Having plenty of fun with this; coming up on my second reset. One thing I've noticed; Chapels seem fairly useless. Culture isn't used for enough stuff to really need more generation, and while the faith generation is nice, I find the faith cap more problematic than the faith generation rate. To fix this: the Chapel tooltip says "May be improved with religious upgrades". Perhaps add an upgrade to let Chapels add to Faith capacity? Also, there should be more things that consume Culture. Festivals are a neat idea, there should be more things along those lines. Perhaps a 'Feast', which consumes Catnip, Spice, Catpower, and Culture for a similar temporary buff?
Neat concept, looking forward to future developments. One thing I would suggest: more secondary effects on investments, at greater effects than are currently present. Many investments already provide an insignificant trickle of an unrelated resource; it'd make the game more interestingly interconnected if those values were more significant. As is, there are a few interesting large secondary maluses (ie: the large science penalty caused by Happiness Radiators, and huge cost of Truth investments) but secondary bonuses tend to be tiny (ie: the tiny science boosts provided by several Vision investments, or most of the other random tiny boosts scattered about). Also, since the usual 'secondary effect' is an 'upkeep'-style wealth penalty, it'd be useful to have a 'finance' screen that shows the total amount of money you're spending on everything, specifically including upkeep costs on your investments.
I'm going to echo Tarnos12's comment, which does not deserve the downvotes. Disregarding the bit about autoclickers, it's really quite a good game... but 'click lots of times' is kind of a terrible mechanic, ESPECIALLY in a demi-idle sort of game, and as a 'thing you need to do to defend yourself from attack'. I'd much prefer some kind of automatic fighting to anything that expects me to strain my clicking finger like that. Also, it's kind of disappointing to win the game, and then start over with nothing to show for it. There should either be a 'prestige' bonus for resetting the game, or no reset at all (just a series of ever-increasingly-powerful foes, and you get to keep what you have while you play with your world). Or, preferably, both; 'winning' the game unlocks a prestige reset, which you can use at your leisure, possibly after doing some victory laps to sweeten the pot.
Okay, *finally* lost my starter fleet of ships, in the last star of the second galaxy. "Attack All" certainly leads to more interesting fights! I still think the difficulty is too low, though. Notably, ships feel cheap, so you should at the very least have to pay to recover dead ones (probably base cost plus a level-based surcharge?). Also, there should not be any planets guarded by only a single level 1 foe outside the first system. That said, I see where you're coming from; the game gets a lot more interesting once enemy specials come into play! Keep up the good work!
I'm finding combat much too easy. I stomped my starting galaxy with ships built immediately from the starting shipyard (with no upgrades), and I'm well into the second already. I had anticipated being slaughtered by now, and needing to put out a second wave of higher-tier ships.
Request: auto-mining. Anti-idle features that put strain on my mouse/fingers are un-fun. Pickaxe lifespan is already an anti-idle feature; you don't need me to hold down a button for it.
Also, for those who similarly dislike this concept: Windows has a built-in "Accessibility" feature called "ClickLock". Look into it, it can save your fingers and mouse.
It feels like there should be sinks for Science and Fragments. 10 Scientists produce more than enough science to see you through to ascension, and 5 Explorers produce far more Fragments than you could possibly need.
Maybe add a levelable "Tactics" thing to go in the last equip slot, which costs Science and grants a boost to both attack and health? Or a "Treasure Map" option that costs lots of Fragments, but produces loot-rich Maps?
I've been noticing some very strange behaviour with the healers; they have a tendency to randomly retreat from battle, running off away from everyone to do nothing in particular for a while (especially noticeable in raids, where there's actually room for them to get away from it all). I can't think of any reason why they're doing so, since they're explicitly disengaging from monsters and valid healing targets to go do nothing.
I also got the fleet bug; the game froze on the victory screen after I beat the second planet; and when I reloaded, all my ships and troops, all the research behind them, and even my hangars were gone. That... needs fixed.
I'll echo the comment about transmutation time. Assuming you don't actually need the lower-level stuff (say, because it's copper), it takes 20 transmutations to power a single next-level transmutation. With all transmutations taking equal time, that makes the lower-level ones completely worthless, since they do nothing but clog your queue. To fix this, I'd be inclined to recommend an unlock to allow transmutation of larger batches. Being able to optionally transmute stuff in stacks of 2000 would nicely solve the problem.
Liking the port, but there definitely needs to be a link to the port page from the city facilities page. Going back and forth between the two of them (say, because you want to spend a bunch of resources that you have in port) is super-awkward.
The port update helps, certainly, since preventing the waste of resources mitigates the worse aspects of the warehouse system. However, there's still the issue that it can become literally impossible to upgrade the warehouse, requiring more materials for a single warehouse than all your warehouses can store combined. That scaling can make it impossible to continue with the game until you reset, and are able to purchase another stock increase... which itself just delays the problem, since it doesn't affect scaling; it just makes the numbers bigger.
Looking forward to seeing what you're doing to fix this!
The idea of buying stopping at 10 or 100 is nice, but you seem to have implemented it as "buy to the nearest round number, if you have enough money" instead of "purchase in round number increments only". Most people who play these games like round numbers, and won't want to have odd numbers to buy up from at all, so your implementation of it is counter-intuitive and not particularly useful. It'd be more helpful to simply block purchase, when you don't have enough money to buy the full 10/100; most games of this kind that use a system like this do it that way.
Having fun with this so far, some thoughts...
Firstly, it's not at all clear how Dimension Shift works. Seriously, this needs an explanation.
As has been mentioned, the main gun definitely needs more upgrades. 'Passive' autoclicking would be best, I think; you'd still have to aim it somewhere to make it useful, but you wouldn't need to hurt your finger and/or use an autoclick program to actively participate in the game.
The rocket launcher feels underwhelming. I've been consistently leveling up whatever gun is cheapest, and the rocket launcher just doesn't measure up. Even in cases where the splash effect is actually useful, it still seems less effective than the Spread Rifle, and the splash effect is wasted most of the time.
Finally, It'd be nice to be able to see in-depth stats for the guns. It's not entirely clear how much of what stats get reset after promotions, and being able to see the numbers behind all the upgrades and such would help demystify things.
I like the new upgrade structure!
Given the abundance of new upgrade-room, I think the next logical addition would be 'infinite' neutron reflectors, so you don't have to re-place them in any design that uses them.
Been fiddling around with things.
At the high end, I'm more limited by the capacity of my heat exchangers than anything else; it's possible to get vent/plating synergy more than strong enough to let your vents cool away more heat than their melting capacity. Unfortunately, exchangers are hard-capped, so they'll never get any better. Coolant is interesting, but there would need to be better exchangers to really take advantage of it.
As such, I'm going to reiterate my earlier suggestion about durability and exchanger improvements for the remaining empty upgrade slots. More durable heat vents could take advantage of extreme vent improvements, and more powerful heat exchangers could handle the resulting heat pumping needs.
The new update definitely helps with the balancing; swapping the plating vents for a vent buff is interesting, particularly as it makes vents the only source of cooling, and heat exchangers the only automatic way of getting heat out of the reactor hull. 1% per plating is a really interesting sort of bonus; I'll have to play with it a bunch to see how it works in practice, but it certainly gets my imagination working.
Coupled with the buffs to vents, exchangers, and coolant, this looks very workable; off to reset and see how it plays out!
Echoing what's been said here; given the upgrades that let reactor plating vent heat, heat vents and heat exchangers are useless. There seems to be room for four more upgrade trees on the screen, so I'd recommend one for heat vents (doubles the heat dissipation of the vents), one for heat exchange (doubles heat transfer), and one for component durability (doubles the heat that components can absorb before melting). That would make the vent/exchange/coolant system actually worthwhile (and able to keep up with the scarier fuel cells), and leave plating where it should be, as a mediator between the exchangers, and not the totality of your containment solution.
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