It's a nice concept, and everything about the design and presentation works well. But 40 minutes to clear all 24 levels on the first playthrough felt a bit too quick. It would be nice to get some more complex optional puzzles after clearing the game. It should be possible to do with just the current mechanics.
@ATBu it's basically faster shard generation, but without actually increasing the passive shard generation stat (since some other stuff scales off of it)
17 minutes to get the hard badge, if I didn't already get it 9 years ago. Even though I don't play twitchy games much, I'm glad to see I've still got it!
How about after the first reset, there's no bouncing "chest" icon on the UI? Just a star on that tab is good enough, so I don't have to open the chest-opening interface and close it to get rid of that annoying bouncing icon. Yes, I KNOW I have a new chest!
Hi Hotshot, Thank you for the feedback. It's on our list to consider other ways to deal with the chests. For now however, you don't need to open the chest dialog when you get a new chest, you can just click on the pop-up over the inventory tab and it will dismiss it.
The small area was uncomfortable for me as well, but I think it's that way so that melee would seem viable, and melee enemies would seem like a threat. Eventually I got used to it - you have enough HP to be able to take some heat. A lot of thought and effort went into this game, even if it might have been misguided in some ways. With a few changes, this game could've been pretty awesome; I really liked how some quests reward unique gear.
The quest "I'll be back" seems to not be working, or it's mis-labeled. It says you must win with 10% health or less, and I'm pretty sure I've been around 2-3% and still haven't gotten it yet.
From the updates log, April 14th:
"4. The Moon is just a reskin of Earth! What the hey hey!
The Moon is just the beginning! We’re going to be introducing new features and mechanics, but in baby steps. Low gravity baby steps."
It's been almost 4 months and the moon is still a reskin of earth, only much much slower. I hope these "baby steps" happen sometime before a literal newborn baby from spring takes his first baby steps.
Is there any chance that we could make the rank bonus in the tower the % chance that a bonus chest will spawn on a given floor, rather than the number of floors on which they'll spawn? The kind of players that are going to go that high in ranks probably won't have much trouble getting past floor 50 of the tower, and it's later on that they'd really appreciate them.
I feel that the longer the game goes on (after the port update), the more normalized and predictable it becomes. You can look at the upcoming upgrades, achievements, and managers, and already know what your next 5 reset experiences are going to be like. The "+experience" combined, the +experience managers and towns are just another "3x profit" manager in a fancier outfit. Food has been out for a long time, atomic lab only has one purchase to make, overloads are always 2x profit, discounts are now always a division of around 20-30. It makes it easier to balance and create "new" content, but it's such a downgrade after the very fresh and exiting beginning of the game. It's like you created all these interesting systems and then just decided you don't want to bother using them later on.
For those struggling to buy all your previous upgrades again, don't buy one at a time or use max. Instead try to get within an even 100 of your upgrade goal and buy 100 at a time. The prices and buy button seem to be calculating things incorrectly, but when you actually pay cash for the upgrades, the cost is what it's supposed to be (so you won't lose any money on the purchase).
Finished the game on either my 3rd or 4th run, mana regen mods do seem to be a bit too powerful as-is. One particular crafting item gotten early on gives 2 mp regen per slot, and you can use it twice on the same piece of gear. Anyway, this is a great game and I'm by no means complaining, but the balance of mp regen might be worth looking into for future updates.
The game becomes a bit silly with enchanting, maybe make the cost for enchantments grow exponentially as a function of the power of the enchant (like: enchant amount = whatever current cost formula^2)? Also, could we have an option to flee from an encounter (even if it cost gold, I wouldn't mind). Level 25 billion treasure chests are quite unkillable, and hardcore seems to be a game of Russian Roulette with legendary monsters, only you get to watch the bullet hit you in slow(ish?) motion.
That aside, this is a pretty awesome game, and must be a real challenge trying to keep everything balanced.
I contend that leaderboards are probably going to be meaningless shortly after a reset happens anyway, unless the team manages to somehow plug every single potential issue and not accidentally create any new ones in the future.
Hi Hotshot, Thank you for the feedback. It's on our list to consider other ways to deal with the chests. For now however, you don't need to open the chest dialog when you get a new chest, you can just click on the pop-up over the inventory tab and it will dismiss it.