The intro and gameplay is dull enough that I wouldn't have touched this without badges. Maybe it's a great deep game but that just shows how good an interesting and unique intro is.
Still feels like it gets too unwieldy to be worth continuing around the point where the total number of dice is more than one page, which is less than a third of the tricks learned. I feel like the game should be a little shorter or I need more streamlining (both visual and management) for large numbers of dice.
Rather than trying to fix the length of the game I'd just change the cost of the armor (250 fragments is enough playthroughs to approach tedium) and give the player a 'game end' sort of prize, also removing the cap size permanently, or changing it to some absurdly large value at least.
I'd recommend lowering the barrier to advance to the next level by about 25% or maybe even half. As it is it's hard to 'level' my shield (get hit) and even harder if I've spent any time AFK and building resources. If I can't get in over my head by trying to go too fast, then the leveling system might as well be automatic
Thank you for your feedback.
I tried to create a system to speed up the passing.
At this time, if you kill monsters too fast, the monsters respawn faster.
And you can always switch the speed of the game.
I read the comments and see, that this system should be upgrading in the next part.
The main trouble with the speed is that there's really only one track - levels. While the other 'quests' give the appearance of having more to do, they are generally finished either before you get to the new location or almost immediately (clicks). These days an idle game needs to have a couple of different advancement paths. In this case, even something as simple as upping the requirements for the #3 quests to ones you're not likely to have hit as soon as you enter the location (# gems, # boost%) would be a decent improvement.
It's not difficult but it's a fantastic mechanic. I love the trial and error and not having any sort of 'shot' counter that's a little too common in explosion physics puzzlers. Especially in the last set, being able to tweak my chain reaction by tenths of a second and quick resets was a stress-free brain exercise.
There are still some bugs in the AI - they will continue attacking an opponent with a disabled head or torso when there are other opponents with only disabled limbs (particularly embarrassing when you've cut the guy's head off). They will also, more rarely, attack someone with a disabled limb instead of someone with all limbs intact.
This is one of the best games of its type I've ever played. The writing is fantastic (especially by the putrid standard of most FB-style games, but even on its own) and the mechanics are very friendly to the free player.
The premium content gave some interesting ideas for achievement value - earning new outfits for reinforcements, perks like the extra reinforcement, or a scaling amount of extra gold at the start of missions related to the number of achievements completed. Basically a separate and slightly less impactful advancement path, along with stars. I'd love to see that extra complexity.
Huge potential, but the game gets unplayable at the higher levels. Too much is happening too fast with no way to quickly select and place/upgrade multiple units. Things that would improve this:
1) An ability to select units (to place) with number keys
2) Selecting units on the board somewhere other than clicking on them, so that melee won't obscure ground-position units.
3) The ability to pause the game while placing and upgrading units.
4) A general upgrade in the interface so that clicks are more likely to register.
5) Quick cast spells (hotkeys)
6) A better mechanic for picking up potions; mouseover seems ideal.
I really enjoy the frenetic pace of the game but once things start to get too busy it's next to impossible to keep up simply because the UI is unfriendly.
Seems like there's a rating threshold for single player games but routinely I see multi/freemium games in the mid 3s getting badged, usually deservedly. At least there's usually a 1p game that gets badges at the same time as a multi gets its turn.
Hi Cyril, we are sorry you don't like the intro of the game. We are always open to suggestions though.