in a loss, even though the TCG is strong. With this feeling of high volatility and risk, how about inducing players to use 2-3 attribute decks or voluntarily add one or two? Bugs discovered while playing Below is a picture of the bug. Before drawing a card (during the opponent's turn), I was reading the card information to familiarize myself with the card... but when I draw after the opponent's turn ends, the existing card is enlarged and a new card is selected like that. Fortunately, it's not a critical bug.
[GameReview] Post-Patch Review [1]
I'll try to delve deeper and give you feedback on what I feel. 1. First of all, there were many bugs, so there were many cases where I didn't know whether it was made wrong or a bug. There were so many minor and insignificant bugs that it was hard to even pinpoint them one by one, so it felt very unstable. For example, the image of a destroyed card during play does not disappear, or when you play a card, an effect like -2 appears occasionally. When you put a card in the deck building screen, there were some policies that increased the sales figures due to policy effects, and some policies that did not work. Some cards also differed from the text. What I remember is that among the normal cards, the ones that give buffs on both sides have stamina written on them, but there is no stamina buff. Among the fire cards, there was a card that said to summon 2/0 and deal damage to the player, but in reality, it dealt damage to the opponent's monster. Something... overall, it's a bit unstable! I think it can't be helped because it's a demo. 2. I don't know the condition for popularity to decrease no matter how many times I play. After each card game, the results window appears and the popularity goes up or down. I find the unpredictability of that number a bit unpleasant. It is simply scored by (sales x popularity) Even if popularity drops just a little, the subsequent decline is enormous. Because the 4th level 500 conditions are very very very tight It didn't seem that difficult before the patch. Now, out of 6 rounds, I can barely finish the demo once. Unless you really hit over 1000 by picking two or more according to the fraud policy, most of the time you will fail. Actually, I think the most important statistic while playing this game is popularity. I feel like the ways to control it are very limited. I feel like the in-game explanation of how to do it is poor. First of all, I would like to know the conditions for the decline more clearly. I'm sure I'm playing it wrong somewhere. I can't find a solution because I don't know the exact conditions. 3. I'm not sure under what conditions card prices rise or fall. I see that while I'm playing the game, almost 80-90% of the prices have gone down. If you look at the feedback the producer gave to other people, It seems like you're trying to use this difference to get a card. I feel like this explanation is pretty poor too I don't even have any profit from price difference At first, I didn't know when to sell the card, so I had a really hard time. And I guess the card balance affects the popularity mentioned above. I think that manipulating card prices by intentionally disrupting the balance ultimately results in a greater penalty. I think this can also be utilized only if you know the pricing conditions clearly. I've played it a lot, but it's hard to guess just from the gameplay. 4. Gold is sorely lacking Gold is used in too many places It is used to buy cards, reroll, and buy policies. But the gold you can get from selling is limited and small. I'm practically at the point where I'm choosing a policy. I think the best way is to buy a cheap Winnie deck with the money you have left. It doesn't give enough gold compared to the many uses in the game. If we can't give much, wouldn't it be better to separate the use of the goods or take other measures? 5. Approximately 70% of cards are not used for demo purposes. I can't write more precisely As I said above, the gold supply is frustrating and the clear conditions are tight. You can't focus on collecting cards with just the demo version. If you open a pack to get a rare card, I can't get past rounds 3 and 4 because I can't buy the sales popularity policy. Even if you pass, the demo ends just as you're about to get more cards. As far as I know, after the patch, some attributes will not appear in the early rounds. Unless it comes out really well later, it's impossible to use it. First, the pack must appear You need to have a balance number ready to choose that pack. You have to get out of that pack (or have that much gold) The deck I'm currently playing must be of that faction. Realistically, if you can play even one round after replaying ten times, you're lucky. What I'm wondering is... this game is a demo, right? At least let them experience all the cards As mentioned above, it seems like a good direction to look for bugs or balance issues. Because the game itself ends without any room for deck building. In fact, there is no other option than the real Winnie Deck. I just use my credit card and go to the store for the rest. If you ask what will happen to the main game if you use all the cards in the demo, I have nothing to say. Since this is a sensitive issue, I don't know what feedback is appropriate. Anyway, the many cards in the game feel like realistically shiny apricots. In fact, most games are won by policy rather than card value. As I mentioned in the previous review, the low cost is actually a very advantageous game rule. This game takes the format of Gore = Gocost. Actually, I don't think there's any need to go out of your way to get the card. Actually, I don't open any packs other than the ones given to me while playing. A single faction good stuff low cost strategy is better than a combo I see it as an almost essential clearing strategy. 6. I wonder if these various constraints come together to create a game that "must be played." If you win a card game, your balance value will be adjusted downward. However, if you play with a faction, that faction will be excluded. If it had been designed as such, it would have been a device that would allow the use of multiple decks. Realistically, I don't have enough gold to make multiple decks. There are many cases where the deck is fixed depending on the policy chosen. If the desired reward includes an unwanted faction adjustment, you may have to fight while taking into account the penalty. Not only that, but there are many cases where you have to earn sales or popularity within the card game as a policy effect. Even though I like deck power Even defeating the enemy quickly will put you at a disadvantage. The various elements of operation, if well-matched, could have been devices that increased the diversity of card games. At this point, it feels like I'm playing a card game with sandbags. In extreme cases, you may even have to drag out the game or lose it altogether to get a better result. If you consider even these negative choices as operational factors, there is nothing to say. Personally, I don't think it's a good direction. If we look at card games separately, I think it's a direction that ruins the fun. The more you play the game, the more depth you feel. Personally, I'm becoming more and more attached to it. To be honest, Unless you're someone who does it with affection like me I'm a bit worried that this game might be difficult. The explanation is poor in many ways and it is not easy to understand. Even just card games are necessary for understanding Operation is not easy either People who come to play card games will have a hard time even building a deck due to operational factors. Anyone who comes to play the game will be blocked from playing card games. At first I thought the two would mesh well together The more I do it, the more I think about it, thinking that we're holding each other back. In conclusion... I think the game is too maniacal Shouldn't we take it a little easier? I think that it would be a good idea to allow players to enjoy the game at a more leisurely pace, at least in the demo. I heard you're thinking about a complete renewal I hope you organize it well and it will be reborn as a good game.
[Notice] 7-26 ํจ์น ๊ณต์ง [2]
๋ณ๊ฒฝ ๋ด์ฉ ๊ธ์ ์ ์นด๋์ ์์ฑ์ ํด๋นํ๋ ๋ฐธ๋ฐ์ค ์์น๊ฐ ์ฆ๊ฐํ๋๋ก ์์ ์ด์ ์ ์ฑ ์ค๋ช ์ ํค์๋๋ ์ถ๊ฐ ์ค๋ช ์ด ๋จ๋ ๊ธฐ๋ฅ ์ถ๊ฐ 1์คํ ์ด์ง์๋ ์ถํํ๋ ์นด๋ ์์ฑ์ด 3์์ฑ์ผ๋ก ์์ํ์ฌ ์งํํ ์๋ก 5์์ฑ๊น์ง ์ฆ๊ฐํ๋๋ก ์์ ์ผ๋ถ ํํ ๋ฆฌ์ผ ๊ตฌ๊ฐ์์ ์ค๋ช ์ฐฝ์ด ๋ซํ์ง ์๋๋ก ๋ณ๊ฒฝ ๋ฐธ๋ฐ์ค ์กฐ์ ํ๊ฒฌ ์ธํด - ๋ ธ๋ฉ : 1/1 -> 0/0 ๋ ธ๋ฉ ์์ฑ์ ์นด๋๋ ๋ฌ์ง๋ก ๊ฐ์ ๋ ๋ค๋ฅธ ์ธํด๊ณผ ๋ฌ๋ฆฌ ์์์ผ๋ก ํ์ฉํ๊ธฐ ์ด๋ ค์ ๊ธฐ ๋๋ฌธ์ ํ๊ฒฌ ์ธํด - ๋ ธ๋ฉ์๊ฒ๋ ์์ธ๋ฅผ ์ ์ฉํด ํ๋๋ฅผ ๋ฐฉ์ด ํ ์ ์๋ 1/1 ์คํฏ์ ๋ถ์ฌํ์ต๋๋ค. ํ์ง๋ง ๋ ธ๋ฉ ์์ฑ์ ์นด๋๋ค์ด ๋ฌ์ง ์ฝ์คํธ๋ฅผ ์๋ชจํ์ง ์๋๋ค๋ ์ ๊ณผ ์์ ๋ ธ๋ฉ ์์ฑ์ด ๊ฐ์ง๋ ์ ๋ต์ ์ฐ์๋ฅผ ๊ณ ๋ คํด ๋ค๋ฅธ ์์ฑ์ ํ๊ฒฌ ์ธํด ์นด๋์ ๊ฐ์ ์คํฏ์ผ๋ก ํํฅ ์กฐ์ ํ์ต๋๋ค. ์์ ๋ ๋ฒ๊ทธ ํํ ๋ฆฌ์ผ ์ค ์ค์ ์ ํฌ์์๋ ํด ๋๊น ๋ฒํผ์ด ์๋ํ์ง ์๋ ๋ฒ๊ทธ ๊ธ์ ๋ก ์ธํด ํ๋งค๋์ด ์ฆ๊ฐํ์ง ์๋ ๋ฒ๊ทธ ๋ฌด์์ ํค์๋๋ฅผ ์ป๋ ์ฌ๋ฌ๊ฐ ์ป๋ ํจ๊ณผ๋ฅผ ์ ์ฉ ์ ์ค๋ณต๋ ํจ๊ณผ๋ฅผ ์ป๋ ๋ฒ๊ทธ ๋ฌด์์ ํค์๋๋ฅผ ์ป๋ ํจ๊ณผ๋ก ๋น๊ฒฐ ์ํ๊ฐ ๋์์ ๋ ๋ฐ๋ก ํด์ ๋๋ ๋ฒ๊ทธ ์์ฑ์ ์ฐธ์กฐํ๋ ํจ๊ณผ๋ฅผ ๊ฐ์ง ์นด๋์ ์์ฑ์ด ๋ณ๊ฒฝ ๋ ๊ฒฝ์ฐ ํ ์คํธ ์๋ ์ฐธ์กฐ ์์ฑ์ด ๋ณ๊ฒฝ๋์๋๋ฐ ์ค์ ์ ์ฉ์ ๋ณ๊ฒฝ๋์ง ์๋ ๋ฒ๊ทธ ๊ฒ์ ์์ ์ ๋ก๋ฉ ์ ๋๋ฉ์ด์ 2๊ฐ๊ฐ ๊ฒน์ณ ์ถ๋ ฅ๋๋ ๋ฒ๊ทธ ํํ ๋ฆฌ์ผ์์ ์๋๊ฐ ๋ธ๋ํ ์นด๋๋ฅผ ๊ฐ์ฅ ์ค๋ฅธ์ชฝ ์๋ฆฌ์ ๋์ ๋ ๋ฐฉํด๋ฌผ์ด ํ๊ดด๋๋ ๋ฒ๊ทธ
[GameReview] Impressions after the patch [1]
1. I got feedback that the dot degari looks like a small stone. I'm really happy that the card came out with a slightly better design. Well, it was a demo so it was a problem that could be overlooked for now. It definitely changes the game, so it's a bit more fun to play. 2. It's not in the patch notes The effect of the gold standard changed from increasing popularity to decreasing the attribute balance value in the lower right corner. After that, it became very difficult to clear up to Chapter 4 of the demo. I can't go over the target amount set at 250. Even if you cover stages 1 and 2 with pack selection, from stage 3 onwards There is virtually no way to exceed this target other than by carefully choosing policies related to sales and popularity. Now that I think about it After the demo, this target amount will be increased in the official version. I feel like the methods for increasing sales and popularity are too limited. 3. Why isn't only the normal card intern +0/+0? Unlike other attribute interns who self-destruct and disappear when their stamina drops to 0, Normal is so powerful because it doesn't self-destruct, so I don't really understand why it's being treated this way. 4. I don't know what the creator's philosophy is when it comes to this card game. I don't know if it's because I still don't understand the game well. I only played single attribute decks while playing this game. Because deck building already has many limitations, I think building a deck with a single attribute has the highest chance of success. Cards with high value inevitably require graveyard resources with the same attribute. The more you mix attributes, the more disadvantageous it becomes to collect graveyard resources. In addition, the attributes are grouped together with similar effects to create synergy. In my understanding, there is little reason to mix other properties. The more you add, the closer it becomes to impurities. But I feel like As of now, this demo does not mix multiple properties. More than half of the deck ends up being fought with only interns. This creates an unpleasant easy choice. Fighting with a deck that has no synergy and just puts in a bunch of cards that you can't even draw. VS Fighting with a deck that only picks interns for several turns, but still has some synergy There are only these two If we increase the number of card issuances by a lot more than we do now, we might be able to solve the problem of interns. As I mentioned earlier, it comes back to the question of whether it is worth mixing. When you have a card pool, a deck with similar attributes and effects will naturally be the best. In the end, you have to mix the properties. If you can only accept it as a penalty concept due to restrictions on obtaining cards in the game, This game doesn't require all attribute cards. This is especially fatal in a game mechanism where players directly compose packs. Even though various properties are presented, there is no reason to add them. Even if you induce all attributes by sales or popularity, The penalty is so big that choosing it is a minus. I haven't played this game much (and haven't seen all the cards) This may be advice based on a lack of understanding of the game. If so, I would like to know the producer's thoughts I think that if I know the game's intention, I can look at the game from a different angle and give feedback. 5. The rules of the game itself seem to have been borrowed from several card games. I feel like this is creating synergy in a bad way. First of all, the first thing I want to address is This is "Draw up to 5 cards" from Yu-Gi-Oh Rush Duel. The reason Yu-Gi-Oh! Ludus was able to borrow such a large number of draw rules is That game allows you to play as many low-level monsters as you want in one turn without any restrictions. This is because the cost of the superior monster is another monster card that has already been summoned. Because you have to play monster cards to get more powerful monsters. It is necessary to produce and consume a large number of monsters, and the effect of this type of replenishment is understandable. There are magic trap cards there, so you can place them on the field to empty your hand. But this is the game The cost of high-level monsters borrows the Hearthstone-style mana concept. It requires the consumption of graveyard resources. What problem does this cause? Low-cost cards allow you to quickly empty your hand and replenish a large amount of cards. The Gocost card prevents the cycle of defeat and becomes a card with no merit that is very difficult to summon. Let me give you an example. If you combine the problems 3, 4 and 5 that I mentioned above, An aggro deck is created consisting of only normal interns. A cycle of defeats while placing tokens that give +1 attack buffs every turn It's actually a recipe that requires at least one normal card in the deck. The tempo is so fast that it can't be stopped unless the opponent has a normal deck that can take out a counter-employee. Since you draw cards as soon as you play, it is an aggro deck that is not really an aggro deck and has no stamina issues. Even if it's not such an extreme deck As for the rules of this game, there is little merit to playing it unless you are an aggro deck. Most of the rare cards are high-cost cards, but in reality, it is difficult to find any meaning other than selling them. Taking references from various card games is a really good approach. I think it's dangerous to bring it without a deep understanding of the rules. You can re-establish the rules for this card only. Or, just keep the card game as simple as possible I think it would be a good idea to focus on the other axis of the game, the operations side. I keep thinking about it so I turn it over a few times I keep feeling regretful while doing something The idea is brilliant, but it doesn't seem to be polished yet. I will come here often and give you feedback, so I hope it will become a good game. Fighting!
[GameReview] I feel like my expectations have been greatly betrayed... [4]
I've never cleared a level while doing this before. If there's a problem, it's that even though the game production and design intentions of the developers are readable, they don't rotate properly. Let's take a look at the overall story of the game. Create a booster pack for the user (or for yourself) - Open some of the booster packs and create a deck of about 15 cards. - Play card battles to gain effects - Win or lose. Usually you have to win. - After the card battle, decide on a banned card, and decide on a banned card. Keep spending money here. ... I have a huge problem with cards, randomness, and gold acquisition... If the cards were aligned from the beginning, or if there were cards in the booster pack, it would be possible to manage money, but with the first 14 cards, it is impossible. In the first round, it is easy to win because of luck. However, from the second round, the situation is a bit different. There is a strange lack of money. If it is something that should be won, the problem is that there needs to be money supply in the company operation. Money supply is essential, but what we can do is increase popularity and sales with our decks. But here's where the problem with the game comes in. The problem is that we are also players. As we touch the game pack, we also have to make and ban cards, and the more we do that, the more we have to pay attention to our deck. But as I said before, we are also players, so we have to go in our favor, but that is very rare. For example, I tried to make a Paladin summoning and strengthening deck. The problem is that to do that, I have to choose a card from the first round, and when the card draw comes in the second round, I have to hope for a good card. Either a light card comes out, or a card that I can easily deal with comes out, but that doesn't work. It's hard to make my own deck while worrying about popularity and sales. Even in a situation where I have to sell more than a certain amount, this situation brings about fatigue... ....I tried to do something, I really tried to do something. But it didn't work... I'm so tired that I can't even think about what's ahead right now. The game...
[Notice] 7-23 ํจ์น ๊ณต์ง [2]
๋ณ๊ฒฝ ๋ด์ฉ์ง๊ธ ์นด๋ ์กฐ์ -์ด๊ธฐ ๊ณจ๋ 50 -> 30-1์คํ ์ด์ง์์ ์ง๊ธ๋ฐ๋ ํฉ ์ 1๊ฐ -> 3๊ฐ: ๋น ๋ฅด๊ฒ ๊ธฐ๋ณธ์ ์ธ ๋ฑ์ ๊ตฌ์ฑ ํ ์ ์๋๋ก 1 ์คํ ์ด์ง์ ํํด ์ง๊ธ ์นด๋๋์ ์กฐ์ ํ์ต๋๋ค.์ด ์์๋์๋ ๋ณํ๊ฐ ์์ง๋ง ์๋์ผ๋ก ์ด๊ธฐ ์นด๋๊ฐ 15์ฅ์ธ ์ฑ๋ก ๊ฒ์์ ์งํํ๊ฒ ๋ฉ๋๋ค.์นด๋ ๋ฐฐํ ๊ท์น ํํ ๋ฆฌ์ผ ์งํํ ์ค์ ๋ฐฐํ์ ํ๋ ๊ณผ์ ์ถ๊ฐ์ง๋๊ฐ๋ ์์คํธ๋ผ ๋์ฌ๊ฐ ์ ํํ ์นด๋ ์ธํธ์ ๊ธฐ๋ฏน์ ๊ด๋ จํ ๋์ฌ๋ก ๋ณ๊ฒฝํฉ์ฑ์ฒด ์นด๋๋ค์ ๋์์ธ๊ณผ ์ด๋ฆ ์์ ๋ช ์นญ ์์ : ํฉ์ฑ์ฒด -> ์ฉ๋ณ๋จ๋ณ๊ฒฝ ๋์์ธ ์ :๋ฐธ๋ฐ์ค ์กฐ์ ํ์ผ ํฌ์ฒ์ : 1/2 -> 0/1ํ์ผ ํฌ์ฒ์๋ ๋ฐ๋ชจ ๊ณต๊ฐ ์ด์ ๋ถํฐ ๊ฐ๋ ฅํ 1์ฝ์คํธ ์นด๋์์ผ๋ฉฐ ํ๊ฒฌ ์ธํด๊ณผ ์๋์ง๊ฐ ๋๋ ํ์์ ๋์์ธ์ ์ผ๋ก ์ฉ์ธํด์ผํ๋์ง ๊ณ ๋ฏผํ๊ณ ์๋ ์นด๋์ ๋๋ค.ํ์ง๋ง ์ ์ ํ ๋ฐฉ์ด ์ ๋ ๋ฐฐ์น๋ก ์ ์ ๋์ ์ธ์ด๋ฒ๋ฆฌ๋ ์ฌ๋ฏธ๋ฅผ ์ ์งํ๊ณ ์ ์ผ๋จ ์ง์๋ ฅ๋ง ๋ํํ์ต๋๋ค.๋ง์๋งจ : 3/1 -> 2/1๋ง์๋งจ์ ๋ฌ์ง ๋ ธ๋ฉ ์์ฑํ ํจ๊ณผ๋ฅผ ํฐ ํจ๋ํฐ๋ก ๋ณด๊ณ ์ฝ์คํธ๋ณด๋ค ๋์ ์คํฏ์ ๋ถ์ฌํ์ง๋ง ์์ ๋ ธ๋ฉ ๋ฑ์ ์ด์ํ๊ธฐ ์ฌ์ด ๊ฒ์ด ํ๋ ์ด ๊ฒฝํ์ ํ์ผํํ๊ณ ๊ฐ์ ์ธํธ์ ๋ค๋ฅธ ์ดํ์ปค ์นด๋์ ์ญํ ๋ง์ ๋นผ์๋๋ค๊ณ ํ๋จํด ์ด๊ธฐ ๋ฒ์ ์คํฏ์ผ๋ก ๋๋๋ ธ์ต๋๋ค.์๋ฐฉ๊ด : 1/2 -> 1/1๋ฌผ๋ฐฉ์ธ : 1/2 -> 0/1 ํจ๊ณผ ๋ณ๊ฒฝ ์ -๊ณต๊ฒฉ ์ : ์์ ์๊ตฐ์๊ฒ +0/+X (์์ ์ ์ฒด๋ ฅ)ํจ๊ณผ ๋ณ๊ฒฝ ํ-๊ณต๊ฒฉ ์ : ์ ๋ฐฉ ์ ์๊ฒ +0/-X (์์ ์ ์ฒด๋ ฅ)์ ๋ ์นด๋๋ ๋ถ ์์ฑ์ ์ด๋ค ์นด๋์ ๋์นญ๋๋ ์ปจ์ ํธ๋ก ์ ์๋์๊ณ ๋ค์์ ์นด๋๋ฅผ ํ ๋ฒ์ ๋์์ธํ๋ ๊ณผ์ ์์ ์ฝ์คํธ ๋๋น ๋๋ฌด ๊ฐ๋ ฅํ ๋ฅ๋ ฅ์นํฉ์ ๊ฐ์ง๊ฒ ๋์์ต๋๋ค.์ด๋ ์ ์ ์ผ๋ก ์ ์ค์์ด๋ฉฐ ํ ์ด๋ฒคํธ ์ฐธ์ฌ์์ ๋ฑ์ ๋ณด๊ณ ๋์์ผ ์ด ๋ฌธ์ ๋ฅผ ์ธ์งํ ์ ์ฌ์ฃ๋๋ฆฝ๋๋ค.์กฐ์ ์ ์ํด ์ด ์คํฏ์ ๋ฎ์ถ๊ณ ๋ฌผ๋ฐฉ์ธ์ ํจ๊ณผ๋ฅผ ๋ฌผ์์ฑ์ ๋๋ฒํ ์ปจ์ ๊ณผ ์ฐ๊ณ ํ ์ ์๊ฒ ์์ ํ์ต๋๋ค.๊ฐํ ๋๋ก์ด๋ :๋ฑ์ฅ : ์ ๋ฐฉ์ ์ ์ ๋์ ๊ณต๊ฒฉ๋ ฅ์ด 1 ์ดํ๋ฉด, +2/+2-> +2/+1ํจ๊ณผ ๋ฐ๋ ํ ์คํฏ์ด ๋๋ฌด ๋๋ค๊ณ ํ๋จํด ์ํญ ์กฐ์ ํ์ต๋๋ค.์์ ๋ ๋ฒ๊ทธ๊ธ์ ๊ด๋ จ ์ด์ ์ ์ฑ ํจ๊ณผ๊ฐ ์ฌ๋ฌ ๋ฒ ๊ณ์ ๋ฐ๋๋๋ ๋ฒ๊ทธํํ ๋ฆฌ์ผ ์ค ์๋ ๋ฑ ํธ์ฑ ์ ์ํฉ์ ์ ๋ง๋ ํจ๊ณผ์์ด ๋๋ ๋ฒ๊ทธ
[FreeTalk] The game seems to be poorly designed...? [1]
First of all, the part that I have the most questions about is that the deck is initially constructed randomly. Why... is it random? Of course I know you have a purpose. Rather than using the same deck, you mix and match different decks... ...But building a deck means you have cards, right? And I'm a seller? I can handle most of the cards, right? But this ruins all the plans. Since it relies on randomness, there are cases where you have to collect unnecessary cards to make a deck every time, so you end up resetting it several times. Of course, I'm not good at card games, but that doesn't mean I can't play Pokemon card games. I'll admit that you get the card in Daejeon, because you need it. Something... Something feels seriously structurally wrong. Right now... Why do I, a mere office worker who sells cards, have to do a random draw, why do I have to receive cards randomly... Eeeeek; I don't really get the game itself;;; I know you can change your deck with PS Gold. But if you want to set up something like a gold standard, you'll need money, and if you want to buy a card, you'll need money; so this is it...
[BestDeckEver!] I'm participating in the My Deck is the Best event [2]
1. Simple is best With high attack power It's a deck that finishes quickly. With Mime Man as the leader Use 4/2 cards from the beginning For normal interns, it's 1/1 It's strong even if there are many interns in the beginning. Using only normal cards Ignore negative effects If you get the same card pack twice Card pack abilities increase You can also get the Congress card pack twice It's better I mainly draw card packs other than normal ones. Increase popularity and sales Mainly bans other attribute cards I'm using an intern If there are 2 or more in the field It's also good to use the parliament A warrior can appear in just 3 turns If a golem appears on turns 4 or 5 The game is over It's a very simple deck I'll upload one more 2. Amusement equipment This is a deck that burns amusement rides. It's more about fun than efficiency. An operating policy similar to that of a vacant lottery It helps to clear Using a physical hacker as a leader Gain mobility and stamina In the beginning, the shield of the law Easy to get emergency and has good abilities Using the grand prosecutor together, little by little Keep your opponent in check It is for forward pressure. Get a full emergency It's convenient If there is a distorter It makes it easier to use cards If you arrange them in order of jammer distortion, It can have an immediate effect System Crusher is really powerful It's for cost savings If you move it twice to the center position I can cut them all down
[BestDeckEver!] I'm participating in the event! [2]
1. Clear Deck 2. Clear the demo 3. Deck Description First of all, we decided that a single attribute deck would be more efficient than a mixed attribute deck in the demo version stage. The reason is that in the demo version, we couldnโt use cards that consumed the cost of other attributes, and we didnโt have the money to fill up a 40-card deck, so we decided that it would be best to create a single attribute deck that could maximize synergy. Of course, in order to minimize the number of interns that only provide buffs, we also added several cards that didnโt consume the cost of attributes and didnโt need to be linked with other cards. The main concept of the deck is 'Water + Police + Firefighter'. And the key card is 'Firefighter'. In the case of Firefighter, it is a fraudulent card that practically gives the effect of playing 3 cards because it summons two water droplets on both sides when summoned (even 2 cost). In addition, if the water droplets on both sides attack and the water droplets have remaining health, the firefighter's health increases by that amount, so he rarely dies. In addition, most of the police cards are cards that reduce the opponent's attack power or health, so the basic strategy is to neutralize the opponent and maximize the firefighter and water droplets to subdue the opponent. In addition, if it comes into the hand, you can continuously increase the health by playing the Fire Instructor, which continuously increases the health by 2. Another card that is most useful in the early game is 'Reinforced Droid'. Basically, in the early game, the opponent also plays a lot of cards with 1 attack power, but the effect of the Reinforced Droid is that if the opponent's attack power is 1 or lower, it increases your attack power and health by 2, so it is strong and good for eliminating the opponent's monsters in the early game and dealing damage to life. The photo above is a single fire attribute deck made during the second round. I uploaded it because I think the synergy is better than the one above. This deck has great synergy between 'Flame Thrower', 'Revolutionary', and 'Dispatched Intern'. In particular, the flame thrower is the main character. Basically, when a card is destroyed, it deals damage to the enemy in front of it equal to the attack power of that card, but this also causes dispatched interns to disappear after giving only a buff. It was good that I could send out dispatched interns in a row and give damage to the enemy in front by at least 1 point starting from the second intern. Also, in the case of the Revolutionary, it was a cheat to summon a 2/0 Ember next to it and damage the enemy right in front of it on the turn the Revolutionary was played. Here, the 'Flame Vanguard', which can be used starting from cost 3, also continues to upgrade its damage, making the damage even more explosive. I think the firepower is better than the clear deck above. This deck won the battle, ruining the game balance and decreasing its popularity, so it ended up being a game over and couldn't be cleared...
[BugReport] Infinite activation bug with semi-limited attention [1]
Among the policies, there is a policy called semi-restrictive caution. The problem with this policy is that it can increase sales indefinitely. If you limit the number of cards from 3 to 2, further adjustments will be prevented. If you select a card that already has 2 and click Confirm, the sales will increase and the adjustment will not be blocked. Since gold points are not consumed, you can repeat this infinitely. Also, a policy with a similar effect (increased sales when 1 sheet is available) that I don't know the name of, is also buggy. + Also, I don't have a screenshot, but after thinking about it after quitting the game, it seems like the full attribute card cost reduction policy doesn't apply.
[BestDeckEver!] My deck is the best event participation [1]
I had fun In the end, due to cost issues, I ended up building a deck with only one attribute rather than a mixed attribute deck. Among them, ice and grass seem to be strong from the beginning. Of course, it would be great if other properties were included with the policy too, haha I also found a policy to reduce the cost of full attribute cards and increase stats. But it seems like the cost reduction doesn't apply. The target effect is good for responding to the opponent, has area damage, and it was easy to take the initiative by continuously using these good appearance effects. I put the nurse in so that it can be drawn easily without the cost of other attributes. It might be dangerous to let your opponent draw as well. In the current version, it doesn't seem to matter because your opponent is so weak.
[FreeTalk] It would be nice if you could also provide keyword information in the operating policy [1]
If you hover your cursor over a card, it will give you an explanation of the related keywords. The operating policy does not allow this. Since this is an important decision that cannot be reversed once made, it would be good to have some information provided.
[GameReview] Game Review [7]
I saw it on the TCG gallery, played about 10 games, and left a review. First impressions: I really like the idea of specifying card bans directly. It's also really interesting that you can make your own booster packs. I had high expectations because I saw the excellent dot quality. What I was worried about was An operational game called Golden Simulator The tcg game itself These are two completely different genres. How could I mix it well? If you just look at the description in the gallery, the card game rules themselves seem complicated. It would be difficult to release the card game as a standalone game. Do I have to run the business here? I think it's like chasing two rabbits and losing both. To conclude, I felt that the game system was more organized than I had feared. Of course, the limitations were definitely felt. merit It seems like a novel topic and it's clear what they were trying to do. You can't create booster packs with only the cards you want. The approach that deck building is limited by various external factors is very good. Of course, not only from the perspective of consumers who play card games, I think it captures the producer's position well, where he has to print out the card after seeing the situation. Card booster packs and deck cases also capture the offline feel quite well. In my personal opinion I was really amazed that you can make a card game like this. disadvantage It is a game that operates based on the opinions of in-game users. Actually, there is no human smell at all. Since there are no NPCs, there is no feeling of interacting with anyone. There aren't many events, so it feels less like a roguelike. I think the cycle of booster > store > game > settlement will get tiring quickly. And the game is dominated by traits that you can buy with money rather than card value. Should I say that it feels more like a game with a Sleder Sleder relic than a typical TCG? If you buy the traits well, you don't need to strengthen your deck, you can just use interns. Then, since the burden of deck building is eliminated, boosters can be created with a focus on operation. After that, the game design just fell apart. I'm thinking that the card game rules need to be simplified a bit. Honestly, it's not that bad This is the standard for picky people like me For the general public, board games with such many rules are a huge barrier to understanding. From the beginning, this game was more focused on card games Other operational games should be the focus. Sometimes I feel like this isn't a TCG game or an operational game. Regrettable points Where did the mermaid inspector who keeps appearing in the video go? I only see little stones with people dots stuck on them I don't feel like doing it I'll save it and come back later when I remember it. Please receive feedback from others as well I hope it will be reborn as an even better game than it is now.
