To the curious: Turns out a quick Google Search answered my question - YDKR already publishes to multiple platforms... including Steam. Wonder if the saves are compatible...?
Druid passives finally fixed, at least. Hopefully that horrible cash shop gets some attention soon. Those purchases to get 100 of any given material is a complete waste of gems - even early game. Needs to be modular based on progress (Total Loyalty level, maybe?) Also, since Kong is giving up on all non-Kongregate projects... is YDKR planning to publish to other platforms now? A link would be appreciated. As I've said before - this game had a lot of potential, but the P2W aspects completely overshadow how great this game might have been. (even though I'm still playing it after months)
When I Rank Up it seems like all my progress halts until I retrofit... Putting 10+ skill points in each doesn't seem to affect gains at all, and it treats my progress as if I have zero skill points set to each skill... In short, my Starfight time halts and simply does not move at all, even with 65 Skill Points on it... In game text suggests that Rank Up improves stats, but after Rank Up my progress stops and it doesn't seem to have any effect post-retrofit. I like the idea, but it seems like I'm stuck at the moment, and I've only put an hour or so into this one. :/
Need idle gold income, even if it's just a little; Gold brick farming is hellishly tedious considering the prices of the artifacts; and the prices hike up far too quickly in my opinion. Outside of these three issues, this is a nice little game concept and I'm curious to how it'll go with updates. Best of luck, dev. Hope this one gets some TLC and a few key updates moving forward.
Requiring 6 Ether cards to get the Hero that speeds up Ether potions... Gotta say I'm not a fan of that design choice. The entire alchemy system needs a rework in my opinion. Feels like the entire system was made to encourage users to spend money on the game. :/
Well, I played until I hit infinity stabs... hoping that there was something more to this somewhere along the way. 1/5 ~~ Please use something that isn't Scratch for your next game. I beg of you.
Looks like the new update uses 'session time' to calculate offline progress... Which means when you load your save you have 0 offline time, but if you are playing for an hour and restart you'll get an hour worth of Snail kills (and any GPS from Gold/Ether cards) so the only way to progress with this bug is to keep the game open.
Auto Progress was a great addition. Very grateful for that. Would be better if it turned off when I hit 'Go' on the daily missions. Looking forward to more updates. Keep up the great work!
Also, on the dungeon results screen it'd be nice if we could see how much of each resource we have - especially pet shards. Maybe a tooltip on hover that shows the respective pet's info (x/5 to unlock; x/8 for uncap; etc)
Just blew 50 gems hoping for a confirmation window on Enhance 'Premium' upgrade... Really wish I knew what the other option did and desperately wish I could get those 50 gems back... Was going to use them for some more pet shards. :/
Help panel on the Minion screen says Dexterity reduces time of missions, but one minion starts at 12 Dex and the other at 10 Dex... yet they have the same mission timers? Either the difference is minuscule or Dex actually doesn't do anything.
Ah, there was one other minor annoyance - Tooltips get in the way of clicking sometimes. Have to drag the cursor off the button before moving down to the next button. Very minor gripe, but still annoys me to some extent. xD
Two more notes: I always disable auto clicker when clicking Ascend/Transcend/etc so I have time to do some mental math before clicking, so the bug preventing me from clicking those buttons shouldn't be related to auto-clicker being used (GS Autoclicker at 10 ms interval, if that helps at all); and the Ascend with Artifact confuses me... I'm curious about the mechanic there and how the game decides you are allowed to get a new artifact. Mind sharing that info?
What you think is a bug is actually the mid-game mystery. But, with an autoclick setting that high you may enjoy the early game, but I doubt you'll appreciate anything else until the final puzzle is revealed. See if you can beat the high score in "Swords"?
To deal with auto-clickers: Just give a popup warning and give them the option of disabling high score submissions. Every time they click too fast they'll get this warning unless they disable submissions. This keeps the leaderboards fair and still allows people (like me) to use autoclickers if they want. 4/5 Nice little game you got here. I'll give it 5 because aside from a couple of minor annoyances (Ascend/Transcend/etc not working until a different one is clicked; Skill 7 not being affect by training multi at all) it's a nice little minimalistic game that is quite enjoyable.
3/5 Needs work in many areas. ~~~ 1) Need more upgrades. Chest speed and NPC request rewards upgrades would be great. 2) Inventory issues. Stacking items with dedicated slots would be perfect, but at least let us sort inventory please. 3) Game must be focused - This is far too common an issue. Game has to be focused or it doesn't play at full speed. 4) RNG is OP. Completely both Legendary sets for Farmer and Miner before completing rare or epic for either, while keeping to a rule of lowest cost upgrades (to test balance, which was more or less fine, aside from extreme RNG) ~~~ That's about it. I like what I see here, but the game needs some work. 3 stars because it isn't bad, but it isn't great either. Looking forward to updates.
Nice little game. I like the humor, especially in the newspapers lol. Got pretty repetitive even early on, but it was fun all the same. Felt like a minigame from some big RPG lol.
What you think is a bug is actually the mid-game mystery. But, with an autoclick setting that high you may enjoy the early game, but I doubt you'll appreciate anything else until the final puzzle is revealed. See if you can beat the high score in "Swords"?