So I figured out I could drag the pot with the mud pile a bit late and it's all brown. Is there a way to reset it? I've got the pickaxe but it does not seem to do anything. It's a bit daft if I have to restart from the start just because of that...
People: if you are going to make an english game, have it proofread by someone who actually knows the language. This is a pain to read. It's not because it's about sport that you can just botch everything remotely intellectual (like grammar and syntax).
It's kinda ironic how it's called "deterministic" and is yet one of the more luck-based games I've played in a while. I can't say I'm a big fan of luck games. Also, it gets old rather quickly. Having to move your mouse between attack options and the big red button is tedious especially.
Turn on "auto-play" (the red target icon next to the sound toggle) - that removes a lot of the mouse scrolling. And, sorry to say, it's not "luck-based" it's skill-based, you just need more practice to get good at this particular skill mechanic. It's actually amazing how much you can improve with practice!
A nice improvement since the previous game! A nice upgrade on the mechanic. A bit linear though. Also, why are there so many friggin' saving opportunity? The one after the first heal made sense, the ones before big battle too, but why have saves between inconsequential cutscenes? Also the language is more better than in the previous release but there still are some issues. Some syntax stuff and wrong verb tenses, but it's much less aggravating. Good job, keep improving! ;)
I know, It is pretty difficult to release a text based game when you work alone and your first language isn't English. Some people have offered to proof read the sequel so hopefully, it will much more efficient. Thanks for playing. :D
I haven,t gone very far in the game yet. Seems very fun! I just have one comment: proofread your stuff! And/or get someone who's better at english to double-check your stuff. At least one in three if not in two dialogues has a glaring mistake in it. It gets tiresome and it looks unprofessional... It's really too bad because the concept deserves better.
I think it would be useful if the DPS we saw at the bottom of the screen, in the character menus, was he base DPS without the in-formation bonuses. Sometimes it's hard to tell if character A or B is the strongest because of where they are placed in the formation and you have to switch everybody around to get a clear picture. That way, you could easily spot which characters benefit the most from the most buffed spots in the party.
Another solution for the unattainable hobby times would be making multiplier increase exponential. I think this is something most other successful idlers do. I'm not a 100% sure what the current numbers and mechanics are, but I feel like it's more or less linear. Gaining a first achievement feels pretty much equivalent to gaining a 25th one. And while the relatively easy to get x2 multiplier felt rewarding (passing from x1 to x2 is quite noticeable!) The same increase at x5 or x6 is much less significant. And I don't see how in my right mind I could ever get to x10. Might I suggest something like this as a formula for the multiplier increases? x is the quantity of achievements you have (including the one you just gained):0.001*x^2+0.009
There are 3 points that make this game totally worth less to me: 1) You cannot control where you place your reinforcements, it sucks and kills all strategic value. 2) You can't move your dice across your territory. So not only does the computer reinforces useless place, you can't move these die to the front lines. 3) Combats are all or nothing, you cannot weaken an enemy stack with a stack and then overpower it with another.
@minusdriver: imho the best build is using the staff, maxed out aqua tree offers crazy crowd control, the birds aren't even an issue anymore. Once you hit lv40 respec and only put a single point in exp boost in order to max terra's HP and defence boosts and ignis's evade, soul and movement speed boosts. Also, I recommend going with the last, more expensive staff. It might not look like much stat-wise since it has lower damage, but the attack speed more than makes up for it. As far as rings/bracelets go, I went for whatever offered me the best survivability: defence, regen, HPs, evade, etc.
Turn on "auto-play" (the red target icon next to the sound toggle) - that removes a lot of the mouse scrolling. And, sorry to say, it's not "luck-based" it's skill-based, you just need more practice to get good at this particular skill mechanic. It's actually amazing how much you can improve with practice!