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1. The initial walls are basically a guide, u can ignore them or use them to build a more intricate path.
2. Lowering the cost to 5 is indeed a good idea. Plus, now u can move any building for FREE within the SAME TURN once you’ve moved it.
3. Without that restrictions, players might place the starting position in WEIRD spots, which could impact the overall game experience, we don't wanna see that happen (◞‸ ◟)💧
4. About the card drag issue, cos we’ve reverted to an earlier version. if you drag cards too quickly, it might cause a bug. Sry bro, we're still tryin create a better solution ...
5. NICE suggestion ദ്ദി ˉ͈̀꒳ˉ͈́ )✧
Yeah, the problem with the initial walls is sometimes they don't actually help with the pathing of the enemies. Such as on 1-2 there are archer towers that will never see an enemy unless moved. If you don't want to change the ability to freely move those buildings on turn 1 I'd recommend perhaps looking into moving them around a bit so they're more useful as defense structures. Maybe have them more focused near the portals instead of spread out across the map? That way the player always expands on the defenses instead of having to move or work around them. My main concern isn't that the the player doesn't have the freedom to customize their own defense (though in my opinion it makes the game more fun) it's that many of the walls/defense buildings are placed poorly. So even just re-adjusting them to better follow monster pathing would solve a lot of issues.
Yeah, I do think a talent that reducing the cost to move would probably be the best option. When it's 10+ to move a building a -3 reduction might not be a big deal but -3 (Maxed talent) would make moving wooden walls a lot more viable.
I understand that. Could it be possible to make it where they see the map but can only place in a certain area? Or maybe you could have an option where the player can see the map when selecting the map from the menu? That way they can see the wall/defense buildings as well but you wouldn't have to change anything about how the initial building is placed. As long as the player can see the full map, anywhere, it wouldn't be an issue.
No worries about the card drag issue. As long as you're aware of it that's all that matters. Was just offering some options. I know that sometimes something simple can be really hard to implement depending on how the game is developed so I know even if someone offers a good suggestion it might not be realistic. That's why I try to provide multiple options to see if one might be possible.
Glad you like the idea on the Herald. Would be a good qualify of life improvement.
Love the game btw. Just a few minor tweaks and it's almost a perfect game for me.