Can we get more info on the death log? I'd love to know if I died because my SP/MP ran out or if Liz Wiz jst straight up owned my face even with my heal going full blast.
Great game! One suggestion: On hover or click of the money, it would be great to see a breakdown of where it is coming from; per drug/per dealer what amount and % of total.
Overall, great and addicting game. A few notes for what they are worth.
- Create a way for you to track or get stats on what upgrades people are buying. That will help you know which ones to rebalance down or tweak others up.
- Move the action window while in a round to the right side and pin it there if any menu is selected. Then make it scrollable. We miss all the action and suspense because we're not watching the attack/defence but instead have a window over it the entire time.
- Final little tweak, show us how many blue blocks we've already placed in an upgrade in the workshop. Maybe up/down arrows with a number in the middle. Nothing more frustrating than having to start a whole build over because I clicked one too many times.
Thanks for making. I'll be playing it for a while.
Fun game until you reach the end game. There us none.
Expansion becomes pointless because pipes, cables, and roads become so expensive that it is cheaper to build one or two super high level buildings. Also, the final building is just to transfer power? Terribly worthless at that point.
Love the game! 5 stars all the way. I like that the roads, pipes, and power can't cross as it takes more planning. Thank you for also returning 100% of the cost back on sale. Totally makes the game more enjoyable.
One request I'd put in would be to show total income vs total expense per tick of each resource on hover. You show the net which is great but if I want to make a big change, I need to be able to run the numbers more easily without having to mentally check the number and levels of building.
Good start to a game. Needs clean up on the interface in general (images, placement of buttons, and feedback). The more you can show in the way of current values are helpful and addictive.
For instance: I'd love to know on hover what's my resources per second and my leadership per second and where that's coming from (kind of like the quest hover info).
Also, when choosing the "buy 3" or "buy 5", it'd be great to show the price to buy that many not just the price to buy 1.
Nice game overall. One big thing missing is the ability to see the time to completion for quests or even a gold per second for quests. Other idle games either provide this off the start or allow you to upgrade to get it displayed like in AdVenture Capitalist.
Let me start off by saying thank you for everything you got right. Innovative buffs, attainable resets, auto-forward, unwasted duplicate gear, exp system, multiple lvl purchase, and I could go on and on.
A few little things I'd like to see added are:
1) Display the crusaders' unbuffed base DPS in the bottom bar. There is currently no where to see this without removing the crusader from the field.
2) Gold gained in the last minute is buried; it'd be nice to have it up by the "Gold Bonus". Maybe Gold Bonus/PerMin?
3) The Bush Whacker has no real value. I don't care to click but he should be useful for people who will. Maybe change his ultimate to have clicks be 5% of total current DPS? That way if they click 10 times per second they get a 50% DPS boost to beat a boss or something.
4) Make this an iOS/GooglePlay game and make some money off of it before someone takes your ideas then does it themselves.
Thanks again for the great and addictive game.
Glad you're enjoying the game. =) Thank you for the feedback. If you get the click buffs, one of them temporarily adds 20% of the whole DPS to his click damage.
It would be nice to have a tooltip beside each "buying line" of the limiting factor. I often found myself hunting for: which is slower, my larva production or my queen production? If there was a little tooltip that showed the limiting factor then I could easy focus my efforts on where my bottlenecks are present.
If you turn on "show advanced unit data" in the options screen, it makes finding the bottleneck easier - "buying your max of x nests will cost y% of your queens and z% of your larvae". It's based on how many you have now, not how fast you produce them, but that's usually enough. Hope that helps!
Suggested Change: Make the "creating power" impact how quickly things are created like other powers impact the fight system. Or allow clones to be added in the creation process to speed things up.
This would fix many of the flaws in the rebirth/creating/building system.
4/5. Would be 5/5 without the audio bug where vehicle noises keep playing after destroyed and levels sometimes not being able to be completed because for some reason it doesn't detect the final enemy dying.
I'm slow to be harsh but I hate games that force me to complete specific tasks before I can finish the game. I got to the boss on my forth round after upgrading speed first; just to find out that I can't even fight him. 1/5 and never playing again.
Could we get another end-game area that is for the more action oriented? there is a cool mining area to get a more of money and get the biggest ships and stuff but no area to just go and keep fighting. Maybe a 12th area with just pirates always spawning?
perhaps i will make this an options. you can always jump back to system 0 and open option, reset pirates, and play the whole map again with all your hard earned goodies.
Hi, EastBound. When you open your inventory on a map, you can select the "Trash" button to get rid of any items you'd like to clear out so that you have room to pick up other things. =) Of course, it's better to sell them in town when possible, but it is an option!
Glad you're enjoying the game. =) Thank you for the feedback. If you get the click buffs, one of them temporarily adds 20% of the whole DPS to his click damage.