I liked Theory of Magic (until it broke) because it could be played without idling with its Shift+Enter autoclicking. This is very much an idle game, which I have no interest in.
I love that backline receives mass buff too and that extra skills can be swapped between characters at no cost. Those were major problems for me in EBF4.
Forgot to mention this, but for Necromancer the way to deal with Crystal Golems is Summon Skeletons. Or, if you get Charm somehow, Charmed creatures don't reflect.
As far as I can tell, Necromancer is the best class by far. Life Drain everything, keep mana up with Life Tap. Never use the Disease spell, its far too easy to kill yourself with it. All skill points into more HP. If you find a tome of Enchanter magic, take it, Confusion, the speed spell, and Charm are OP with pretty much unlimited mana. Keep an eye out for Crystal Golems, they reflect Life Drain right back at you, which will likely kill you. Having something to clear physical status effects is probably a good idea.
Curse can affect cards in cooldown, which can kill you quick with how powerful they tend to be (ironic considering that most Block items have a cooldown).
Wells produce far less water that a worker can collect, so assigning one to them is a pretty big waste. Trees and bushes require water, which workers do not gather unless to water farms or otherwise immediately spend, and so are almost impossible to build. Can't assign workers to gather from springs, which appear to have a significantly higher water production than wells.
Thanks for the comment! It's a bit hidden, but if you set a Laborer to Gather Only, then click the priority button till it shows "Water", that worker will go collect water from any source and bring it directly to storage. Though I think I will increase the output of wells a little. Appreciate the feedback.
Really need greater range of equipment stats. You get the best possible rapidly, and it is very rare for equipment rewards from recycling to be useful. Add rarity levels?
I like the this game a lot not because I enjoy it (gave it a go and then left, not much fun for me.) but because it teaches people about this absolutely vital concept.
Sooner or later one will realize that the optimal strategy is to always split, unless given strong reason to believe that the other would not. And that lies will not work for long, thanks to the chat window.
Our civilization is build on this concept, that "splitting" makes everyone better off.
Stealing taints you, people will remember. Trust is very very hard to recover or earn.
I have decided years ago that I will always "split" in situations like this unless nearly certain that the other would "steal". Some times, I will be betrayed, but its worth it and I will not be ruled by fear.
If the ranged is balanced right now, you might want to increase the ranged traits skill point cost. Seeing 50+ unused skill points makes one think that they are doing something wrong. Or add some support skills that an archer could take, otherwise its just "attribute points to agi, buy ranged skill when available" all over, compared to melees excellent balance (Wis for regen, End for equips and HP, Str for damage, Agi for dmg, attack speed and non crappy bow).
A good idea, but need work. Equipment needs unreasonable stats, ranged has only one skill (an the entire back row for archers), balance is all over the place, interface not smooth at all, no way to at least reorder your people, nothing to do but wait while combat is in progress (its like it cant decide whether to be an idle game or not. Not that so much mandatory idleness is good for an idle game anyway), and more.
A good idea though, so have a 4/5 and if you keep working on this, please repost the game or make this an alpha or something, so that people can notice it among new games.
Most of the high all-around stats requirements are usually meant for "reborn" characters and lategame in general, but i think i should probably add a few more early-game items as well, maybe :D
Agility has only one specific skill for archery because it's pretty much OP in lategame already as it is, i swear i did a lot of testing in balacing out classes, stats and skills, and i tried to make all stats and stats combinations pretty much viable, also the back row is for either archers, or healers, or chars with intelligence and agility and basically anything which isn't tanky/melee
I will definitively do more testing, balancing and i will add more skills and items, anyway.
Reordering people and items in inventory is on the to do-list, not an easy job, but i will get to it, the game is currently an alpha, anyway, thanks for the comment and the appreciation : )
The harpoons decimator upgrade is an excellent idea with a lot of potential. Especially when it is difficult to place the main turret in range/with line of sight of the second portal. Though with the other upgrade, using it to stun and debuff enemies from the first works wonders too.
Two things to keep in mind however. First, abilities that trigger on hit don't, when shooting the line, so if you intent to rely on it, try to avoid them. Second, the shots are not conveyed directly tot he target, they are merely sent in its direction. This can meant that they impact other enemies instead of the one you want to focus fire.
Another quick tip: In the second half of the game, place your main turret diagonally to the first portal and your maze. It makes tho turret ships (fire in cardinal directions) a non issue.
Why does someone spend the effort to make such a nice game and then just makes such basic mistakes with gameplay? Skills are badly done, mission rewards suck and special attacks/blocks need to be redone. Is this an Alpha build or something?
Good base, but SEVERLY needs some more game mechanics. Considering the grid, have you though about formations? one type of unit buffs in an X, one in a +, one in a circle... anything other then flat DPS. check http://www.kongregate.com/games/Codename_Enter/crusaders-of-the-lost-idols for inspiration. Also, I assume there is prestige when the cube is gone?
Thanks for the comment! It's a bit hidden, but if you set a Laborer to Gather Only, then click the priority button till it shows "Water", that worker will go collect water from any source and bring it directly to storage. Though I think I will increase the output of wells a little. Appreciate the feedback.