I've noticed that the dungeon raid fee increases the more you play. At F-level 10 & H-level 36, I currently need 200M Water and 300M Food to start a raid 0.O; but my level 2 warehouse can only hold 20M water and 20M Food. Is this intentional? And will the fee be reset to "normal" if I kill my hero and create a new one?
The raid fee is (should be) static for now (food mastery planned which reduces them). pre-release raids were locked until fame-level xx and I hated it so I changed it to that "small" fee.
The only costs that scale with hero-level are the costs of potions.
The flood of spiders is a major issue IMO. Either reduce their damage or make them explode when dying; causing splash damage to enemy units. Oh and the Boss on level 6 can get stuck on objects -- perhaps change its spawn location.
Reminds me of the old C64 game called Elite, which had a basic sandbox survive in space - travel to unexplored solar systems - dogfight enemies - dock at space stations – trade items & get better gear concept. I see huge potential for Space Flash Arena to become something truly awesome. Best of all, it’s already a 5 star flash game. Well done!
Having failed to obtain the sixth key seven times, due to sub getting stuck during the boss fight when trying to avoid fireballs, I’m giving up. It takes about 2 min to get to the bloody cave!
@TheDevelopers. You could complement the research system’s explanatory text, by adding a link to a one page help guide with pictures of a regular and an advanced recipe; ideally propeller MK-2 and transistor. And since the propeller needs iron ore, which was a pain to discover, why not also add a picture of the iron ore description showing its spawn altitude/depth. I think these minor “spoilers” would reduce the learning curve significantly and increase the overall experience. Oh and one last request if I may. Please make the spikes turtles spawn closer to the surface - collecting viscera later in the game is a drag.
Each time you advance to another area your scraps per click increases by 1. If you spend all your money in the shop and press BACK button -> SHOP button - > BACK button - you will immediately start in the prison area. It might be a bug, but anyway it's ridiculously easy to repeat the first areas over and over, while building up the scraps per click; this makes upgrading weapon and hiring a better blacksmith kind of redundant.
Yup. I initially made a temporary variable that stored scraps before going in the shop, then comparing the temporary value with the threshold for area. Problem is, once you're at a low scrap, if you head into the store, the low scrap gets overwritten in the temporary value. I'm going to have to make my temporary value be compared with the scrap, and only retain the max information. Thanks!
I've been unable to complete the last map, because one or more enemies will always get stuck in the grass south-west of the hut and bug out; restarting the map usually triggers an emidiatly game crash when more enemies spawn. I'm using the latest version of flash btw.
Adding recognizable landmarks to background pictures will make the moving from continent to continent theme clearer. I liked Paris and North Korea better than Moscow and Egypt.
#1 Capturing sites on the global map is easy and very profitable. #2 Raiding is a great way to find more workers and equipment. #3 One worker set on creating items/growing crops/raising cattle, produces 1-4 resources each turn depending on equipped items. This means one worker can support up to 4 employees. #4 Each employee consumes 1 resource each turn; it doesn’t matter which single resource or combination of resources you give them. #5 Your two starting characters are 99% invincible once you've given them good items. #6 The game will continue to send hordes of enemies against you, even after you have captured everything. #7 The game is ridiculous easy once you have figured it out.
There's a risk of triggering a soundbug when using the car (fast start unlock); resulting in no weapon sound until the game is reloaded. Other than that it's a decent game 4/5.
Please add some kind of in-game information regarding purple items & their drop rate; it seems to confuse people. Another improvement would be to add bullet/laser animation on the weapon you’re attaching/adjusting, this way you’d know whether you got it right without having to fight enemies.
I really hate being encouraged to spend real money every time I die; why not remove disable the ad? There’s already an option to acquire more red skulls in exchange for Kongregate credits in the create character menu. At the moment, this game has an ominous milk-the-customer-dry feeling to it; I doubt I’m the only one thinking this.
I've found two bugs: You can't pick up the knife before talking to the NPC across the river, and after having completed the game once - the end text remains on the screen if you choose to start another game.
This upload is not a Beta version - it’s a TEASER; areas two to five are as the description says deliberately not included "If you eager to get all story – try Tablet version". For now it’s only worth 3 stars...
I have to confess that I am somewhat discourage by the buy token for real money system, which allows players to acquire better pets, movements and stats. Can someone tell me whether casual gamers will enjoy this game, without having to constantly feel like an underdog?
Mission 8 is currently close to impossible due to heavy lag. After I had captured six out of seven castles, I was barely able to keep up with the enemy’s deployments, even at low graphic settings. Maybe by resetting all skill points and go purely offensive, then maybe it is possible to win before the game freezes; but who cares? By the way, I had zero lag before the last mission so it’s probably something in the code.
The raid fee is (should be) static for now (food mastery planned which reduces them). pre-release raids were locked until fame-level xx and I hated it so I changed it to that "small" fee. The only costs that scale with hero-level are the costs of potions.