While I am loving this game, there are minor things I'd like to see changed. For example, while I understand the design decision to separate the two cities, I'd love to see the tracks section take tracks from both cities to replay. I'd love to see how I far against some badlands tracks with my forest city.
Note to self, if I refresh the page, take a look at inventory immediately and reset my refine and sell lists. Otherwise, I'll have ANOTHER 4K items to sort through and watch get thrown into the blenders. :p
Thank you for allowing us to play even with the energy bar. And also for not asking us for money every five seconds to refill it once we are out. I'd like to offer a suggestion.
Regarding PvP, I'd like to be able to obtain a couple of cubes per win whether or not we undo the locks. Getting nothing after a tough fight is almost more defeating. My personal recommendation would be only 2 or 3, with the bonus 10 from the chest being a good number.
This has been rather enjoyable. I'm hoping to play more after work.
Hello Haia, glad to hear that you enjoy the game! Thank for playing TDD and your suggestion has been noted. =D We understand that it is a terrible feeling and we definitely wouldn't want our players to feel this way, so we will see what we can do to make sure a tough fight won't get wasted just like that. - Haruki
This game has a great idea and concept, but is so poorly executed that I can't recommend the game. Fix the lag or take the badges off. It's so frustrating when you try to jump and your character does nothing. Even mashing the jump key over and over and your guys just walk off the ledge.
I'd love to test how purchasing different upgrades at different times determines the ending output of money. For example, if I buy all angel investors first, and then I purchase the *3 upgrades, will I get a different number if I bought the *3 first and then the angel upgrades. The difficulty with testing this is that the base values always change due to getting more angel investors every reset. Perhaps you could consider a sandbox mode where we can set different variables such as angel investors to do some testing?
It's planned but our development time is somewhat limited today. It's down to how much money the game can earn us, which in turn would free us up to put more time into this project instead of our day jobs..
Also, when leaving an arena, pause the game and confirm leaving. It's the worst to be nearly done, skirting the edge, and accidentally going too far and getting pulled out.
This seems like it has a lot of potential, so I'll toss in a few suggestions. The first is somewhere in gme to read up on the game. It looks like it could be fairly in depth especially regarding route building and such, so more infor would be great. Secondly, when a pop up occurs such as not being able to attack another player until soul crystal level three, don't let the player click on other tabs at the top, and accidentally enter into an arena. I'm just glad I made it out. :)
Ah, ok got it. The dialog should naturally kill of any other interaction! There's not much else to read just yet, but you can check out the dedicated site of the game.
I... But I beat this... All the levels, did great in endless... Why did my progress disappear? I'm mor worried about when badges come than anything cause I really don't want to have to do this again. Some of those levels are tough.
I think I found a bug? My best line stayed with me after passing it. I'm on day 42 and doing some insane distances. When I passed it, it stayed right on the middle of my armadillo like it was trying to make a new line but it was all black. Maybe it was because of the speed or something?
At the stage clear screen, it would be great if we could have a restart button. Instead of going back to the main screen every time, we can just restart the level, and kick some butt again. At the higher levels, it takes more time to load up the level, than to actually run through it.
I was able to retrieve mine. Here is the location of the save file: http://en.wikipedia.org/wiki/Local_shared_object#File_locations
Just put the stuff from the preview folder to the live folder.
Also, if I hover over an enemy, I wanna know which enemy it is on the timeline. Either highlight the enemy on the timeline, or maybe an arrow to the one I'm highlighting over?
Why does my thief say in the skills tab that she has burst and throw burst, but in combat I only get burst? I noticed that the 1 skill was burst, and then steal was 3. What happened?
So, I get my titans, and I think "Finally, the game is done. I can go back to life." And then, curiously, I try the tower one more time only to find a hard mode. You, Sir, have done a fantastic job of sucking my life away. :p
So, I've found an awesome combination in Tortastone and HolyMantis. One tanks the other heals. The problem is in AoE damage! If I'm redirecting damage to my tortoise, will the tortoise's armor value knock some damage off? Or do the other minions need the armor, and then the remainder go to the tortoise?
This is fantastic! Tons of numbers, very little repetition, and lots of options for playing. I love how you spent the time to make sure character playstyles were different. Trying to berzerk through a mob as a thief doesn't work. I also love the mob's AI, at least I think it's the AI. There's been dozens of times where an enemy is in a corner, and if I move to meet them, they get the first attack. Instead of moving to meet me, they'll sit there for a turn or two, hoping I move. It's small, but a great detail to have worked in. Makes this very tactical. :)
Hello Haia, glad to hear that you enjoy the game! Thank for playing TDD and your suggestion has been noted. =D We understand that it is a terrible feeling and we definitely wouldn't want our players to feel this way, so we will see what we can do to make sure a tough fight won't get wasted just like that. - Haruki