I’ve warmed to it, though as people around here know, I’m generally pretty hard to please.
When I got stuck, which was fairly often once I got into chapter 2, I searched online for discussions. Unfortunately if you’re stuck, there’s almost nothing out there. I did learn that it was originally a Windows game by Digital Chestnut, and that the port was done by someone else. I have to say the production values in the iOS version are much better than in the Windows original, the original art was marginal at best.
Most of my objections are design issues - mainly, I’d like to be able to mulligan the initial hand. It’s common to have levels that demand you to have at least 3 damage / healing spells in your deck, but have very limited forces initially, so if you draw 3 spells and no summons for the first wave, you’re hosed. The level where you have 1 peasant at game start comes to mind.
Initially, I had the bad feeling this was another Fremium game, because the currency for card upgrades is Stars, and Stars are the most common name for purchased currency in Fremium games. Eventually it became clear it was strictly a game currency, and the only thing you purchased were additional levels.
If you’re going through a second time in Limited mode, checking progress is inconvenient. If you lose a level, and losing a level is common on the harder levels when you have a random mix of cards, you get thrown out to the main map. That’s very busy once you’ve done all 3 chapters, and finding correct spot to tap often means holding the “upgrades” button so you can see the trophies and see what’s next in Limited mode. Having an option to re-try a level when losing would help some, but mostly it would be nice to be enable a “limited” mode globally on the map that showed progress like the original story mode.
Some special status items don’t have an indicator. I didn’t see one for the Speedster time limit, though I might have missed it. Stun time with Spite doesn’t have a timer icon like Squall or Slow Motion.
I’d love some sort of micro-histogram for health status in addition to minimum health. The “minimum health” display can be good, but it can be hard to tell in a hurry when Heal will give a bigger bang than a smaller healing effect. This is particularly true when there’s a big scrum and it’s impossible to make out health bars in the jumble.