It looks nice, but the gameplay ultimately suffers from a lack of any end game goal or prestige option. Additionally, after only ~45 minutes of playing, I was able to basically build an army many times stronger than what the current field required and dominate everything within a half-second. So basically, so more depth and better balance would make this okay game into an awesome game.
Pretty interesting, but like others have pointed out, the execution is lackluster. Of all of the issues present, the ones that stick out the most to me are the excruciatingly slow pace of the game and the fact that the only way to achieve victory is through repetitive wars of attrition. Diplomatic options such as alliances or the ability to increase your regional influence via economics would be interesting additions that could break the monotonous pattern of Building your army --> Attacking --> Repeat. Also, I was a little disappointed that you could spy on cities, but were unable to do other devious things such as sabotaging their army/defenses or pitting two neutral cities against eachother to weaken them both and swoop in for an easy victory. The most obvious balance for such features would be that your plans could backfire and make you a target instead.
I've only just conquered the second territory, so what I'm about to suggest may already be implemented somehow, but I'll share my thought regardless: I think there should be a sort of defense mechanic where a country's loyalists might incite a rebellion and the only way to maintain control of the territory is by ensuring your military presence in that country is sufficiently high. Maybe by building military outposts and fortresses and sending troops from your mainland to garrison said outposts. Just a thought.
Great idle game regardless and now that the performance issues have been resolved, it's one of my current favorites, 5/5.
It's a pretty decent idle game so far, not bad! One thing I think should definitely be added is the ability to discard items in your inventory all at once. Also, the option to select which type of item the enchanter prioritizes would be a good addition.
Not bad, but it's painfully slow in the beginning. Two minutes to get $25 when the next available upgrade is $2500 is a little overboard in my opinion. Regardless of how contradictory it sounds, an idle game should still have some way to occupy the player and make the early stages more playable before it truly becomes an idle game.
Interesting concept, not a fan of the limit on manual clicking though. You've made it abundantly clear that this is a set and forget type of idle game, but I feel like it would be so much better if there was a larger opportunity for anti-idle gameplay.
On another note, perhaps some different blueprints would be cool, i.e. a mansion that gives a lot more money upon completion but is takes much longer to complete than your average building. Maybe even a "legendary contract" system, where you can take on building a well known or legendary structure, like the Coliseum, the Tower of Babel, etc.
Pretty fun, but it's in desperate need of some anti-lag option. For example, getting rid of the expanding ring every time you click could do wonders for the game's performance, an option to get rid of the floating numbers could help as well.
Kinda fun, not a bad time waster. I think there should be a "harvest all" option for the coffee plants; maybe the penalty for using it would be something like 25% less profit from them or something. Just something to consider.
Pretty fun and overall entertaining game.
The dialogue is what really made it in my opinion. I would suggest something like a "prestige" system for resetting, but there's probably not enough content to really justify it.
Anyways, great game, thanks for sharing!
Cool game but the tutorial is way too long and generally obnoxious. There doesn't need to be a thorough explanation of every single feature in the game.
Also, the microtransaction thing is a huge turnoff.
Pretty good otherwise.
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