I like the art, design and music however the controls are terrible!
I would really appreciate item hover highlight and text.
Also too much clicking!
The user interface should be more user friendly - you should use hold button select action to achieve this...
nice little game!
it would be perhaps cool if grinding was more controlled... like having and extra resource like water that would depeat each time you make move/change floor...
I would give 4.5 if possible.
Base design pretty good.
Missing tooltip for basically everything.
More depth would be nice like more types of characters, less linearity both in items and progress.
Really has a lot of potential...
The game is very pretty.
Also the music is good.
But I'm not really into this kind of puzzles.
If you'd make a classic style puzzle game(like indiana jones, broken sword...), with a story and back it up with gfx like this I think we would have a nice game.
Maybe try it on kickstarter?
I like the game, i like when people mix endless idle with nice UI.
My suggestions:
Firstly UI related:
- double click selects text(numbers) on tiles, you should use no select css style
- alternativly you could replace whole board with html5 canvas, tile engine like this is really easy to implement
- I would really appreciate full screen mode with larger tiles
- maybe some stats tab where you can see total resource gain and consumption
Gameplay:
- right now I think that the best way to go is 100% steel(from foundry) and windmill energy is most efficient
- it would be good if steel works, coal burner, solar panel would be more efficient; also cable cost scaling seems to be a very limiting factor atm
- maybe there should be some lategame stuff where some UFOs would fly by and you could build a energy cannon that would need to eat up a lot of energy and you would get some exotic matter or something.
I like the concept, however I beat the game on first go after 15 turns on normal difficulty.
Currently the only strategy seems to be conquest blitz.
The tactical combats are not really tactical.
Perhaps you should do a sequel and borrow some ideas from games like Master of Orion 2 or Civilization 4.
What I would like to see:
- more race traits(possibly even negative ones like in MOO)
- custom ships or more ship types(e.g. focused on boarding, criticals, damaging ship systems/crew)
- make it possible to capture ships
- defenders advantage - e.g. fortress can shoot at whole map
- more possible tactics in combat like partial ship repair, capture enemy ships, damage penalties when shooting over land, possible to damage ship systems(cannons, navigation), maybe add aim possibility
- more tech
- more options do gain $$$ from
- more buildings
- ship experience(for example like in civ4)
I like the game, however it only started to get interesting in the last level.
Until then most monsters where just low hp damage dealers or monster spawners.
The golem added the need to use skills which do % damage.
I would like to see a sequel with more monster diversity.
Also perhaps it would be interesting to create a skill tree with exclusive skills like choose either stun arrow or exploding arrow...
Maybe have a path split on adventure map - for example take a shortcut through forest but face some vicious enemies or go normally.
There is only a illusion of choice.
The game needs:
Equipment items, skills to chose from, weapons to chose from - each having different strong point/weak point.
Currently it is at best 3/5
Artistically pleasing, however lacks deeper strategic choices.
I'm thinking something like having a choice of random items when you win a campaign so you actually have to choose one.
Also perhaps a hero-styled equipment so you can e.g. have only one helmed etc.
Marketplace for items...
Let's look what's wrong with the feature scaling.
Total CC needed = ((maxLevel * maxLevel + maxLevel) / 2) * ccPerLevel
Now this is a quatratic scaling which means that features with high max-level will be insanely hard to fully upgrade.
It makes even less sense in abilities that increase something rather than reduce:
a) If a ability reduces cooldown, the reduction from 0%->1% is less effective than 98%->99% (as when you reach 100% the ability will be constanty available). Therefore the quadratic scaling makes sense.
b) The ability increases say damage, then the effectivness of increase from 0%->1% is the same as the 1000%->1001% and the scaling makes no sense.
So basically what I would like if the level scaling is changed somehow - removed for some, reduced for others (say 5(+1 per level)) and/or max-scale levels reduced + base price increased.
I like the game, probably one of the most addicting from the idle games.
However I would like the game to be more focused on upgrading Features.. but it isn't.
With the current scaling and feature design it makes little to no sense to spend any of the few thousand CC on anything else but Opening them.
Since that not only gives you x100++ damage but also the schematics that are really hard to find and help you the most in progressing through sectors.
[Analysis in next post]
All you need is love.. or space potatoes!
And magnets are bad for your health since they don't seem to produce space potatos.
Maxed.
It would be cool if the space adventure continued with weapons and space bosses... like if the game evolved into sort of Tyrian game.
itsjustme3: Thanks for the feedback :D We will take that into consideration, Update 2.0 will extend the game and should be out soon :D EDIT: slayerbp666: Don't forget to also look on the main menu, for the hall of fame, there is achievements to get! :D Thanks!
The game is poor in design.
Anything but the graphics and music and sound sucks.
The game just scales insanely after you buy the donuts. There is no profit from the items above as the time to get $$$ is too high.
Neither is there any branching in afterwards.
So it's just a commertial game with too much focus on buying "gold".
This kind of 1-second ideas that didn't develop enough don't belong on this site.
2/5 for effort...
Although I like the game - the graphics and overall concept is very nice.
However the battles lack sophistication.. I don't see any benefit in mixing the troops. Also it's a grinding game and you need to repeat until you max.
It would be nice to create a non-grinding mode where variety and choice matters.
Make a sequel!
A few more generations of this type of game and it will actually become sophisticated.
Cutting tree is less boring click action than diablo style click-attacking monsters?
I don't think so...
Nice game.
Though too easy for me.
I've managed to finish lvl 80 in 1 wing escape.
I would expect more levels and more variety for the next datadisk/sequel.
Like for example variety of instant spells - spells that do damage out of combat(before); aoe damage spells, line damaging single target, cursing spells...
There should also be more variety in monsters - like monsters who have super high normal defence buf are killable by elements, monsters who can curse you(level duration), can dodge normal attacks, have super high damage but low hp, drain life, drain mana...
Cos right now I think the golden path is:
combat>magic>potions(are potions skill any useful???)
And if you focus on:
defence + mana reg. + avoid certain enemies then you'll do miraculous well
I am disappointed that the devourers didn't look more disturbing.
I know they cannot have eyes, maybe sewed eyes? or multiple limbs?
Well they didn't scare me, while everything else did.
Great experience nevertheless.
It would have been a much more attractive game if the combats where animated in a arcade fasion or even wizardry like style with a few options to take(for example select path, try dodge enemy...).
If you are lazy to animate your chars well look at kongai - the images are still just effects are simply drawn and the effect is just superb.
Great game.
Yeah the forklift bug.
I lifted both crates and went up on elevater.
The crates appear/dissappear as you use up/down.
Then when you get off the forklift you can move left-right but still use up/down to control the forklift even though you are not on it anymore.
Thanks for playing the game, and for giving us your feedback! We'll do our best to make Episode 2 an even better experience!