Is there any point to increasing levels on the Better Bargain Logic Circuit augments? I've pushed an uncommon one up to level 6 and it still only increases the level of augments by 1. Don't really want to keep pouring endless scrap into it for no result.
I'd suggest not using floating point numbers (like skill 4 giving 0.01 multiplier per purchase) if the labels only show integers. I like to leave things at round numbers (In this game, 100s), so it's irritating when skill 4 goes from 99 to 101.
Okay, so buying +1 damage seems... Absolutely pointless. You start with 10 damage, and the weakest enemies have around 30, so you'd have to rack up five upgrades before there's any noticeable impact.
So, a question: Is Speed working the way it's intended? It feels like gaining Speed actually makes it take longer to attack, which doesn't make much sense considering you gain speed from fast monsters and lose it from slow ones. In fact, I'm sure I was hitting bats once for every two hits from them before, but now it's once for every three hits. Fair enough if that's the intention, there can be some negatives to over grinding, but it feels like there should be some clarification that high speed is bad.
While the idea and graphics are good, I have to question how I can get the nuke up over 1M damage, but see no change in the displayed health of the planet when it's in the millions and gets hit by said nuke.
Found a glitch; I was in the middle of placing a final-tier building when I won the game, and when I clicked the "start again" button it still registered me as being in the process of placing the building. It allowed me to place it, too. Considering that was the first thing I did, and I only had the one starting population, I shot to -299 population and, needless to say, very quickly lost. XD
I didn't even realise 1000 population was the win condition, so at the end I was just fighting to replace buildings with the final tier as quickly as a could, fighting to keep the population down as it rocketed upwards, was surprised when it suddenly ended even though I had plenty of room left.
Anyway, why would anyone ever use the fifth building? It's larger than the fourth and doesn't provide any more room, doesn't seem beneficial at all.
So, I hit a bit of a glitch. I had 14 golem cards, 4 out on the field, so 10 in my list. I used those ten I had spare to upgrade the golems, but the four in the field didn't level up. Even when removing one from the board, it doesn't show as level 2. Still says 10 to upgrade, so it's not like it's an irreparable loss, but it seems that having exactly the number of spare cards needed to upgrade will consume the cards and not convey an upgrade.
Okay, so I recently posted a comment saying that the main problem is not knowing how to unlock certain things, and used rune stones as an example. I'm still standing by that opinion, but this time I loaded up the game and unlocked runes without doing anything, so I'm feeling even more confused.
Probably the biggest problem is the struggle with working out how to get certain resources. There's no knowing how to get a Potsource, so if you want to go for potions and have no interest in pyromancy it's just a waste of time. Similar problem crops up later where I need rune stones to get the Wizard class, but even with Runic Lore at level 5 I can't work out how to get them at all.
I've not been able to use Flash for a while, so seeing someone porting their games over to HTML is actually a really great thing to see, especially for the oldie goldies like this.
So, I'm not sure if anyone else is having problems with this, but this game takes up a lot of memory to run. As in, 1500MB of memory on start, slowly rising while it runs, and takes up 20% of my CPU's potential activity That from a laptop designed for gaming. After a while that causes Firefox to start responding extremely slowly, pages which are already loaded blanking out for minutes before they display anything. As far as I can work out, nothing else I'm running is overlapping with the game and causing the problem, so it seems like this game just eats up the processing power.
So there's something odd about the Landscape calculations. Reduction per goblin star? That doesn't seem to be true, considering 21% per star with 5 stars shouldn't add up to 27.06% reduction. I get that it's going to scale down to avoid the exp scaling from hitting 0, or even going negative, but it'd be nice to see that information in the upgrade's wording.
Damned Kongregate character limit. There goes a detailed analysis. >.>
Well, key things to say are that you're doing really well with this so far, and that I might suggest including a way to quickly reset a room in case the player gets stuck somehow. You might be able to reuse the loading function you've got implemented already, but I'm not sure.
Thanks for the nice comment. I had already though to adding a way to clear all the wiring - but yes a "restart rom" option in the pause menu would be trival to add and quite useful (a few people have been getting stuck on walls and I don't have a good way to reproduce the problem).
Huh, was there... Some sort of bug patch recently? Up until a little while ago, if I accidentally right-clicked on the game window I'd lose keyboard control, but it happened just now and the keyboard kept working fine.
Having to comment again because there's no edit function. But I pulled off the trick to seeing the error just two tries after my initial comment. I /think/ I've seen everything there is to see now. It's a good game, in my opinion. Each of the shapes has their own attributes and little quirks that you can use to move around in indirect ways, the puzzles are all well thought out to provide the right level of complexity, and there's even an understandable story with the lack of direct narrative. Some of the little snippets provided an optional challenge, too. Congratulations on a very well made game.
100%! Basically. Level 28 made me feel like such a fool because I spent an age trying to work out how to get to the triangle while being a square when you don't even have to. Last thing I'm going to try to do is the "error" I've seen mentioned in the comments - Worst part is that I think I managed to do it by accident on the first try before thinking "Woops, that's weird, hah," and undoing it, and now I can't pull it off again.
Thanks for the nice comment. I had already though to adding a way to clear all the wiring - but yes a "restart rom" option in the pause menu would be trival to add and quite useful (a few people have been getting stuck on walls and I don't have a good way to reproduce the problem).