Also, there is little difference in difficulty between the last 2 endings. Maybe make Ranger only need 45 of both skills instead of 50 to make a distinction.
Game idea: For getting the ranger ending, add a choice of +1 Ruby or Work. For getting the Knight ending, add a choice of +2 to one of them or +1 to both.
Could the tooltip for "Restet the game and collect doubloons" button be below the button? It covers the numbers if you want to try for a specific amount.
My thoughts so far: for a quick game, this one delivers on its promise well: enough entertainment to kill a small stretch of time. It also doesn't try to be too big. Idle/clicker games don't have to take 6 months to finish.
Axe spins section: works well, easy on the eyes, keeps track of progress well, and easy to understand.
Axe Fall: in idle/clicker/incremental games, players tend to be more numbers and progress oriented. Having a counter for the total axes caught would bring more satisfaction from this section, so people can keep track of how far they are on the achievement. Also, the plural of axe is axes, not axe's.
Axe-Off: No issues in the first two rounds. Adequate mini-game.
Not sure why the rating is so low. It's listed as a quick game, so it should have giant amounts of content. I'm giving it a 5-star to offset some of the bad.
Thank you for the feedback Jayce, I will look at adding the total axes caught onto the game. I did consider putting this in but didn't want too many distractions as you're focused on trying to catch them and I noticed the achievements popping themselves can be distracting. I could add this to the achievements page to offset this.
Thank you for pointing out my grammar on the axes as well, I will resolve this while I make the above amendment.
I was never expecting to make a 5* game, but I too was unsure why it was 2* as there aren't many negative comments and I fixed any bugs that were raised within a day. Perhaps people did not see the Quick Game tag and assumed it would be a bigger game.
Thank you again, nice to receive feedback such as this, all the best for 2018.
- Steve
I have cleared my browser cache, equipped the creep pick, maxed mob spawns as high as I can, cleared my chest slots, and have tried other browsers. Mobs will not spawn for me, while they're spawning fine for other people.
Game idea: Board completion. I'll use the common board as an example. The 21st item spot can be a bonus that fills as you unlock common items. When you collect them all, the bonus is filled, and you can spend 1000 gold to wipe the common board of all items and collect them a second time (or collect a second tier of them). This would give another use for gold and add some more gameplay.
So the reset achievements will only have one active at a time, and only during the reset they specify. After 10 resets that achievement row is gone forever and you get nothing.
Having been playing this a while, I'm thinking that the best re-balance would be for prestiges to scale much more steeply. It would make them mean so much more and possibly make it worth prestiging every time its available. Currently, it's faster to save up a lot of them and then do a bunch of prestiges in a row. That might be the sweet spot this game is missing, especially if troop gains scaled steeper with prestiges.
Suggestions: the font, while looking cool, has two issues. The 1 and 7 are difficult to tell apart, and the q for quadrillion is printed in upper case, so it matches the Q for quintillion.
As others have pointed out, the "troop gain"/"gold gain"/"tower HP" ratio is still set up to take ages to go up floors without some nice card draws in the packs.
The flat gains in the skill tree become irrelevant very quickly into the game, as does clicking.
Headless Horsemen greatly impede the game play, as they slow down leveling to a crawl. If you want to keep the event balance, scale their HP back and raise the event point requirement to compensate.
It should be fixed now, for some reason it was reset back to 0 in game manager. Sorry about that.