When I reach the boss waves I always divide the boss health by 30 (which is how many seconds we have) to know the average DPS required to defeat the boss. It would be nice to have a "avg dps to kill" on the boss waves somewhere so we players can know how much DPS we need to defeat that boss instead of going back and forth in the previous levels trying to figure out.
When we're farming the stage which is the previous from the boss, it would be good to have a "average gold per minute" indicator (counting off the rainbow wave bonuses) so we could estimated when we should go back and get that expensive upgrade we're saving for in order to defeat the boss. PS: You could also add a "avg damage to boss" counter above the team dps (which would basically be which is the time we have to kill the boss.) I'd love to see that implemented and I bet a lot of players would also do.
Tombstone is too OP. The Sniper and Bazooka can deliver high damage but not enough AoE, since the spawn rate of the Tombstone is insane compared to the firerate of my teammates. If the spawn rate of the Tombstone was just a tad lower, the boss would be hard, but not virtually impossible like it is right now.
The mothership and supply counter shouldn't reset when we close the page.
This way, if we closed the tab with 200 ships/129 seconds left for the mothership/supply. Then we could still enjoy the next tasty mothership/supply when we get back.
It would be nice to know the monster stats, like phys/myth so I could calculate how much phys/myth I would need to withstand a particular monster without having to worry about creating clones all the time.
To defeat the Gods is easy. Just get the PHYSICAL POWER at least 2x the God's power level. Mythical power is close to useless. I have a 12/1 rate on Phys/Myth power and can keep on killing Gods losing less HP than the Gods. TL;DR Minimum to defeat God's: Phys/2 =God's power, Myth*10 = Phys power. GG WP
As you get vehicles upgrades, you should get weapond upgrades as well. It sucks to have the vehicles maxed up, using the same 1 shot gun you had when you just started. You should at least have 1-shot gun (x2) with the bus and a machinegun+1-shot gun with the hunV.
You should get gold for picking up item with a full inventory and also there should be an upgrade to increase the time stuff lie around on the ground. They disappear way to quickly for the current robot speed to keep up. Specially if it's raining gold, robots can't pick up 1/5 of what's on the ground and i own 4 of them.
Attack seems useless. I had mages with 7+ attack and i had to strugle a lot to get past by enemies whom my knights (defence focused) and pikeman (push focused) dealt so easily. I've started over and made my mages push focused and when i got into the same wave of enemies it was a piece of cake. Attack escalates really badly if it makes any diference at all.
I have a simple but great idea to reduce lag. Instead of having a whole bunch of 1,2,5 value coins and 10 gems jumping out of a guy when i kill it, why not having a, let's say, 4,10,11 value coins and a red/blue gem which is worth the double/ the triple? This way instead of 10 coins/gems popping out of a guy/crate when i kill it, i'd have 2 or 3 which would greatly reduce lag, specially in survival. Also a option to remove flashy effects, like those ones when you pick up coins/gems and some bullet types like the flame gun. It's kinda hard to cope with the lag when you have double damage, magnet, health effects and there is a billion coins/gems popping out every second.
As i noticed, as your cell evolves, you shoot faster and do more damage. You could add a "magnet" effect that evolves as well. This way, you'd start with 0 "attraction" that would progressively increase as your cell evolve. Also, when you use your "Viral Shot" and when you get the level bonuses that destroys enemies, they should slowly get drawn to you. It's impossible to collect gens of those destroyed enemies when there is 100 enemies chasing you around.
I wish when you die, you would get a small amount of what you had back when you try again, like 50 gen + 10% of what you had. So, if you had collected 1000 and then you died, you'd start with 50+100. This way, next time you would've got a little bit more and you'd keep progressing little by little. Plus this way, you could have your cell totally upgraded if you managed to finish it once and tried again. Making it fully upgraded on the first finish is almost impossible.
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