I've had what I think is a bug where the SHOCK 1 spell stops allowing targeting, making the spell unable to be used. I think it worked when I first obtained it but stopped later. It did not improve when closing the game and restarting. (Other than that great game.)
Second demon king has about 100mil of each stat except for hp at 750mil... which is depressing considering how long I spent making statues only to fail here.
It looks like you need about 4000% attack minimum to beat anything other than 'Willing revenge'. Thats real time 4 days scoffing anchovy sandwiches and resetting on the hour, avoiding the orphanage, another day making goddess statues. And thats after dropping way more kreds than I should have to get automation going... the game desperately needs more content to break up the longer grinds. Otherwise a good time sink though.
Nice work, I think the game deserved a better rating. short but fun. Could do with a way to toggle the text to auto complete without using the keyboard. Plot and writing were reasonably good.
Thinking about it a bit more, progression 'feels' slower than it actually is.
One idea would be to have purchaseable increases to water/transport/lift that only effect lower levels i.e. 4 golden bricks for 100% increase to water/transport/lift when building a specific level, 8 gb for 200%, 16 gb for 300% etc. This could be balanced with slight slow downs to these things at higher levels so that building and progression would take roughly the same time but 'feel' like they are getting faster.
(Just throwing ideas out here, I'm probably overthinking this stuff)
Great game.
Overall impression so far though... the way progression slows down, increases to worker levels become less effective, everything low level is still softcapped by transporter speed or water and diminishing returns on golden bricks... just getting to a point where you can afford boosts seems excessively tedious.
I might just need to be patient and idle play a bit more, the active gameplay is great though. Nice concept too. 5/5 because you deserve a higher rating :)
The games a bit too dark, couldn't see the batteries even after looking right around their location, difficult to read the switch text, switch functions dont quite seem to match the text anyway, switches reset too quickly... other than those issues, pretty good game.
Fantastic and clever. The music was probably where you went from 4/5 to 5/5, it somehow added an epic feel to what was otherwise simple gameplay. Quick to complete but the ending is spot on.
Just 100 empire points, if anyone is interested: German 1: hero starts at lvl 2. German 2: quarry-> mining camp, each gives 500 wheat, wood, stone and gold after abdication. German 3: each mine gives 500 faith after abdication. German 4: clearing tiles starts at 3 amber cheaper. German 5: you can restore all buildings after abdication for 5 million gold(no workers, just the buildings).
The game has some interesting puzzles, the story is short but good, the art is fantastic. You deserve a much higher rating. 5/5 and I cant wait for episode 2.
Found a bug. If you time it right, switching teams while changing maps can either leave your team slightly squashed or totally skip some enemies.
the mini units are kinda funny, it could work as the special effect for a 'shrink' ability.
I don't think the formation mastery system works very well. By the time I cared to set a formation, my team was made of units I didn't have formations for. Switching in units i have formations for and they die almost immediately(2nd realm, so I cant restart at an area where they will survive)... thus not adding to the mastery counter. it looks like offline mastery is the ONLY viable method... which means deliberately taking time to NOT play the game for 20-40 hours to gain a 3% buff to defence. Maybe if online mastery was at 10 or 20 times the rate it would seem reasonable. Is this just me?
The system is in need of some love, but yeah offline is the way to go. It's a longer term mechanic than the active play. You can also stack multiple formations at once before going offline, sometimes 4-5 formations on each team. The formation bonuses aren't huge individually, but when you add them all up it's substantial. Also, time warp works to progress mastery if you're in a rush :p
Honestly though, apart from the nipple-hats, great game. the grey-scale character/items/enemies is clever, probably efficient too. the background art/style is fantastic. and the game is engaging both for idle gameplay and active clicking... Nice work.
I think I mentioned it for an earlier version, the art is fantastic, the music cheerful. Just a good experience. For less idle players some kind of accuracy based click damage boost might be nice, like major damage increase from headshots etc.
We're currently brainstorming new ideas and we'll note down your suggestion. You can also check out the mega suggestion thread in the forum. Thank you for the feedback!
game seems ok but it's not really suited for web browser. it feels like you could pre-render most of the 3d art into 2d sprites, massively speed up the entire thing and lose little in terms of gameplay. Also, the tutorial might be an attempt at a helpful guide but by "rail-roading" things so much it takes longer to feel involved with the game.
Very interesting idea!