Just "completed" the game. Great idea, still a lot of work to be done (I know it's alpha). Suggestion would be some kind of AI setting for each character. Such as focus on healing, focus on intercepting enemies. That btw brings me to another point. If a archer accidently gets aggro first you either have to keep it healed or let it die. Let the warriors have the ability to pick aggro from others. Otherwise tank items like the armor is pretty much useless. Another idea would be more types of spellbooks. Like the ability to chain heals across multiple members, taunt, shields, dodges, buffs and such. Another idea is classes, once your raiders hit a certain level let them branch of into more classes. Make the raiders more distinguished. Archers should do more damage, warriors have more health and such. More gear options would be nice as well.
All in all though, I really love the concept and I'm looking forward to seeing where you go with this. (ps. I have tons of more ideas)
So far it seems way to linear, even for a idle game. There is no choice whatsoever. I should have to make some choises. Maybe different organisms? Maybe different researchpaths? Something other than just staring at the screen and clicking the things needed to level up
Why not have herosouls be like a talent. So you can customize what bonuses you want. Also makes caps more acceptable as you just don't suddenly stop getting benefits from the souls (or at least as much).
It also allows you to modify the power easier IMO. As a bonus it gives more involvement in the game and people like clicking buttons.
I dunno but the timers seem kinda wrong (my computer?) I have maxed gem mine for 1 gem per 0.05 sec equaling 20 gems per second. I also have ultimate gem mine upgraded to x7 meaning I should get 140 gems per second. This means I should have 20k gems rougly every 2½ minute. However it takes me a bit over 3 minutes to get 20k gems. Nothing major, true. However it still seems strange.
The quests are also strangely unbalanced. I'm at the 16th location (or something like that) and one quest is to hit level 130. The other is playing for 4 hours. I'm however at 16 hours now and still nowehere close to level 130.
A fun little game with a nice feeling to it. Until I reached the climb up the wall forever part. Aggrevating as **** as sometimes the doublejump didn't trigger, sometimes she refused to turn back towards the wall and such. I assume flashgames can't register to many keys held down at once but it became really annoying after a couple of minutes of failing.
Other than that, fun a cute and I like it.
Hmm, about the premium content. I realise it's optional but I haven't checked it out yet. Is it boosts that make it easier to get all the stuff or is it stuff I can't get without paying? Because part of the reason I liked the previous game(s) was that I COULD get everything without paying, which is annoyingly rare nowadays. Don't get me wrong, the game is probably still awesome (haven't played a lot yet) and I will probably pay as if it's even close to the previous game it's better than a lot of paid games. I just don't like content that you have to pay for in flash games.
One thing I would like to add is a way to see how the path changes when I place barriers. Sometimes they change in rather illogial ways and I have to restart or pray that I can get through another way to redirect them back to where they should be