It's really not properly balanced. The upgrades don't do enough to make this enjoyable. Every order has the same time limit, but takes exponentially more resources and exponentially more time. The upgrades are too small and too expensive to properly counter this. Dev, for fun, try playing this without clicking at all and see how long it takes to pass each level. Then use those numbers to rebalance clicking vs idling, and the upgrades thereafter.
Also wanted to say, clicking is pointless towards the end. You can use it on Affection requirements at 5000 or less, but anything more than that you should just buy gifts and dates (you'll make money way faster than you can click). In fact, most levels past the halfway point will max out affection by fulfilling the other requirements, so clicking isn't even necessary. Something to consider.
The only problem I can see outside of balance tweaking is that there's not much content we can access. You'll get the first 100 achievements rapidly, but then just hit a massive wall on hobbies, even at a 5x bonus. For example, after becoming Sweethearts, Mio wants you to work in Space, which would require two level 40 hobbies. At 5x, my hobbies take over an hour to go from 11 to 12, so 40 would take days. But I also can't get many more achievements to increase the speed, so I'm kinda just stuck. Every girl is currently limited by hobby speed towards the end.
@bf842903, yes the stone is visually glitched, but you cannot equip it to the hand. The game is also glitched so that if you remove something from a equip slot to a occupied spot in your inventory, it will swap the two even if it doesn't fit. You can "equip" the coin and phylactery the same way. But if you equip the stone on anything but the Head slot, you WON'T get the bonuses, so you can't actually use the stone (or the hat) in place of the chicken axe.
This has the makings of a good idle game that isn't entirely dependent on reset-heavy progress... but it updates so, so slow. The first SkillQuest was abandoned with flaws unfixed, and most players who played back then have broken their saves by upgrading "too far." It was abandoned for this "sequel," which has maybe an hour's worth of content if you play optimally, and several things still glitched or lost from the old game (where are synergy and skill upgrades?). I get that you added all this potential with inventory, equips, etc., but you pushed your game back to an unplayable alpha. These expansions should have been separate remodels - this game was [and is STILL] not ready for release.
It's an interesting concept and Pro is okay, but both modes are kinda ruined once you realize that you just have to make all the straight lines point AT yourself, the screen. The straight lines are the filler - the goal is just to remove them by lining it up with the screen. This turns Classic from a puzzle game to a tedious spinner. Pro is a little better because you're working in 3D, but the same logical flaw applies. Still it was very pretty and detailed, so good work - just needs a bit more.
I don't think you understood my bug report correctly. It wasn't about stacking at all. Right now I have 187 Orbs. The Orb bonus is normally 5%, and I have two stone tablets that increase it by 1% and 1.5%. So 187 x (5+1+1.5)% = 1402.5% bonus from my orbs. However, when I hover over the white orbs, it says "187 Orbs, 7.5% Per Orb, Total 1496%" which is mathematically wrong. 1496 / 187 = 8%, not 7.5%. Now, this could just be a rounding error, and maybe just a visual glitch, or it could be factoring in the wrong percentage. Either way, it should be fixed. Here's an image, for further proof: http://imgur.com/SGIH0sA
Bug: Something's wrong with my White Orb bonus. I've time warped 3 times and have 61 orbs. I have a Stone Tablet (uncommon) to add 1.5% to the bonus. Yet while it SAYS 61 orbs at 6.5% each, I'm apparently getting 427% bonus. Which factors out to be 61 orbs at 7% each, not 6.5%. I dunno if it's calculating with 6.5 or 7 (whether it's a mathematical or visual glitch), but I figured I'd report it anyway.
Some more feedback: 1) It would be really nice to see what treasures I already have before selecting each one. 2) An explanation about treasures would be helpful. Rarity, stacking, differences between chests, etc. 3) I'd personally like it if the Hell buildings were stretched out more. "25 gems at 48 hours for +100% bonus" could be better as two upgrades: "10gem/20hour/+40%" and "+15gem/28hour/+60%" This way we get SOME benefit while we wait, instead of seeing nothing for two whole days.
So, one last side comment before I give my final feedback tomorrow (after I grind more): Ads are a pretty big hassle at the moment. I haven't encountered the 10 minute one, but I did hit one that looped me forever because I couldn't get to the end (it told me to skip the options after the video, and would loop whenever I clicked skip), and often I get ad videos ON TOP OF the actual ad video I need to watch (ad-ception much?). The ads pause your clicks and DPS, but not the boss timers or anything else, so I effectively lose out a bit whenever I watch them. But the game seems super-dependent on them at the moment: they are the only good way to get diamonds, chests, and they can double your profits. As it is right now, I'd say your game is really ad-focused, and I'm not sure if that's good to do.
Just started, so these impressions might be premature - The guys screaming gets pretty old pretty quickly. It's the same long monotone for almost every building, and it even goes through the second area. Also, clicking is far more powerful than DPS, it's barely worth it to buy any DPS upgrades in the beginning. Just my first thoughts, I'll comment more as I play through :)
I could already tell there was something wrong when I had to sit on the first enemy for half an hour just to start turning a profit. The first kill takes 5 minutes of nearly non-stop clicking, too. There needs to be a much better initial curve up - no player likes a 0 progress game in the beginning.
I agree with Viper about the rage issue. Autoclicking with 10x Clicker at +6 rage SHOULD take 25 seconds to reach 1500 (60*25=1500), but it takes closer to 27sec. Meanwhile, to drain 1500 rage at 60 per second takes about 25.5sec. The drain is more accurate, but that just means at even rates our rage decreases. You should try to make these more even, or at least the clicking part more than the drain by a tiny margin.
@dororowin, it has something to do with the center yellow bits combining with the outer ones. I'm not sure why, but if you let them combine, you'll fail. When you use blue, try to push the inner ones away from the edge, and you should pass with yellow. Good bug find though.
It's alright. My biggest complaint is that I don't think a single bit of text in this game was NOT auto-generated. I stopped reading everything as soon as I recognized the patterns. It's cute to use a formula, but if that's ALL you use, it gets old real quick. Upgrade titles are the worst, because they don't actually MEAN anything, they're just "Verb+Adjective+Tech Piece." Spice it up a bit. The only text even remotely interesting is at the beginning (and maybe the end, not there yet).
Lemme put your argument in the extreme case: Say you make $10 million dollars every day. You decide to purchase something that costs $1,000, which is .01% of your DAILY income. That item increases your daily income by a penny. Therefore, despite you making literally 10,000x it's cost every day, you'd consider it worthless because it'd take 100,000 days for it to "pay itself off." Meanwhile you're completely ignoring the OTHER benefits that that item has, ignoring the fact that it's the ONLY thing to buy, and ignoring the fact that you already make enough to cover it. Faulty logic. I'm done now.
@irrimn Like I said, I'm not arguing with someone like you, especially since you think the word "degree" holds merit on the internet. My game and superior progress is my proof. The logic is upgrades = more EXP = more levels = more synergy = less time per tick = more money. That's how the formula works. If you can't see that, leave the game. I'm not going to continue this brick wall debate.
@irrimn - if you're going to stick with your faulty logic, I can't convince you. I make 20mil a day, and the value increases every day. All of my skills are in their 80s and the go up 5-10 levels between each upgrade. Your loss if you don't want to listen to reason. There's nothing wrong with the formulas in this game.
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