Enter name, get black screen. Can't play. Tons and tons of errors in the javascript console:
Uncaught TypeError: Cannot read property 'size' of undefined
at BitmapText.updateText (pixi.js:23507)
at new BitmapText (pixi.js:23388)
at new enemy_player (enemy.js:4)
at AddOnePlayer (functions.js:2090)
at UpdatePlayersMas (functions.js:2166)
at WebSocket.socket.onmessage (sockets.js:232)
I like the concept, but the difficulty is definitely on the high side. I'm playing on a track pad (chromebook) and it's pretty much impossible to get past round 4. You need to be able to purchase more upgrades way faster, like heal x2/click, damage x2/click etc.
Hi Jared, thanks for bringing this to my attention. I was playing on my macbook just now and completely understand where you are coming from. I have added a new difficulty option which makes things easier for trackpads and improves gameplay in general. I will be messing around with this new difficulty over the next few days so let me know if you have any other suggestions. Many thanks.
I beat the dragon at dragonhill, did the quest and now there are no more. Is that supposed to be the end of the game? Why do it's parts keep regenerating? (Showing back up after i've defeated them, time and again)
I think there's a bug buying the exp/sec upgrade. The number in parenthesis is supposed to be the cost, right? It checks to see if you have that number of tech points, but then only takes 1 on the upgrade.
But good game! It's fun!
The game is a lot of fun! It gets really hectic towards the end (I only managed to get to wave 11). It's lacking depth (upgrades and what have you, I'd actually like to see levels) but it's a good concept that works well.
Thanks for playing, and for your feedback! It's a project I worked on in my spare time for a few months and my first game released as a solo project. I considered adding the things you suggested but at one point I just decided that I wanted it to see the light of day ASAP (plus, have some other game in development that I can't wait to get started on). I'm considering releasing the game under CC license so that others could use it as a starting point to create levels, upgrades, etc.
Sorry, one more thing: The game doesn't seem to progress while backgrounded/on a different tab/window. I feel this is extremely important on incremental games.
I like the game, here's some feedback:
1) Not so much of an idle game. The rate of fire is too low on all of the units. Even when they're upgraded so they're one-shot'ing enemies, it's still very, very slow.
2) The pricing for the upgrades doesn't make much sense. The first upgrade for the 2nd unit is more expensive (well, equal to) the most expensive upgrade for the first unit.
3) DPS stat is useless. It doesn't translate into a meaningful number for the player. I'd much rather:
Damage: X
Rate of Fire: Every Y seconds
4) Just visually, watching the units do nothing for a long time is boring. I'd recommend keeping the DPS the same, but increasing the Rate of fire. Drastically.
5) I always like it when the achievements you unlock have an impact in the game. Especially with Idle/Clicker/Incremental games, it feels natural and has a positive impact on the player experience.
6) The Settings button doesn't seem to work for me :(
Thank you very much for you comment and critique! Its much appreciated, and will be taken into consideration! As will be of everyone else ;)
We know the Balancing is off, and plan to fix this as soon as we have a solution for the performance Issue.
I'm certain we will be able to please you then =D
Hi Jared, thanks for bringing this to my attention. I was playing on my macbook just now and completely understand where you are coming from. I have added a new difficulty option which makes things easier for trackpads and improves gameplay in general. I will be messing around with this new difficulty over the next few days so let me know if you have any other suggestions. Many thanks.