Re: Crazy Party: mini-games and card battle! (beta70)
That isn't very descriptive. What exactly were you trying to do? Were you playing against a psychic opponent?
Here's some observations so far.
That hang gliding minigame is fun, also different from the games we've had so far. The golems one is just brutal, though I did unlock it.
This warning sound has made the volcanic zone and the sewers easier, yes. However, in competition it's going to be more interesting, because you are still going to try and be the fastest, which leads to carelessness. It's far preferable over just randomly dying because the RNG said so.
I'm glad that being a cactus now seems to be a viable battle strategy, and an axe deck actually has some potential now. Full moon seems to be a kind of half-finished concept, so in future versions, some more cards to take advantage of that would be great. At the very least, werewolf howl should be improved greatly by it. It would even make sense if werewolf howl works only when the environment is full moon, but it would definitely need to do more interesting things than it does now.
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