first, i loved it, very challenging and definately made one think differently.
the issues were that sometimes it was really hard to know which square on the base level was the one you were on so i died a few times b/c i couldnt figure out where i was.
the frustrating thing, that should be very easy to fix, is starting at the begining of the previous level when you die on a level, i died on the same level twice and almost quit there b/c i didnt want to do a puzzle i had already solved once a second time and really didnt want to do it a 3rd time. i do realize this would essentially get rid of the lives portion of the game but its a frustrating thing for the player. this game doesnt seem to need lives infinite is fine (since it basically is already)
overall i loved it tho 5/5
i just prestiged for the 2nd time, got a +40% bonus now but the boards didnt reset this time, i need a few hundred mill to buy a board and only the brickout board to do it with
maybe an option to turn off coins? the sheer amount of stuff going on is causing it to lag, its been running for 10 hours and i dont even have 5 hours logged in the game yet, and it seems as tho i have hit a cap on the DPS just due to my computer processing speed, as i level things up the time gets slower
Trying to find many ways to optimize the hell out of this game, a lot of it is just how much is going on. I'll continue to do so, and hopefully I can help you get less lag :)
this is a very awkward game as far as cell style games go, also it seemed like the better i did the less stars i got, so i have no idea what is required for obtaining a 5 star rank in any of the maps. with the mechanics of how it sends bugs once you click it really ought to have a way to set a hive to send as created as well as send all, send as created would leave how ever many bugs were there when you chose that option but send any in exess of that amount continuously. all that being said, congrats and good job, keep it up, i cant even attempt to make a game like this yet
it seems as tho salary and such comes out of the total money you have at the last second of the month, since loosing the game is based on if you go negative this should probably be subtracted first thing of the month so you can see where you stand as you go, i lost with -2000 bucks, had almost 100k as end of month aproached and i bought the 40k food upgrade, had i known that would put me negative i would have obviously waited a few days in order to have that expense on the next month.
wanted to let you know i loved the game, i seem to have done something to delete my game tho (i know i did it it wasnt a bug or anything) and i do not wish to start over since i was lvl 601 with wife lvl 170, and almost had the money to unlock the last of tier 2 harvestables. thanks for the great game, keep up the great work and i look forward to idle farmer 2
just bought the lvl 15 seeds for 4200 mil, it didnt take the money from me, it waited til i had it to actually let me get them but then after i should have had 3 mil left, i still have the 4200 mil and i have the needs to plant
anyone asking for auto irrigation, get a wife and upgrade her watering stat, there you go, auto irrigation, play long enough and it gets quite powerful,
on the same note, i have more land atm than i can use so it really doesnt need to be gathered faster. i also havent read every comment and dont know what you are already working on for version.7 if i know my fellow kongregates this has been pointed out already.
Actually, it has not been...but I have seen it for myseolf, and when the new combat system comes in, there may or may not be changes made to the amount of land gained, depending on the balance of the new combat system.
it isnt a big deal, just wanted to make sure you noticed it :) (to your response to the last post from me) also with the military tab, we gain .xx of land everytime we beat them. i can win against the lvl 1 enemy every turn now, but i havent moved on to the lvl 2 enemy (which takes 3 turns to beat) b/c 3 turns at .01 land grants me .03 where as 3 turns on lvl 2 enemy grants .02 land, so moving on to them isnt needed til the earliest of beating them in 2 turns. not a big deal not saying something has to be changed, and i am still early on in the game so i dont know how later enemy lvls are, but it might need a little bit of looking at to make it worth moving on in lvls or i might just be uneducated on how it works.
if i am thinking of it right once i can beat lvl 2 in 1 turn and lvl 3 in 2 turns, it will still be +.04 for lvl 2 and +.03 for lvl 3 every 2 turns so at that point one would only move on once they can beat each lvl in 1 hit after that.
I've got the plans down on paper for a more randomized combat system, where your army will deal a random amount of damage based on your attack, enemy defense, and a Ruler Skill to increase it. At the same time, I will be adding a similar system to enemy kingdoms, where they will be able to fight back against your army, dealing a random amount of damage based on their attack and your defense. This should help eliminate the "I can one hit this kingdom every time, so I will just kill this one until I can one shot the next level" problem.
i little thing i noticed, the ? next to forge says that it uses iron to produce swords, as does the ? next to blacksmiths. if its like the rest of the buildings it should say it increases the number of blacksmiths allowed
Yeah...been meaning to fix that. You are the first one to say something about it, and since someone has now, I'll get that fixed right away. Thanks for the report.
cute idle game, i think the time spent on this one (about 24 hours, with the obvious ability to finish it faster if not idling so much) is about perfect, good job, only thing i would sugest was maybe that the flower keep growing, add another pod that blooms or something after the gardner runs off.
on further review of how the merchant works, it seems to be nice and benifitial so long as you never accept to fill an order for your best value crop, my last comment isnt necessary now
i just did the math on what the merchant wants, 320 of the best crop i have atm which gives 600 dollars normal, he is offering 192k which is 320 * 600, i have +45% money from levels so if i gather 320 of that crop and sell it in town normally i get 278k, in other words, unlocking the merchant seems to have been pointless for me and will actually slow down my income
small bug, i just did a merchant quest, i didnt have enough money to buy the next seed lvl when i went to town but after completeing merchant quest and getting reward i did, it still would not let me purchase the seeds til i went back to the farm then back to town
decent game, not much in the way of a puzzle game. none of the levels where hard to figure out at all they were pretty much linned up with arrows and the collors you needed, just alot of leaps of faith and hard to execute jumps.
as for those who are color blind, it almost wouldnt matter, trial and error played a key part in most of it, especially when the less known light collor properties were used.
mushrooms, hollo snakes, mud monsters, secret passageways, inspired by your childhood frolicks in the forest? were you eating mushrooms when you were there, lol, in either case its a nice game, i enjoyed it.
good game but the requirement to burn each and every person on the first flame is a bit steep. i often end up with one person left and especially at the begining of the game that should be acceptable. also i think the points decrease to fast, 5, 2, 1, 0 big penalty for needing a 2nd flame
Trying to find many ways to optimize the hell out of this game, a lot of it is just how much is going on. I'll continue to do so, and hopefully I can help you get less lag :)