Hello, first off I'd like to thank you for taking the time to read this. Second off I'd like to apologize for probably being the thousandth person to go over this, but I'd like to express my views regardless.
So, Lord of Verminion is as a concept extremely fun and appealing, the system in place is fairly decent as well; Having to defend and strike Entrances, Shield, Search Eye, and Crystals is by no means a bad design. That is however where my praise ends.
While LoV's potential is fun it comes up short in several aspects. The first most notable aspect is that there is an enormous lack of balance between minions. Two easy examples of this disparity are the Coeurl Kitten and the Wolf Pup. At first glance they may seem balanced, their stats aren't too absurd when compared to other minions around them, but its their cost as well as the synergy between their stats and abilities that causes such a hard and disgusting disparity. The Wolf Pup is by far the most spammed minion, and so I will use it as an example (in fact, I just lost my second game in a row where my opponent exclusively used Wolf Pups).
To begin with, at a cost of 15 they are just above the lowest of the low. This means you can rapidly summon them and "Zerg Rush" your opponent. That in and of itself is annoying, but shouldn't be game breaking. The problem then lies in their capabilities. With four stars in speed they cannot be any faster, and this means that not only can you summon them quickly but you can utilize them extremely fast as well. Any minion with less than four stars in speed will be unable to pursue and destroy them as they can simply run away, but they are also unable to flee themselves and get ripped apart by the wave of Wolf Pups.
And herein lays the problem. Wolf Pups are easy to stockpile, easy to get out into the field, and their ability allows them to have extreme power in numbers. As four of them can allow the ENTIRE group to gain 40ATK (boosting them all to a respective 105ATK) they become a force of complete destruction, and, as soon as the buff wears off you can simply activate it again, as it only takes four to buff the entire group which leaves you with several more still charged. While their health and defence aren't exactly amazing, it's enough for them to live long enough to tear their way through any minion, even two groups of 30 cost minions pale in comparison against a simple group of wolf pup spam.
And, once you've lost your minions to a Wolf Pup user you've lost the game. There is zero chance to recover. No matter what I've tried with all my various minions (of which no beginner players would have) I cannot defeat a full set of Wolf Pups.
So, Wolf Pups are in their own right vastly imbalanced, but if that were it then it should be a simple thing to fix right? Well.. no. Even if Wolf Pups were to be nerfed into the ground the game would still be broken, and would still be boring. The reason for this is due to how many minions have USELESS abilities. Simply put, some abilities are so situational that summoning the minions to use them isn't worth the player's time. The minions simply aren't balanced for it.
For example, the Wide-eyed Fawn has an ability that "Renders all allies within range immune to attacks by monsters". While this sounds great, it isn't, as it only lasts five seconds long. At 400HP, 55ATK, 40DEF, and 4 stars in speed, they lack any real combat prowess, and while they can move around quickly this only ends up allowing them to move quickly to their deaths. Now, before you say "But you see, they're supposed to be used with another set of minions", I know. But you the reader must understand, their whole purpose is a 5s immunity to specifically monsters. Against other critters they are useless. Against poppets, useless. Against gadgets, useless. That is roughly 66% of other minions that they are useless against, and of the remaining 33% they can be used against they're too weak to help fend them off and their 5s immunity can easily be thwarted in various ways (for instance act as though you're engaging the group with the Fawns in them and as soon as they activate it retreat from them. Remember, the Fawns are fast but that doesn't necessarily mean that the minions they're buffing with immunity are too).
But wait... there's more. Let's use Cherry Bombs as an example this time. These lil' dudes are more useful than Fawns are for sure, but still come up short. At a cost of 10 they are fairly easy to summon, but unlike the previous two they only have two stars in speed which means they're quite a bit slower to get into the fray. This isn't a huge drawback, but only if their stats are balanced for it, and sadly they are not. At 390HP, 30ATK, and 40DEF they are quite weak in combat, and for good reason. Their main ability is to self destruct as bombs are known for, causing 300 damage to all those within their range. But, this has a couple major drawbacks, that is that it costs more than the average ability thus making them useless for a longer period of time when summoning, and that it withdraws them after the ability has been used.
Even so, sacrificing 4 minions to destroy an entire army of Wolf Pups is by no means a bad trade right? Well no, of course not, but that's assuming that A) Your enemy is bad enough to waltz their entire army into bombs and B) One of the four doesn't get killed by the Wolf Pups before you can activate the ability. With 390HP and 40DEF that means it takes 6 hits from a group of buffed Wolf Pups to kill a Bomb. When you have 16 Wolf Pups it becomes rather feasible that the rush of them can off a Bomb before you can detonate them. But that's only if your enemy decides to not think things through. If instead they fight your four bombs with only four of their own Wolf Pups, you are forced to take the trade and self destruct. If you do not then their Wolf Pups will win the skirmish with no casualties.
But I purposely left one thing out while explaining all that; Wolf Pups, and indeed almost all minions I can think of, have more than 300HP. Even in the even that you manage to self destruct a group of minions successfully, your bombs will be gone and their minions will still live. The only way to properly use them then is to have other minions alongside them, but due to their slow movement and the typical movement speed of other minions it's simply not worth engaging them at all when you can march your army to another point of interest. You have three Crystals, taking one as a loss while destroying your opponents other two is quite a fair trade.
Finally I'll point out one last thing I've noticed. After trying many things against a pack of Wolf Pups I decided to spam a minion close to them in every way but of the monster category, as monsters are strong against critters. But how strong? There is no indication anywhere in the game that tells us how much of an advantage they get, and, upon my attempt of spamming the Succubus minion which can boost their attack to 95, whatever advantage they had didn't amount to any noticeable amount. They STILL lost against the Wolf Pups, even when they out numbered them (as the Succubus cost 10 and the Wolf Pups cost 15).
So, to wrap things up, Wolf Pups are currently broken, higher cost minions aren't worth the resources as lower cost ones can still decimate them, a massive amount of minions are useless due to their abilities, and type advantages seem to have little to no effect on the outcome.
This game is so laughably broken and frustrating that I've spent a good hour of my time writing this in the inane hope that someone from SE will read it and have any power at all to inform their higher ups and have the team fix up the game. I will list a couple ways to fix things before I go though.
1) Remove speed differences from minions, with them all varying in speed it causes balancing them to become much harder than you realize. Giving minions abilities that increase or slow movement speed is still fine, so long as it is small.
2) Remove niche abilities in favour of simple but effective ones. No one needs to become immune to monsters for 5s, we need to be able to fight back against any enemy effectively.
3) Increase the HP of minions across the board. Doing this would allow more thought to be put into skirmishes, for players to both activate all the different abilities minions can offer and move them around in optimal ways.
4) Probably the most important suggestion I'll make though; Remove ability charging differences from minions while increasing the overall time it takes, spawn minions with abilities already charged, and change the number of minions needed to activate abilities from 4 to 3. This would mean that things are fair between players, that they can both activate their abilities against one another when the time comes, and making them able to do so with smaller groups. This would also increase the variance of minions a player can summon in a game, as four 30 cost minions makes players use up HALF their total resources. If it were 3 instead this would mean that instead of 2 groups of different minions you could have 3 groups of different minions (which obviously applies to lower cost tiers, meaning there would be a 50% increase in the variety of minions you can have on the field at once).
Please SE, fix the things that are broken rather than creating new content that, while interesting, leaves those of us wanting to get the Penguin Prince minion hate playing the game for the four weeks it'll take to get.