comments for Idle TCG
sort: go backThis feels exactly like playing a TCG!
Step 1: Get exited about the game.
Step 2: Get into low level play.
Step 3: Try your hand at competitive and lose hard.
Step 4: Put a lot of energy into being competitive and get a very underwhelming reward.
Step 5: Find out you don't have enough money to do anything and not enough card to really get into it.
Step 6: Realize you have better things to do and quit.
Thank you for the experience! I mean it. Last time I felt something like this I lost a lot of money, and this one is free. XD
developer response: haha love it!
it was fun until deck building and tournaments. the lack of any sort of explanation of how anything works just makes it guess and check for an hour or two which is very frustrating.
As far as I can tell, Aggro/Combo/Control go by Rock/Paper/Scissors rules. Aggro has an advantage over Control, Combo has an advantage over Aggro, and Control has an advantage over Combo. When doing a Tournament, card values are shown like 50% (44)
, where the (44)
is the literal value on the card, and the 50%
is the value used when comparing against your opponent, taking the RPS rules into account.
Fun game. Beat it in 16hr and would've been less if I didn't need to sleep. I think it has a lot of potential for further mechanics and expansion. Felt the game was well balanced all the way through and it was pretty self explanatory. I liked how each new tournament introduced a new sort of playstyle. The first tournament gave a supplementary stream of money for the many skill upgrades. The second tournament helped balance your pack gain due to the softcap on it. The third tournament gave you more money to afford your packs and push your scaling upgrades further. To those complaining about the pack supply time wall, they disappear the moment you can smoothly run the second tournament (to which your problem will be money until the next tournament). Tons of people enjoy AD despite it having many, many more worse time walls than this game has. Synergies were also fun to use and the battle system felt fresh and interesting.
The best strategy I ended up with was to stack the "Other than X type" synergies, preferably all in one card type. This let me basically steamroll the fights of two card types which is usually good enough to win. Basic strategy to gauge if you can win is to do a quick demo run, write down all the battles in a grid, then compare your best cards and bonuses against them and try to pick out 2 wins each round or 5 wins in a champion round. It's a very interesting way to create strategy.
Only gripe I had about this game is that synergy creation can be tedious at times, since you'd have to remake all your synergies every now and then. While it's likely not random, I couldn't seem to find a clear pattern to the synergies. While that would likely be cleared up with a guide, maybe a future mechanic or some vague notes could help with it. On the topic of synergy, however, I wasn't sure if the bonuses were bugged or not:
"Increases WR of X card in your deck (weakness of Y card)" synergy implies that it boosts only X cards in your deck
This is comparison to the "Increases WR of X card" synergy which suggests it would boost all X cards no matter who uses it.
However, enemy players are never boosted by your synergies regardless of whichever synergy you use. Thus, there appears to be no difference between the two synergy types. As a result, there's almost no reason to not use the "Other than X type" synergies unless you just needed a boost in one card type to win. Perhaps if this is intended, maybe nerfing the "Other than X type" a little and buffing the other synergies a little to make it more balanced. Or perhaps add a synergy that boosts all cards at a reduced boost or boost certain symbols.
Some very minor gripes are that I also felt that rating quickly became useless besides leveling up your low rating teammates. After the first 1200 wall, rating never quite affects the natural progression in any way. Maybe champions could be rating locked as well. The trophies you can buy from your teammates are a nice addition, however, I quickly see that my teammates have hundreds and hundreds of trophies I can very easily buy but have no use for since I only need to champion battle to win. Maybe something else you can spend trophies on would be a way to supplement this or to increase champion trophy costs after the first.
Game is pretty darn good as a meta-TCG idle game, including some of the "realistic" softcaps that pop up later on like selling so many cards that they drop in value or accidentally buying out the entire stock of packs in the area and having to wait for more to come back. The TCG gameplay is pleasantly watered down to a simple "rock-paper-scissors" game with extra steps, where Aggro cards get bonus power against Control cards, Control cards gain power against Combo cards, and Combo is as above with Aggro cards (thought you might want to know that, Ajchen)... Essentially, the cards are "core cards" in the three main deck archetypes, and playing a card in a round is defined as using that card as the core of your strategy. However, even if you play a deck/card that counters the opposing archetype, the losing card could still win the round if it has a higher Win Rate after the penalty/bonus.
So I just got 7 points with only having set 1 and set 2 unlocked, so it is totally possible to get more than 3 points in tournament 1 without set 3 or 4 cards. Like other's have said:
Aggro > Control
Combo > Aggro
Control > Combo
so as long as you keep that in mind, you can easily get more than 3 points in tournment 1!
would be very nice if theres a synergy guide lol, otherwise pretty nice game
developer response: Sorry it's pretty random (not random but it's based on the id of the cards) what effect you get. There are 5 different effects with one significantly better than the others. The higher WR cards you use increases the bonus of the effect
I like the fact that Tournament deck need 3 cards, while Champion battle deck needs 9
Welp, it was fun when it lasted
cool start, but Deck Build is confusing
what is "Aggro", "Combo" and "Control" actually means?
guess i'm going to figure that out myself
I like it so far, but the way that champion matches consume trophies feels very punishing. So far I've thrown 200 trophies right in the garbage because of minor miscalculations. I had to learn the hard way that synergy bonuses aren't applied during champion matches if the cards overlap? I think that's what happened, anyway. And that's on top of the battle already being effectively double its listed cost at best, because I have no real chance of winning before I know what cards they have.
Pack supply better become exponential soon because linear growth ain't it.
What is "pack supply"? I don't seem to be getting anything from my upgraded girlfriend now, that I can figure out.
developer response: Its the amount of packs you can buy. It becomes an issue later in the game
How to beat Competitive Saturday??
@Dev I have found it, won't lie I only saw the start over button in the bottom right I did not look on the left side. I will give an updated review and say this was a rather fun one. Will continue the grind for the last cards but even with this last boost my pack supply is greatly lagging behind my money, even with all team members doing friday night fun for pack supply. Would love more content and will keep an eye open for it.
Really, so the dev response is just: strategize. When my entire comment literally was stating that even with strategy you need deck 3 or maybe even 4 cards to be able to get more than 3 points in tournament 1. Like seriously. I DID strategize. And besides the 3 points that I got, literally every other opponent beat me even when my cards had a type advantage, which means that even deck 2 cards weren't enough to get more than 3 points, no matter how you strategized.
Which means that the entire point of my post was saying that the beginning of the game is painstakingly slow. But of course the dev just completely ignores all of that, to avoid any criticism and make it seem like I just didn't do it right and so instead, the dev basically strawmans my comment. Wow, just wow.
developer response: Sorry i was just trying to be encouraging. If you want to get concrete help build your deck as 30 Control, 37 Control and 38 Aggro and you will get 9 points without any Synergy effects.
Im not sure why the Pack Supply and "Youve old to Many Card Features" exist. The game overall is really fun but these two features kinda kill it for me.
developer response: After you defeat your first champion Pack Supply stops being an issue :)
Seriously need a "sell all" for the bad cards. Once you get an auto-buy for card packs, you get a ton of them
Once you buy Elsa as a teammate then you cannot see the setting menu option on mobile unless you expand the window and then hide the toolbar. Not a big issue but thought to share.
developer response: thank you for reporting!
This game was ok up until the tournament part. I put all that time into completing deck 1 just to lose in every round in the tournament. Really? C'mon. Then not only that but the weakest guy is guaranteed to have higher numbers than all my deck 1 cards making it impossible to win. And if that's not the case, then maybe a tutorial for the first battle wouldve been helpful to learn the game, so that I'm not wasting 100k. I'll sell some cards and give this another go, but if I get 0/9 on the tournament again, then I don't think this game warrants further play from me until the next update, if there is one.
i liked it at first but then the painstakingly slow pack supply mechanic ruined it for me (it's just arbitrary timewall for the sake of it)
the tournament battle system looks interesting but i got bored waiting to unlock actual good cards maybe i'll see it to the end maybe not
developer response: Yeah i agree that it could use a little better balancing in that part of the game. With tournament 2 it gets better because it rewards pack supply. And when you defeat your first champion it stops being an issue