really like the game, and also like the progress change the way of playstyle. In the beginning precise aiming and slow progress and in the end, just a bullet hell with bouncing bullets.
And yes: buy the bullet shield!
boxy collector is perfect after last upgrade. Still a little bit too slow collectong boxes, but doenst hinder the next round.
I'm developing a new game mode that will try to create a completely different playstyle but still in the same universe of the game. I hope you can see it soon.
nice game, but a puzzled mechanic. best strategy from my point of view is trying to combine the 3 lowest balls. This works fine, till the number gets too high and randomized difference between the falling balls gets to high. But at this point you aren't able at all to controll the game. (see the other comments).
Therefore the game needs a new element to get advantage of these high->low-> high elements!
Suggestions from my side:
- possibility to counting balls down when counting under 1 you start at the recent max value. (example: 10-2-11 -> Counting the two two time down instead of levelling it 8 times up)
- a possibilty to remove a in between number. (example: 11 - 3 - 11 Removing the "3" costs 3 points, instead of counting up 8 times).
Very nice game. Getting much easier in the end, probably due to less reasonable combination possibilites.
But why I do almost ended up in everything is pink???
Nice game so far, good working mechanic and upgrade system. Hope to find more content in the future!
One idea for the prototype: Add a boss fish, perhaps flashing from blue (swimming away fast) to red (attaking you) with lot of life to get use of all the upgrades in the end.
That's an interesting concept. One thing I had realized lately was that the current system offers something unique in ARPGs, where the red mobs pose a combat challenge but the blue ones will pose dexterity or speed challenges (especially new species in the future). Having some with phases will give me even more flexibility in the challenge, where like you said, you have combat phases but then you need to keep up with it running away otherwise it'd heal.
An idea for imrpoving the cannons: As soons as a cannon is in battle it cant shoot any more in the beginning of the battle. When you defeated all three cannons your own ship will be able to support you in battle. With just damage in the beginning like the cannons or airstrike ability.
And healing abilities are way too weak to be useful.
And perhaps a store to get better equipment sooner? Or special equipment for the three classes?
And a button to reset abilities and spells. (can be buyable with crystals depending on the character level.)
nice game so far with a nice progress in the beginning. But with lvl 10 building and the third island the game gets very repetitive and grinding. Building process is still quite high.. But leveling the characters and defeating enemies is very very slow.
In the beginning a very nice game with an easy and intuitive control. But it gets repetitive very soon, especially upgrading the equipment. Drop chance for higher tier items is way too small. And its strange, that at some point the special upgrades do lower damage after upgrading.
Hey, i thought the evil wizard couldn't paint and turned everything into stickmen. Everything exept his nicely painted spiders!
I want to fight fierce stickspiders!
Wow, a really great game! I played the first version, really short but highlighted the essential of the survival-building genre in a great manner.
And now I played v1.1.2 and was astonished how the game grew up!
The Starter Island is well balanced, and not too grindy. Also the implementation of the dragons and secret caves is really good.
The 2nd island, still in progress, looks abandoned. You should focus more on electricity. Means that food is not necessary. Instead you are able to build an exoskeleton that need power for moving/working, protection (instead armor) and load (backpack). Out of power, you will have to carry it yourself and loose stamina. And electrical long range weapons, that can be balanced to consume a lot of energy! And an idea for the third island: The dragon bring you to an magical one, where everything relay on magical power, for fighting, perhaps fyling or levitating instead of walking and fighting.
So thank you for this game and keep it up!
As your technology level gets higher, you'll have more advanced tools and machinery like you're talking about. The science island is definitely not 100% complete yet, there's a lot that we have planned after the Mirrows quest.
Its really a funny idea to joke about the new gaming industry trend with juke boxes. And even it is annoying in the end, to buy thousands of double items (you should count them in statistic screen or should count ressources spend for duplicates!) thats the way how loot boxes work and keep people continously spending money. Perhaps a very good way to increase the awareness of this topic!
But three suggestions for the game from my side:
1) to speed things up: make an extra loot category for Limit booster!
2) add statistic about duplicates and how much ressources spent on duplicates (minus the measly compensation)
3) for the gameplay: add the probabilities for getting the ressources! Its just guessing what to choose and if things with more reward pay off in the end.
Wow, what a boring game. but keeps you playing to the end, hoping that some exciting would happen....
Should have a hardcore gaming mode, only allowing you parking backwards!
Very nice game, but I detected a bug: If you upgrade a barrack while the Soldiers are possesed, they return to normal and fight for you. But if you beat all enemies, the next wave wont spawn. Only solution that helped, was to sell the barrack and you was instantly able to call the next wave. (And loose all your barrack upgrades :( )
Any idea to fix it?
nice game. But the choice between the 3 pathes is quite annoying. Every path just give you 30% plus or discount.
It would be great having other benefits from its!
for example for the warrior: faster conquering terrain/mines etc.
for trader: getting the upgrades for house levels 25/50/100/etc for free
for diplomat: chance to conquer a region/zone instantly + chance to get a building for free (depending on the amount you buy: buy 100 chance of getting 0-10 for free)
3) terretories: in world 30 you still get 5 territories for free. That should also change with world level! The rest with houses, hotels and resort is quite balanced so far. Also the multiplie-upgrade for them is useful.
But on the other hand the territory is grwos too slow for the massive amount of coordinate-Upgrades.
4) other ressources (food, wood) on the replayable maps! Also an autofight feature for restarting the maps
5) offline ressorce gathering!
So at world 30 i have too many workers that are to expensive to allocate, but way too less for upgrading coordinate-feature!
Thanks for this game and the whole work!
Thanks brownprobe for this nice game! Its really fun and has an easy resource system. But the balancing needs a lot of improvements!
Some suggestions from my side:
1) Blocking: like many other people announced, the blocking is way too weak, for being useful. In later part you block around 1% or less of the damage with 400Gyms and 7000trainers. In the beginning the workers are to valuable setting them as trainers. I think a book, doubling the effect of gyms every world, can be useful.
2) workers: in World 28 i have 100k idle workers left, and absolutly no ressorces to allocate them. the harvest is much too slow (650B/s -> 1 worker cost 3,7sx resources!!!). Only finding ressources on the worldmap is adequate to hire more workers.
I really like the game and the idea behind it. I just played after the upgrade but I think the game has a lot of ptential! ALso the chain reaction idea is very good: combining reactors gives a better money/invest output, but much more heat, till you cant control it anymore (like in a real fusion reactor).
My reactor delivers at the moment about 6M$/tick with Quad thorium cells. But I'm curious about upgrading it, because ONE Quad Dolorium cell will need 56 Vents for recooling. For the last cells, there is a urgent balance needed. For cooling ONE Quad Nefastium Cell there a 1400 vents needed, and there 304 tiles in the reactor...
So, a good game, but really needs balancing!
There should be a possibilty to see how much and what kind of damage a enemy mage will do. If you dont posses the right staff, you didnt know the enemy is doing! Please show the cast damage (incl. Bonuses) in the status windows of enemy and own units!
I'm developing a new game mode that will try to create a completely different playstyle but still in the same universe of the game. I hope you can see it soon.