

More item drops equals more things for players to work with. And rarely is one item is fully upgraded.
#Auto chess review full
By late game, barely one hero has full equip. But most important things to change is the number of item drop rate is too low for the number of hero’s and item slot per hero. Game needs to gives the player a little more to work with. I liked the game so far but the more I played, the more I felt it’s too much of luck base game. New additions are a little OP, but I know you will fix that later. Other than that I enjoy the game and the updates are spot on thus far. A minor coding change would solve this issue and allow for a more evenly matched game in general.
#Auto chess review upgrade
This almost forces a player to sell non-evolved commons to upgrade to the rarer pieces at a financial loss which gives that player a disadvantage in late game stages against a player who got lucky and was able to evolve all of their commons in the first 10 rounds and gain interest for ranking up and purchasing epic pieces. However, the commons have a very low occurrence rate after round 10 or so. I understand that the deck is the same for all players and that it is shuffled after every round. A suggestion I have for the team is coding in an increasing rate of occurrence for pieces that are purchased and on deck or in the field.

I cannot gripe too much about hiccups in the game play as the devs have already stated it is still in beta. This game and genre are very entertaining and easy to pick up and put down leisurely. This is an inconsistency that really bothers me and would really like something that could mitigate the whole “no other race synergy” restriction. Maybe something like a Devout or Zealot subclass that could work like the Witcher but with Divinity so that more synergism gets strategies could work.īut what I think is most infuriating is that there are times whenever the Divinity piece is being played and players make it no further than round 5 no matter what type of strategy they try while others manage to win the whole match with two level 3 Gods of War with seemingly mish-mashed teams that don’t have a specific strategy yet they always come out on top. There should really be a subclass that could mitigate the effect of Divinity pieces rather than a synergy with the Divinity pieces. What’s worse is that there’s another restrictive class called Demon which took effect if there was only one, but at least there was a subclass, the Witcher, that could mitigate that effect.
#Auto chess review update
There’s only TWO new pieces in the WHOLE update that are divinity class and I’ve only seen ONE of them since the update. With this stupid class, normal strategies go out the window because of how weird the Divinity class acts. This game was really fun to play and create strategies on. If anyone reading this review is on the fence about getting the game, I highly recommend it. Honestly this game is an amazing way to just sit and pass the time and I hope it continues to grow in popularity and more people become introduced to the genre. Being able to move items freely among characters and the bag would be a great addition to the game. Along with items dropping sporadically, if you accidentally equip an item to the wrong troop there’s no way to retrieve it without selling that troop. And lastly I really enjoy equipping items to my troops, but some games you get 5 items in thirty rounds and your opponent has gotten 10-15.

Some games the troop you need is always one or two reshuffles away, but one game I needed one troop in order to upgrade my current troop to level 3 and I reshuffled 10+ times over three rounds and it never appeared once.

The only things that I have a major problem with are the shop rng and the item drops. The characters are well designed and the gameplay is easy to learn, hard to master which many people prefer. All and all I have an absolute blast playing this version of auto chess.
