7
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929
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Recent reviews by Meowigami ✿ Nekomancer

Showing 1-7 of 7 entries
No one has rated this review as helpful yet
91.1 hrs on record (60.8 hrs at review time)
Really cool, chill, cozy game. Great for winding down after a work day. Music and atmosphere is the star of the show. I'll update for when I get into the dlc
Posted 25 October.
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1 person found this review helpful
1 person found this review funny
24.0 hrs on record (11.9 hrs at review time)
Frustrating controls mapping. Frustrating difficulty.

Menu UI is not deck friendly. Invisible mouse cursor. Cloud Saves don't work, progress lost. VC doesn't work
Posted 6 September. Last edited 7 September.
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No one has rated this review as helpful yet
21.9 hrs on record (6.8 hrs at review time)
Great party game. Could do with less annoying graphics tho
Posted 7 January, 2020.
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2 people found this review helpful
305.8 hrs on record (298.9 hrs at review time)
A masterpiece made by a very concerned ape. This game gives a ton of nostalgia to the days of SNES Harvest moon. But improves on that formula on every front. The progression pacing is very well done. The game is mostly non-linear and just as you thought we discovered everything, the game throws you another new thing you can do. Never a dull moment.
Posted 4 July, 2019.
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No one has rated this review as helpful yet
525.1 hrs on record (109.2 hrs at review time)
Gonna be a long post. TL;DR version:
Love game, have potential. Needs improvement. My list of problems and criticism for things that went wrong, followed by praises and compliments on the things that went well. This game got me back into Magic. Please allow us to turn off noob protection and have control over our own gameplay and decks. Keep up the good work.

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The last time I played MtG was in 2004. Just right when Mirrodin came and changed everything. RAffinity ruined it for me. Subsequent block's story got weirder and weirder and I lost interest. Then Wizards brought back the fantasy/horror setting and I got interested again.

Magic Duels Origins was on Steam for free, so I downloaded it and thought it would be a good place to get back into the game and learn new mechanics and refresh myself with the rules.

I got hooked! Been playing for a week now and I gonna go visit the local store and see if there are paper events there. May be get in on some FNM!

This game while enjoyable has some problems. There are a few things I feel that you guys can improve on.
-It's slow and resource heavy. Sometimes it lags and the game won't register that I pressed hold timer to cast an instant or ability. Sometimes it crashes, especially after you alt+tab
-iPad and Steam don't share the same account. Since I started on steam I'm stuck on the desktop. Not really a big problem for me.
-The in-lobby music is awful. But if I turn off the music the cutscenes have no sound. (I still turn it off anyway, can't make any decks with that kind of violin+crap music.). If you guys kept it subtle like the music in Jace's campaign it would be so much more palatable.
-The sound levels of different tracks are not leveled or gradual. The transition is too jarring.
-The Hold priority is really bad. I first found out that I can't play instant in my 2nd main phase was during the planeswalker skill quest. I always hold my instant until the last moment, so I casted my lightning elemental, activated chandra and then attacked. I was gonna cast my bolt next, but the tutorial forced me to reset. Puzzled, I tried again. Then I found out I had to cast instant during combat or before.
-I keep forgetting this bug in real duels and was punished many times for it. Not Cool.
-Please add a way to communicate online. It doesn't have to be full text or voice chat. Just a chat wheel like on those console fps games. things like good game, and other chats that are useful for 2HG. Shouldn't be too toxic.
-The connection is sometimes really unstable, a few times my opponent suddenly became AI, but I don't get a win message. I assume that's because I disconnected. So now I have to face an AI.
-Skill quest completion checkmark does not stick after closing the game. But no coin is award in subsequent completion.

Despite the problems. You guys did do some things right...
-This game got me into Magic again. The learning curve of all the new sets was really smooth.
-Wizards updated new blocks into the game.
-Story mode while simple, it got me into the game really fast. Especially with the help of skill quests.
-Some story mode battles are really well done and definitely something you won't get from a normal duel.
-I'm still grinding for cards, and seeing so many types of AI decks, keeps me from being bored.
-I actually don't mind that you guys limited cards according to rarity. Makes metagame less consistent, more fun for exploring different builds.
-Love how the card unlock system is setuped. That I can farm and grind to unlock without having to pay a cent, but can choose to after I got bored.
-Love how I don't have to own multiple copies of cards to use them in 2 decks. (the convenience of virtual cards)

I'm going to separate a section just for deck building.
-After years of not playing MtG and forgetting how to make decks. The deck wizard really helped me get a hang of land to creature/spell ratio. It took only minutes for me to get an archetype going.
-After playing a few games I wanted to try making my own deck with the meager cards I have.
-I love spending hours pouring over the cards trying to figure out a better deck to build. It is part of the joy of a TCG.
-I tried to experiment with <14 lands but the game won't allow me. this was frustrating. I wanted to try some super aggro strategies but instead of letting me try it the game decided that I was too stupid and declared my deck illegal. :D
-I wish there were more advanced filters in card collection and deck builder. I find it weird that in card collection I couldn't filter anything beyond color and set. And limiting when I can't filter according to keywords or effects.

There is so much potential in this game. I really hope that Wizards and Stainless Games can realize its potential.
Perhaps you can add an option to turn off the new players protection and let us have full control over our hold priorities and deck building. Instead of being heavy handed and choose to make advance players suffer for the benefit of the newer players.

7/10
Posted 16 May, 2016. Last edited 16 May, 2016.
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286 people found this review helpful
17 people found this review funny
40.4 hrs on record (35.7 hrs at review time)
This is essentially a pay to win game.

The tutorial is well done and quickly gets you into the game. The loot is varied and interesting. Which makes you want to play more. But as soon as you get into multiplayer, you quickly realize that you need to pay in order to compete. The prices are steep too. Balance is nigh impossible because of how the game is centered around card drops.

Single player campaigns are a grindfest. Campaigns are well made, and the level design is well thought out. They are fun, interesting, varied and challenging. Unfortunately you need to pay to proceed to higher level campaigns. After buying the campaign you still have to grind, pay to grind. There is a 1 day cool down and wait to for all the campaigns too.

This game has so much potential if it do away with the f2p model and just be a proper paid subscription game. After all there is no way you can survive without paying.
Posted 13 February, 2016. Last edited 13 February, 2016.
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No one has rated this review as helpful yet
5,290.1 hrs on record
think dota + super engine

5290 hours on Dota 2. I retire from mobas forever (sometimes I wonder how I even did played so much of Dota)
Posted 27 April, 2012. Last edited 17 October.
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Showing 1-7 of 7 entries