(5/5) Tecmo!!! ...with some simple sim/management mechanics. Nice way to get a little basic NFL action w/o the full mental investment required of, say, a Madden game. Management mechanics could be deeper, but what's there does a lot for replayability. All in all, each component is simple, but they come together nicely.
(cont'd) One last point. Unless you've got big plans for its future, there is no point in putting "Idle" in the title. I finished the game in 2 hours and it could probably could have been done in half that time if I wasn't mostly engaged in another game. Still, a lot of cool things here. Hope you keep developing it.
I almost gave up on this game after 2 mins. It seemed lite and pointless. But there are some really cool concepts here. Still, so many questions. Some balls are big and some are small and it's not just that they start small and slowly grow. I created a bunch of light blue balls at once and by the time I closed the upgrade screen, most of them were big. Also, the magnetic influence of the moving constellations is cool, but I'd like to know what influences it to sometimes push and sometimes pull. I'd go on, but there's a text limit. A modicum of effort to tell us how your game works would go a long way.
Love the concept and it's super-chill; it's kinda therapeutic. Great job with the paintings. Hate the "random" upgrade system. I have no idea what to upgrade to unlock the non-ant bonuses. I just kind of click everything and then wait for pleasant surprises. That's not much of a core game mechanic. Also, wish I could send the black ants back to the farm. They just slow everything down in the end. Finally, unless you're going for the "5 minute" tag, game needs more content. Hope you keep at it.
Some idle games just don't feel right, but this one comes together nicely. It has a simple elegance and is well balanced. My knock on the game is that it has a very limited scope. There aren't many upgrades and it won't be long before all you can upgrade is damage. There aren't that many prestige bonuses and most of them have a max level. Moreover, there's a max level to the waves you can face, which effectively serves as end of game. These things are not in the tradition of the best idle games and based on the change log, i get the sense that the devs are done developing it. Still, it's good fun for a day or two.
cool concept. now i'm just hoping that you or someone else makes a version of it where the game doesn't (seemingly arbitrarily) reset and you lose all your upgrades. this could be a great incremental.
The game resets when an enemy bug makes it to your ant hill. I'll work on an alternative game mode where this doesn't happen
*Edit The game now kills ants instead of restarting when a bug gets to your ant hill
There are worse ways to kill an hour, but the game basically holds your hand throughout. It's nice that when you click a factory, it highlights which raw material buildings feed it. But I don't care for the fact that it color codes them so you know exactly what needs to be upgraded next and I don't care for the fact that the game won't allow you to upgrade a factory if it doesn't have the required amount of materials to feed it. I would rather there just be waste when things aren't balanced. It's not really a game if you can neither play it particularly well or poorly.
A few comments about the new features. I would really like a settings option to turn on/off Auto-Start. I like to start my tourney runs at night and then pick up where I last died in the morning. But if I'm not around to make that choice, the game makes it for me. Highly annoying. Also, I wouldn't mind a similar option for Boss Rush. Finally, and I could be reading this wrong, but it looks like the max wave for Boss Rush is based on your last battle rather than your highest wave. I'm often purposefully engaging in short battles to grind for gold and would rather not be punished for that when I want to switch to going for highest wave. Thank you for your consideration.
Dev says he fixed the prestige system so that you don't lose your bonus each time you prestige. That's simply not true. Too bad. I thought I might get some fun out of this game.
So, here's the first 5 minutes on my second day with the game. I spent a token on the dungeon portal...looked away for a second and was beaten before I could even see what's what. Fair enough. Guess I won't do that again anytime soon. Then I needed to ascend. Got quickly back to where I was and now I need to wait 12 hours to do anything meaningful. It's great that you can buy portal coins with gems, but after a flurry of gems from quests early on, they've slown to a trickle and I can see there's a finite number of quests to begin with. At minimum, there should be daily quests so that gems never completely dry up. Otherwise, this isn't just P2W, it's effectively pay-to-play and I don't myself having much of a future with the game.
A lot cool things about this game, but i'll get right to my complaints. 1) I can live with P2W'ers getting an edge over the rest of us, but 2x is just too much. I also feel that the game speed 2x is effectively just fixing what is an otherwise dreadfully slow game. I can foresee a time when I basically spend 10mins a day on this game. 2) I feel that celestial and god heroes should be special, but the ones I've run into so far just aren't. Add to that that legendary and mythical heroes are so much cheaper to tier upgrade, I find myself going back to them. 3) Map design lacks imagination. Aside from one map (sideways S) that allows for strategy, everything else is linear. Tower placement is largely irrelevant. It's just brute strength against brute strength. I feel the tower defense aspect of this game should be given more love.
Nice game. There should be a way to turn off orc hordes, though. Contrary to the description, they are, in fact, very dangerous. If they spawn during a level which you can barely handle to begin with, they will end your current run.
I like the concept and it's fun for a few hours. I wouldn't discourage any1 from trying it. But I've always viewed idle games as marathons and this one is not that. Success comes pretty fast and easy.
I would presume splash damage to mean damage to surrounding bricks. Even with upgrades to range, my plasma balls are doing no such thing. (That's what she said.)
@defryingpan: the relay is like a collector, except that it doesn't collect. it's a way to move energy, etc. over your network. On the plus side, it has greater range and it moves things faster.
I'm enjoying this. I hope you keep at it. For one, I feel the menu system is all kinds of klunky. First off, you've got to right click to free yourself from the current menu. Then, to select the next menu, you have to click that twice. Finally, if you're wanting to go into the top sub-menu option for that menu, you have to click that even though it's already selected by default. There's just so much seemingly unnecessary clicking required.
@ nynniva: consider it part of the challenge...there are upgrades to balance this out. @ Selva: this is the sequel to reactor incremental. reactor idle was the one with islands. @ cael: I'm about fed up with the staffing mechanic. too much luck required for a skill-based game. i'll check back from time to time, but you've got work to do.
The game resets when an enemy bug makes it to your ant hill. I'll work on an alternative game mode where this doesn't happen *Edit The game now kills ants instead of restarting when a bug gets to your ant hill