"Automatically gain completions for Challenge X" Research doesn't seem to do anything? I have two and their respective Challenge completion numbers aren't going up.
Third Eye Only really needs to tick offline as well, there's no reason for it to only count active time. It would be a really key upgrade for offline play if it worked like that, as is it's probably better to cut it and lower your Dark costs by x5. :/
Wrt Specimens: But holding them isn't actually permanent progress, since you'd probably want to preserve them after an awakening anyway. With the capture bonus gone your incentive is to always capture a new batch upon awakening in order to regain the full bonus. This is what I meant about the permanent aspect of Specimens not being clear, the Help section seems to imply that stockpile eventually affects multiplier, making IT the permanent progress, but it's not clear when and how that kicks in.
The new specimen feature is a little unclear as to what accumulates permanently and what is run dependent. In the rest of the game the white number tends to only apply in that awakening, while the golden second number (MAX, SUM, etc...) is a permanent bonus you accumulate. That's not the case with specimens and it clashes a bit with established UI design. Not really clear how any long term progress is made; you just keep building stockpile until presumably at some point it beings to offer a better multiplier? It's not clear at all.
The help tab explains what is kept between runs. Though I will add any missing info. The golden second number is from held specimens, which is technically permanent bonus as long as you don't dissect / preserve it.
Hey dev, dunno if I come across as pushy but I really like your game and want to see it succeed and grow. All my feedback is in good faith! Hope you're having a great time with it, and thanks for your hard work!
"7 days achievement is bad, but killing your guest 1000 times isn't? " Arguably that one's not great either, but I assume it tracks that stat over multiple Awakenings, no? If it's a "You'll get there eventually"-achievement, that's fine. Even "Challenge" achievements that require you to play in a specific way are fine. I feel the only ones that are "bad" are the ones that require you to do something that goes against the spirit or core gameplay loop of the game, for example not playing it in a disadvantageous no-growth position for a week. Or the 1K deaths thing if you have to do it in a single run. Those become less like challenges or progress checks and become instead pure patience checks with the game proper essentially on pause. It'd be fine if they were there just for bragging rights or some kind of cosmetic reward, but with achievements now tied to a tangible bonus that helps you on aggregate make progress, they being to feel "mandatory" in a sense.
You've made your point, guess I'll be reworking some achievement. And yeah, the achievement bonus may cause it to feels mandatory, so I might lower that.
Small quibble: the Reach 150 Pop after 7+ days in this cycle is... Kind of a bad achievement. Unless you get it holistically early on it's pretty much "Start a new run and then don't touch the game for a week, then push 150 pop" which is... Man, there shouldn't be achievements whose optimal strat is "Don't play the game for a week.", imo.
7 days achievement is bad, but killing your guest 1000 times isn't? Fair enough. But, bad achievement is there because someone will try to get it regardless (if you're that type of person), or if you're just a casual player who didn't play for 7 days straight.
I think the achievement for reaching 100+ with Epsil, Nicolai and Cameron doesn't work. I've done it twice, taking care not to even click on any of the other Guests the second time around, but it didn't register either time. Have managed to get other 3-team achievements no problem.
Suggestion: If you're not keen on adding visibility to perks automatically, could you add it to any perk that has already been purchased in the past? At least that way there's an added benefit to rushing to max Guest perks since it grants perk visibility for planning in subsequent Awakenings.
Kind of a shame to hear loyalty is getting nerfed. While a little confusing, it does seem to be a nice metric for Guest progress, plus like the majority of Guest stats come from it. Not sure how you'd make the progress needed without it, long term. Still, great game, thanks dev for being active in the comments!
Clarification on how progress is made on building loyalty? A Guest has to be a member of the party for X amount of time per loyalty level, but is it cumulative across awakening and/or adding and removing them from the party in any given awakening? Also I assume each loyalty level takes longer than the last?
Records Tab Suggestion:
Additional column in the Current/Max category, detailing New-Max; Guest Max can be deceptive, for example, in the current records because you might have a lower Max but on new Guests, which would actually be totally fine to Awake with. A "New" column, which tracks how much "Max" is actually new unobtained Max, could be useful, even in the Buildings and Upgrades lines, since you might have pushed Max on a few specific things while neglecting others.
New unobtained MAX is already tracked on "MAX up" at Awakening button. But I guess you want to see the value separately? The space for text is already kinda cramped, so I'll see where I can put those.
Suggestion: Allow all perks to be seen but make it clear that they need to be bought in order. It allows for better long term planning since I imagine there are some characters with great later perks but underwhelming earlier perks and you might not realize it without blindly spending.
I just got my first perk point, switched to the menu, tried to spend it (on Warwick's perk), nothing seemed to happen, I went down to 0/0 perks and now the menu is inaccessible again. Bug?
The game didn't mention this; if your party died, your highest area will go down, and if your area go down below the perk requirement, you'll actually lose a perk point.
LITERALLY Zombie MafiaWars... Zynga would be proud.
No no please don't point out the differences to me, this is clearly a TOTALLY different game! Unbelievable...
I kinda' wish there was an exp/leveling mechanic added to the side. You know, with a couple of skill trees for small passive bonuses. But it's just a small 'I wish', game is pretty rad regardless.
avatar for BladePHF
BladePHF
Apr. 24, 2012
Why must so many of these games "cheat"? What do I mean by "cheat"? Well, the AI never follows the same rules you do. They start with a fully upgraded base and infinite resources, building up waves one by one as they drop. Now, notice that I'm not saying this is BS, but is this the only way to balance against a player's capabilities? Is there no other way to challenge the player? The Epic series did the same thing, with its super-waves whenever you were juuust about finished with the enemy castle. Again, not saying this is the worst design choice ever, I just don't understand why you'd choose it, is all.
aaa yes it does, i am sorry that it doesn't. It's on my list of things to fix.