When the "Market Trips" are set to "Sell 100%", it seems to sell 90% of Food/10sec 10 times, and then the 11th time is a proper 100% sale of current food. To elaborate, for 10 sales in a row, at 10food/sec, it results in 10 more food after the sale (100 goes to 10, 110 goes to 20, 120 goes to 30, and so on), and then the 11th sale is a proper 100% reduction of your current food (200 goes to 0).
Hmm Ill have to take a look at that. The market trips are set to make sure you don't "lose" food. Since 100 food = 1 gold you don't want to lose partial sale amounts. In other words if you have 165 food it should only sell 100 and leave you 65.
At first, I was going for Ball Cloning, but it turns out that it can only proc once per 100% that it has attained, making it effectively worthless when compared to the Popper Hunter that can cause the auto drop to clear a screen in a few seconds.
So I spent 3 days getting all of the pets to level 176 (all but two, granted, the 2nd to last was 300 billion coins, which isn't realistic when I never even managed to peak 1b doing this), and reset, gaining 21 Elstones. This only gives a 7% boost. Why does the reset button even exist if it's so useless? Why was there no warning that I may as well be clearing my data? 2 of 5
The "Box opening" animation is nice, but it feels like a waste of time. When I idle all night to have 600+ keys, and I want to find a nicer hammer, it's very disheartening when it would take an hour of diligent clicking to use them all. Please add an option to disable this animation.
Any time a lawnmower or plow despawns, is recycled, or creates too many coins, the game freezes. The save function still works, and it doesn't lock up or crash, but it ceases to progress.
While I don't care much for the story, this idle game is relatively nice. It's a bit slow to get going, but once you have the first few miner upgrades, and can generate money, everything sets in nicely. Overall, I'd give it a 4/5, and that's mostly due to the fact that the "end game" (or every building, at the very least) can be reached in just a day or two of diligent clicking. While it's a cheap, lazy opt-out, you may consider the reset bonuses (and related shops/perks) that other idles have taken on. Other people would possibly downgrade it to 3/5 due to the amount to take in ("ease of access"), when starting, or the graphics, but I wasn't phased by either, except for a minor setback on the first save. Solid 4/5, and miner improvements (get it?), such as cleaning up the interface, could easily make it a 5/5 for me.
Thank you! So by reset bonuses do you mean reset building levels, achievements and story progress? You have a good point with "ease of access", but I'm not really sure how to fix this in this game, though Heritage 3 will have a proper tutorial and should be much simpler. Graphics were never my strong point, as proven by Heritage 1... but I try to improve. Also, what part of the interface would you like me to reorganize or clean? I'm not really sure.
A bit more documentation on the Barn would be nice, as it's very vague as to what it does, and how it works. At the moment, it seems kind of useless, but that might be due to my negligence on its upgrades (due to the aforementioned reason). Secondly, could you please add the % chance to find treasure/strike 3x on the pickaxes in the tooltips or at the blacksmith, and if it increases with upgrades? Thirdly, could you please make a better note on the Sherrif's Gold ("Steal Gold" "Has Consequences", something)? I had to kill my first save file, because I got my defense insanely high without buying another bandit, because I was ONLY clicking that resource, as it clearly gave more? Note: I've since made plenty of progress, and have read the help section.
Thank you for the suggestions! Right now, the barn stores the equivalent of 0.1% of the resources that miners, the tavern and the saloon produce. And you seem to have a good point saying it's useless. That's why I'm changing it to store 2%, which should be better. % chances added, but no, they didn't improve with level so far. I will make it so they improve by 0.1% for treasure and 0.35% for 3x strike (so it doesn't make the iron one useless). Added the warning label on the special mine when mouse-over.
Originally, I considered this about a 4 of 5 stars, with the missing star being mostly due to controls, since the sliding on walking is a little awkward, and inconvenient at times. This immediately got 1 star, when I clicked the Armor Games logo when killing an enemy in the top left, and died because of it.
I feel forced to rate this 1/5, due to the in-battle animations being unskippable. While a neat touch, I don't care for them, and it slows down the process drastically. I'm leaving it unrated for now, but if it gets badges, and this is still an issue, it's getting a 1/5.
I don't see what everyone's complaining about. I got the octopus on the first try.
I'm kidding of course, that was indeed difficult. The trick is to keep as few attack moves on the board as possible, by always taking them, and being careful (and lucky) where you drop tiles, as they can make more attack moves. Defense or counter is a good one to take, if you don't have any other option, just in case you set up an attack.
This game is actually unplayable on my phone. The training tab is nay-impossible to open without spam touching, which causes me to autotrain whatever is under that unit's dumbbell. If it would stay open, this would not be an issue. Normally this is a 4/5 game, but due to this, it's a 1/5. Please fix this issue.
Yeah, alright, so you made a flash movie based on an overused joke.
Just because you have a Play button, and an advance frame button, doesn't make it a game.
1/5
Didn't play, rated 1. Try making something other than a game about grinding cash and going distances, they're getting older than tower defense.
inb4 some idiots down vote me even though I'm completely right
To clear up a seemingly recurring question-- People seem to have noticed that the more you upgrade, the slower your income growth becomes. This is not actually the case. The income growth is exactly the same, but each time a city is recaptured by humans, then recaptured by zombies, a portion of that population is lost (due to death?). Since the Zombie Population is a multiplier of sorts for you economical growth, it feels like your income is decreasing--whereas it's just the multiplier. To counteract this, spend a few hours saving up pre-game before you actually play, or play aggressively, and tactically. The longer it draws out, the less income you will have. + if this helps.
I knew for a fact that this was stolen. The original upload of this game no longer exists to my knowledge, but it was on GamerDisclaimer complete with bonus items for $ and a chatbox. The other person who uploaded this was clearly stealing it. I'm glad to see the creator of Murloc has revived it, as it received very high acclaim (although not necessarily popularity) on all the sites it was uploaded to. I've played this game completely through probably 5 or 6 times and have enjoyed it every time. My only complaint is that Murloc -> Straglethorn Vale saves don't carry over, as it's quit annoying to replay simply to get ahead. Anyway, 5/5, and I hope to see Murloc 2 in the future.
I liked this game, due to the utter pixelization of EVERYTHING, I'm going to have to give you a 3/5. The gameplay is a bit sloppy, and I'm not too fond of the movement, but the idea is catchy. You lost another point due to this being a blatant rip of Death Vs. Monstars. This is usually not an issue for me, in fact, I often argue against this point. However, it seems as if you have literally taken the code, and replaced the sprites. I hope you realize that if you don't change the code, you are at the legal mercy of the original coder.
Hmm Ill have to take a look at that. The market trips are set to make sure you don't "lose" food. Since 100 food = 1 gold you don't want to lose partial sale amounts. In other words if you have 165 food it should only sell 100 and leave you 65.