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Sorcery Craft 0.2

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Introducing my second version of Sorcery Craft

this map contains over 50 monsters, 20 fusions.

Face increasingly difficult enemies and find better cards as you build your deck.

Features auto-save and auto-load.


credits:

TC'ed Energy Bolt by General Frank
PeonVillager3.0 by Just_Spectating
Orc Warlord (Re-Classic Pack) by johnwar
Forsaken Juggernaut and Berserker by johnwar
Night Elf Moon Protector by johnwar
Contents

Sorcery Craft 0.2 (Map)

Reviews
deepstrasz
It's a nice little game that uses usual gameplay mechanics (or rather, units) for battles. However: terrain is beyond basic, simply flat and mostly one tile, no decorations etc. lumber could be renamed to draw points or something and the icon...

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,882
It's a nice little game that uses usual gameplay mechanics (or rather, units) for battles. However:
  1. terrain is beyond basic, simply flat and mostly one tile, no decorations etc.
  2. lumber could be renamed to draw points or something and the icon changed, although a better place for seeing the points would be nicer, like some sort of charged ability near the Draw Deck or some changing text on the hero's stats, something. It's good that you can at least see the cooldown as floating text over the hero's head.
  3. Fusing should be more unique, if units are different, it shouldn't be the same result, like Sylvanus for each Riflemen+whatever else unit.
  4. Not sure how you get gold. Winning duels only gives you cards. OK, apparently only by selling unused cards.
Overall, could be more stuff going on (game modes, unit-hero upgrades etc.). It's a nice concept and start.
It's a bit farming based since you need the better cards to beat the last 3 duelers which means fighting the previous ones multiple times. Once you have the necessary cards, you basically crowd the enemy from the start by releasing 7 cards (+/-combinations).

Approved.


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