Karate Survivor

Karate Survivor

View Stats:
Too many useless moves.
There are far too many useless moves that either do virtually nothing for damage, have extremely short range, or are up/down/behind skills that will never hit most enemies.

Even worse, these completely useless skills will come up over and over again, sometimes dozens of times during a run. This severely limits which moves you can choose, often resulting in you winding up with the same move sets over and over.

Even worse is the golden lotus. While useful as a beginner when you're learning the game, it quickly becomes a complete waste of a card, which will come up over and over again until you choose it, essentially limiting you to only two cards per level up.

We desperately need a way to blacklist moves from showing up again during a run. There are still some moves that I've unlocked and never seen because the game keeps throwing the same useless moves up repeatedly instead.


It shouldn't even be that hard for them to implement a fix for this annoying issue.

You have 3 cards each time you level up. You choose 1, and the other 2 can't show up again for like 10-20 levels. That would drastically reduce this annoying problem of having bad useless moves shoved in your face repeatedly.
< >
Showing 1-1 of 1 comments
Zephyr Jan 7 @ 5:17am 
I'm going to be the Devil's advocate a bit, despite trying to defend something that I strongly hate(namely the backward/upward/doward moves with limited angles :p ).

Some of those non-frontal moves are actually pretty damn powerful, to make up for the fact they are annoying to use. You also have the wonderful Helicopter Di... I mean Kick, which is an exception as it hits back and front, which turns out to be pretty fantastic.
Basically I *think* the whole idea of those moves is to try to make you wiggle your directions during attacks to maximise a strong damage output, which demands more effort but *should* results in more damage. In practice though, it's annoying enough to have to wiggle every 5 or so seconds most people will prefer moves that hit in front and have a wide radius instead rather than deal with this unpleasantness. In general, I consider a design made on making the experience of the player more tedious so they can maximise their efficiency is a bad design.

Also, as was mentioned, as more moves are unlocked, a lot of them become very much obsolete. We are talking differences of hundred of base damage + additional effects and better radius. There shouldn't be so much difference between moves, all should be not only useable, but have unicity making them do something the others don't.

The golden lotus does have its use. The main use is that it's an invincibility power up for all intents and purpose and the damage output is pretty darn good. Used at the right time, it's a game changer. Problem is, most of the time, it indeed clogs the upgrades deck with one choice which is completely useless.

Honestly the Golden Lotus should be a power up, and not a level up choice.
< >
Showing 1-1 of 1 comments
Per page: 1530 50