Question on Christmas event: is the bonus effect immediately after change with gift or only in effect after event end? I din really see the boost in gold earning although I have get it to 200%.
Game pace is slow in the begining but too fast in the later. in my 4th game day i can everything and connect all the system discover. after this will be just repetition of discover system and buy more building. The fun factor lose quickly and no more sense of progress, i dun even feel the need to unfold and restart universe. You might want to think about designing for the mid game purpose and end game purpose. A more graphical representation of the universe coverage might help, it show us like how far we are conquering the universe.
I suggest change the science development into "Science Tree" system. then have start from basic study and branching to math/physic/philosophy and etc. This will make the player to choose the focus instead of strong in everything
Mission is nice addition but too little at the moment. Also, the reward of mission should be collected manually by clicking to feel the reward. Auto reward make me dun feel i did achieve anything
Great Concept! It is much different with other idle game with single growth direction. Also, developer is making fast change. I have reload the game 3 time within the 12 hour i started playing, every load come with some new adjustment. Bravo. Here is some suggestion: 1. the system distant should have some description telling how it affect the decrease of force/trade and etc. 2. For now all system is follow the flow of occupied -> connect -> include. But i think you might want to make it a choice, we can conquer each system using one of three method and each bring different consequent. this will increase the strategy element on which area to grow. So we can use force on a weak force nation, but use economy to win the strong force nation and etc.
#1: Definitely. On the backlog is a graph that shows exactly what is happening to your various powers over distance. #2: Absolutely; also on the books plus a bunch of other actions (e.g.: exterminating a population to get their land).
To get all the achievement: all other is almost automatic besides the buy all melee and range weapon. If you want to get it all in 1 play through, avoid farming resource and only focus on getting gold. This way you will slow down the castle upgrade and have more time to farm gold to get all weapon.
I come to this game after playing Zombie at the Gate. You art style is fantastic. The weakness is still in the game play though. I would love to see you apply this art style in a deeper game. Maybe collaborate with someone good at game mechanism and level design but weak in art style?
Great game! I enjoy it very much. The art direction and the music is very lovely and match fully with the game style. However, the weakness is actually in the game play. Flying Castle upgrade is almost uncontrollable and the different resource are not really differentiable in term of function. Weapon upgrade is just by the ATK different and does not add much variable in game play.
The idea is not original. "Battle of Tile" should be the first game utilising this idea. However, developer do add in some modern feature like upgrade and 3-star level rating into it.
It is tough to defense the air attack initially, but it is mainly because we are so use to the the traditional tower defense. At least canyon defense show some new innovation:
1. Achievement as upgrade system (this is really new)
2. Make "Tower selling" as a viable strategy move. Usual TD seldom require selling tower, but in this game, selling the tower is necessary for some map.
3. Air unit not following the "path".
It is risky to make new move and there will sure have opposition from many people. I bravo the designer for the courageous move.
#1: Definitely. On the backlog is a graph that shows exactly what is happening to your various powers over distance. #2: Absolutely; also on the books plus a bunch of other actions (e.g.: exterminating a population to get their land).