Bless is great and all, but I feel like the ap costs for stats shouldn't go up when bless boosts them past a multiple of 10. If you spend skill points while blessed, you will probably overcharge yourself for the same benefit. Stat costs should be based on their base cost. With that being said, a lot of builds seem to get too similar to each other due to the cost inflation and sheer amounts of RP. Maybe, for instance, the passives for stats should be a % boost to effect or amount per stat point. Or something, because after a while, I started investing into Str and dex, even on my int build, purely because they were so considerably cheaper than Int that I might as well.
Seems good so far but it needs more to be great. I would like more auto-buyer styles/options so I can automate more complex processes, like sacrificing in order from top to bottom in order. So far it seems like the best method is to make a single line and then sacrifice the highest and work your way down, however it takes so long to do it manually. Alternatively, it might be a good plan to make better options than just a single line
decent game, put a bunch of time in it already....but I am really curious....why is there no "spend X" or "Spend %" food option? I can either buy 1 of something (usually out of millions,billions, etc) or spend all of it. Its extremely annoying
If the train considers weight, drag, etc, then I really feel like you should be able to sell parts that you no longer want or accidentally buy. After unlocking passengers, I decided I wanted a passenger train but had a few freights bringing in little and weighing it down
That´s why you can re-build the train already after you bought a few wagons. You lose just your gold and you can already get a better locomotive or tender.
And I guess after a few tries you figure out what wagon combos to chose for your play style.
Also, wagon upgrades reduce at least the drag.
In my opinion, it makes anyway sense to just rebuild quickly a few times in the beginning in order to get your steam token cap up a bit.
But perhaps I should have explained that in the game better.
Game has a lot of potential but needs work on its pacing, a rebirth system most likely, and maybe expansion on the buildings to make it feel like each run is testing a new combo of buildings instead of progressively getting them all
That shouldn't happen. Could you let us know if this is still happening in the latest version and if there is any way to reproduce this, so we can look into it?
Whats the point in being ranged if 1. the enemies aggro range is as high as the screen 2. half of my clicks end up moving me even closer to them. 3. no auto attack if not moving and enemies aggro
Thanks for the feedback. I definitely see your point. During development I debated back and forth between two different behaviors for attack speed, and settled on this one for a few balance reasons. I considered improving the animation speed as well, but at faster animation speeds, combat becomes a blurry mess, and it's really hard to follow what's going on.
I cant help but feel like the lvl 25-etc boosts shouldnt be RNG. Either have them set or let us pick from a few. Kinda annoying to invest in a class and then they keep getting mana boosts
Game seems cool, I think it would benefit from a few extra features though. In addition, I think a "preferred formation" would be great, at least for boss rounds. Also the arena is extremely clunky considering the enemies oftentimes spawn on the other side of pillars and a lot of the time is spent getting around them.
Kickstarter is currently playable and still receiving weekly updates at https://kassoon.com/rogue-legend-2/devlogs/ and there's forums for feedback and general discussion at https://kassoon.com/forums/
Apparently it works on my windows version but not HTML5. I will rewrite bless and mana shield code to fix that. Thank you for pointing it out! :D