(this is following my previous comment)
and forth, but maybe that's just me... energy is useless for a while (till you unlock your first special ability, and that only happens when you maxed out your first mastery...) so why not have it invisible till it matters ? I wondered for a while what this blue bar was, why it was climbing when i killed mobs, if it was a dmg or gain multiplier...
I do know some of those points are covered in the tutorial, but first of all, most players won't read it properly, and even if you do, you might miss the info on good faith or not remember it some times later when you're asking yourself the question :)
Nice game. There is a lot of potential but a few things in the UI could be tweaked to make it a bit more intuitive imho.
First of all, you should make the [+] button to spend your stat points if your available stat points are < 1, cause there is not much point to know you can spend some when you have 0.125.
Second, there should be something to tell you that you can't have both "auto retry" and "auto advance" checked at the same time... maybe a slider with 3 options [auto advance - off - auto retry] cause i spent a lot of time wondering why i couldn't auto-advance :p
third, i'd like to see tooltips of what i'm unlocking before spending the points to do so... in the long run it doesn't matter much, cause you'll make the ressources back eventually, but when you begin, it'll be nice to know what the difference is between a sentry gun and a laser one before you decide where to spend you then hard earned blueprints
I enjoy this game a lot, it's well thought and well programmed... As far as idle game goes, this is one of the best cause, even if it's sill an idle game, i have to make some decisions and tweak things here and there.
There is just one tiny little suggestion i'd like to make (well, two actually), one cosmetic and one gameplay related.
First : Knowing the price of items your merchant is selling would be nice (i mean the one she's actually in the process of selling).
Second : While "Storage protection" is a nice feature, it would really be cool if you could set it for some workers and not others. On a related note, that could be a way for the merchand to take potions you don't want to keep from storage... :)
not a bad game in itself, but you need to either make the game stop when PC player has no more card in hand (or REALLY speed it up) or allow a player with no card in hand to ask for something, cause it is really really really boring to watch the game unfold for 10 mins when you finished fast
cool game, i like it a lot, except one thing : the stupids useless turtles plaging the nom nom special levels ... i'm a liiiiittle bit tired of loosing cause i only get turtles and spells (or so much turtles i get almost no other units) having a wall is nice, but when it's not manned to be defended, it's useless ... or at least give turtles an attack (even if it's not really high dmg) like a carapace spin, or something ...
This is a very great game, liked it a lot. It was a bit short, but would have becomed boring in the long run, so, no complain there. A few cool sounds when you send a unit / collect some mana would be nice, something to remember if you have some armored or strong prepared would be cool to, and i think making mistake should eat some of your mana...
Otherwise, nothing to say, loved it, was fun, inovative and didn't get boring, really great game :)
This could be a really really cool game, but some things drag it down. First of all, no quit battle or reset skill tree option make you lose a lot of time. Second, please, divide attribute point list by base / item increase (and total if you like) you almost did it for HP, do it for everything :) last but not least, the grid is waaaaay to small for that much colors (4 base attack + 2 special + 1 power up) you mostly have to do 1 or 2 hit combo and armor render that completely inefficient. I would suggest removing armor and healing tiles and, if you really want to keep the game mechanic, add them in rare healing combat tiles or defensive combat tiles.
otherwise it's a cool game, but the default i just listed made it boring imho.
I'm a huge, huge, fan of factory balls, all of them ... the click instead of drag thing is awesome ... just one remark tho (and made me rate 4 instead of my usual 5 cause of the same old, same old, feeling) ... Have you considered giving every tool to the user at each level ? I mean ... instead of giving 2 to 3 paint of différent colors and just the tools you actually need to complete the level (with a few exceptions conserning the "half ball protections") why don't you give 1 pot with every color and all tools ? That way we would actually have to figure out what tool to use and how instead of just how and some levels would be, imho, much more interesting ... I still loved the game and hope you keep 'em coming :)
This could be a very good game but it lacks a few things to be better than average.
First of all, mobs increase in numbers, HP and damage ... why ? you already got different types of mob, keep the low levels one with low hp and increase firepower of the big one, no need to scale them on the player level AND make them countless ...
second, every tower do the same thing, are upgraded the same way ... you should put a fast firing one, a high damage one and the balanced standard, or something like that ... and at least make the bullets from differents tower in differents colors
Third, and last for now, little red bullets are unavoidables ... change that ... a soon as you get around level 8/9, there are tons of mobs firing them everywhere on the screen and you are a big, tall, slow flying castle, sizingat least 1/3 of the screen heigh
Please, for the love of the Internet and Game gods, please, remove the "?" thing at the bottom of the gaming area that tells you how to connect single bricks, it drives me mad ... ; )
is anyone else having troubles with the "breathtaking flight" achievement ? mine won't increase even when i land at the very last pixel of O2 ...
Other than that, very nice game, addictive and cool.
New ship ideas : one that make stars appear more often
This game is kinda lame as it is only more levels for UA2 (i loved UA2), nothing new, nothing cool, juste achievements that you can't get in hard / prof unless you're the luckiest person in the whole galaxy ...
You should add a energy-consuming distracting device that makes the nearby guards in a radius come to you (signal not blocked by walls) ... that way you could at least try and get the achievements without starting over and over and over until the guards and the green guy do exactly what you need them to at the exact moment you need them to
i get a strange bug when playing this game, tried it on several navigators and updated my flash player ... but i can't crouch and move to the right at the same time, works with left, can crouch and jump, but not move to the right while crouching ... kinda kill the game since i can't go farther than 3 screen from the start :p did it happen to anyone else and if it did how did you get over it ?
you should split the shield indicating incomming waves in half and put colors corresponding to both elemental strength and weakness instead of just weakness, games pretty good otherwise
OMG .... just make 1 level of 200 waves, not 20 of 10 .... i used the exact same techniques through all levels and it worked exactly the same : nearly perfected it ... and auto-fire would be great, as there is no point in not firing all time long ... i love birds with guns on their back tho
Thank you for the feedback. I will do my best to make the game enjoyable.