Excellent job on the game, I loved it. Like anything done well, it takes a minute to understand the UI, but descriptions are there once you start looking for them. Having the ability as you progress later to move back and go a different route when you realize that path shuts you down allowing you to grab extra upgrades without wasting the run was very helpful. I think you did a good balance with where the upgrades are, making the player have to attempt to progress a certain route to round out your build. Auto till fork was a sanity saver. I didn't quite understand the stars on the skills but figured it was good lol. I know the balance and map planning took alot of effort. Would love to see additional layouts w/ skill sets for your next one and or the ability to look further down the map while adventuring to make sure I was on the same router. Thank you for this.
Thanks for the thorough feedback and you have a pretty good game design eye! Not a lot of people caught onto the idea that you can and SHOULD move around the map if RNG isn't going in your favor. It's better to find alternative routes temporarily rather than constantly trying to bust down a wall. You're definitely correct about balancing, it was truly a nightmare because there were so many variants + builds + RNG. I eventually found a path by using spreadsheets and feedback to help tune it. Yea the stars on skills are advanced skills, which add another effect to your current skill. And absolutely, I would like new maps to be in a full version but also new skills/weapons/sets to give even more choices to the players :)
Someone's probably already mentioned this but I love and hate yall for making the multiple purchases not round out to 5s and 10s. Perfect aesthetic with the game theme..arrrgghh, thank you.
Thank you, I definitely enjoy the time taken on the artwork. This game is great for playing while I've got some time to spare. I see people complaining that its a grind, but when I've gotten nice long runs early on I was cashing out with 9k+. There is a decent strategy, not only about movement but about what to keep on the board and when to use/kill it. Thank you guys. Only thing I could ask for more would be specs or details on skills when long press or something. I tend to forget how much I've upgraded a skill with attack, hp regen or cooldowns during runs. 5/5
If I have Time is Energy turned on, after a few cycles my Alpha particles stop shooting out and are no longer gathering energy according to the table. Is this happening to anyone else?
wow, I loaded up the game and haven't even started yet. But wow, I love the music, literally don't wanna start playing yet cause i'm enjoying the hell out of it lol. 5/5 music, nj
At first glance the game is confusing, after playing for a while and taking time to poke and prod, I get the gist of it now. Figuring it out is fun for me so don't read on if you want to enjoy that pat. So here's an fyi: The tile columns tick from left to right, if a tile with a device on it has cells in it. It will perform its action when it ticks. This takes energy away from the tile (you can charge tiles back up by sending cells to a charger). Wire on a tile doesn't tick with the beat, it instead ticks every time a cell passes through it, adding its power to the cell (too many cells can drain the tile, forcing the next cell to eaten by the tile for energy) this is how you get more money early on, make longer tracks of wire. Later on it becomes a tier upgrade for the cell, turn red into blues into golds etc. Mid game it becomes a tile energy balance and device placement to make a stable system.
just a heads up, I reset with the Angels and I can't seem to buy the Derrick Plainview Manager, cost shows 10bil and I currently have 55bil. I currently have 2 oil rigs, is there a min? Thank you
I just fought the lvl 40 kings game guy and went up 50lvls, now at lvl 407. When do you actually fight the king? pretty much its if my cleave skill goes off and I one shot them in the arena. Grinding in Zone 110 and the golems do 1 dmg if they can hit me. Any higher and enemy hp just takes too long to kill (time/benefit analysis) Am I getting close or is it at like lvl 100 kings games? if so that would be silly.
Have to say I really liked the game 5/5. The play was fun, the graphics and the feel of it was fun and fluid. I liked the fact that it wasn't a requirement to grind out levels to beat the game unlike others of this type. I had to replay two levels midway to get the 3 stars on each but that was it. I liked that I was able to play and not feel forced to play an easier levels to max everything to beat it. def like the added chance of each element to the arrow as you progress. Did the spirit and ice paths, the sustain is great.
I have a Level 62 bear on while fighting in the gullet, he no longer receives xp anymore. In the info window it used to show when my pet got xp but its no longer their either. I've had to get rid of a few pets because of this reason since they were no longer leveling up. I thought maybe the area was to easy but going higher or lower areas doesn't fix it. Do you know why this happens or am I missing something?
Thanks for the thorough feedback and you have a pretty good game design eye! Not a lot of people caught onto the idea that you can and SHOULD move around the map if RNG isn't going in your favor. It's better to find alternative routes temporarily rather than constantly trying to bust down a wall. You're definitely correct about balancing, it was truly a nightmare because there were so many variants + builds + RNG. I eventually found a path by using spreadsheets and feedback to help tune it. Yea the stars on skills are advanced skills, which add another effect to your current skill. And absolutely, I would like new maps to be in a full version but also new skills/weapons/sets to give even more choices to the players :)