I was highly disappointed when I finally made a goddess blessing and it didn't do anything cool. For the amount of time I spent working up to it, it was a huge letdown!
That's a minor complaint though, in the grand scheme of things. I haven't enjoyed an idle game this much in quite a while.
As soon as I started playing it felt like I was playing Idle Universe again. You've said mechanically it's a bit different, but it looks and plays exactly like it. Most uprades are the same. Spells seem new, and heroes seem new, but that's about it. Even the font is basically the same. Interest was lost almost immediately because of this.
Just to list some of the other unique stuff since you seemed interested: Heroes, cards/items, spell tree, town, idle upgrades, medals, weekly ladder, and more!
This is a really cool concept! Pretty much any feedback I had seems to be covered in the top comments, but figured I'd give you a bit of an ego boost :p
I love being able to freely organize the icons. It's a fresh take on a fun genre.
I want to like this game, but the lack of in-battle strategy kind of makes the whole game feel distant. Rushing through battles kind of kills the point in my opinion.
Still, there's a lot of polish to this. I'll give it a 4/5 for the polish, and awesome devs.
This definitely represents the most common 'negative' feedback we get about the game - some people love the auto-battle because it allows for fast matches and open/fair challenges against players who aren't online, but it definitely isn't appealing if you want to play slowly and thoughtfully every game. I can't think of a good way to adopt the core gameplay to make both camps happy, but I'm all ears if someone has a good solution.
Ok, wow, the second character is awful.
I could make it further with the first character non-upgraded than I can with the second character. Her regen on her attack is way too slow. Even with avoiding attacking except when necessary she runs out of attacks and it gets me killed before the 1000 m mark. With the first character I was regularly getting past that before even upgrading him.
After upgrading him, I could get to the 3k mark fairly easily. The second characters level up costs 12,500 as well ;-.-
The two magic users have an attack regeneration time very slow. We're considering to improve it, but we want also to keep differente melee character from the magic users character.
I disagree with the commenters who say the prices are too high. Someone said they are only able to get 100-200 per play. I was able to get around 700 with no level ups.
It's a skill based game. Sure, my first round I got only around 200, but you need to figure out the best techniques for different situations. 2 enemies in a row? Hit one jump over the second, etc.
The only problem I'm having is the timing gets a bit weird after the 1k mark on the platforming. It seems like I'm timing it right, but the guy won't jump after he lands. Died 3 times now as soon as I reached that point :/
Hi Hueyk, nice to meet you and thank you for your feedback! In our internal tests, after 4-5 games, we saw player collect 500-800 coins per run. But we are a small team, so... this is why we are still in K+ Beta: to collect your feedbacks! :) About your problem: yes, jumps are very hard sometimes; but... it seems also a frame drop issue. What's your browser and your OS? Can you send me (here or on the forum) your pc specifications?
Seriously needs an ammo display. Kept getting stuck because I suddenly threw the gun that I had just picked up after shooting only one shot. This is basically a shooter boiled down to a strategy game that doesn't give you enough info to actually make a strategy.
Great game. Great soundtrack. 9/10
Constructive feedback:
The bosses were all too similar. They pretty much stuck on a rail at the top going left and right. Then they pop some bullet hell. Then they go back. Only a couple bosses had anything going that felt very unique. The ghost, and the last boss. Try to add more boss variety.
Sometimes the backwards crossbow wouldn't fire when i was at the top of the map. Not sure what triggered it, but it happened a few times.
The invincibility after being hit seems a little excessive. On the last boss once he started moving a lot and it became too chaotic I just stood in front of him taking hits when the invincibility ran out. Makes for a pretty cheesy way to win.
When watching a video for a reward, the "watch 1 minute to get a reward" videos never provide a reward. To make it worse, for some reason whenever I bring up the reward videos the games image quality drops to a really low resolution and it causes numbers to be cut off.
I use the most recent version of firefox.
Some relatively easy suggestions to implement.
1. Allow us to target specific monsters. Sometimes the game will send me to one monster, i'll use spells to weaken it, then my party wipes and it sends to me a different monster. At this point I have no spells and usually cant do anything while I wait for new spells. All the while the weakened monster is just sitting there until i randomly get back to it.
2. Show monster information via tooltips by hovering over them.
3. Find a way to provide more information about the tougher enemies ability. Example: On cave 27 it says the demon guardian "guards Ranged ability". I thought this meant my archers pierce armor wouldn't work, but it worked just fine so I don't know what that means. Also he has something called Trick which again I have no clue what that means and there is no way to find out.
When on the deck edit menu please add card cost to the tooltip when you hover over cards in your deck.
As it is now, you have to find the card in your mess of collection cards to figure out the cost of individual cards in your deck, which makes it a huge pain to optimize your deck.
Some of the gem upgrades just really don't make sense to purchase or are overpriced...
For example, the one to gain 1 extra soul per reset costs 250 souls... This means I have to reset the game 250 times just to break even on that investment. That's just plain non-sense. I suppose the higher grade version of that is a little better, it only requires 200 resets to break even...
you can reach the clone cap fairly quickly by placing your clones on a monster they can barely kill. You'll spend a lot of time making new clones instead of creations, but my cap just went from 25000 to 75000 in 24 hours.
I'd really like to try this game out, but I'm waiting for the data purge... The post from almost two weeks ago seemed like it was going to happen very soon.
Just to list some of the other unique stuff since you seemed interested: Heroes, cards/items, spell tree, town, idle upgrades, medals, weekly ladder, and more!