Lovely Idle Game. Seems paced just right, now I've just started the AI upgrades, let's see how it scales. Two critical issues:
1. when a vehicle's speed goes beyond the point where the bar should be filled in less than 1 tick, it entirely stops its production.
2. we need 10x buttons to spend acumen!
Brilliant. The awful instructions made the game even funnier by making it harder to get into. Unfortunately, I don't have enough stars for you. Take my daughter instead.
The game retains some flaws from the previous versions, but I really enjoy it anyway. There's a single addition I want to ask for: mouse controls inside dungeons. Please.
Little Tip: DON'T purchase the Paratroopah. It makes almost every level HARDER. The only levels where it's handy to buy it are the ones set in the sky.
Cool graphics, good concept, it lacks tactics [and movement speed, if you ask me]. Leave it to be luck-oriented, but add something tactical; spells, for istance. Replace those medikits with a heal spell, add a fireball and a poison curse, make up a way to manage mana points or something similar. Uh, and add checkpoints. Roguelikes can't be THAT luck based, come on. I believe in this game, so it's a 3/5. I don't really understand all those extremely negative comments... haters gonna hate, I guess.
Haha - we kinda modeled our demo after Creeper World's to be honest. And, to be fair, people really have for the most part responded well. While a few people are very vocal about not liking it, which is certainly their right, the majority of Kongregate has been super supportive and recognized that there is a substantial amount of gameplay in the demo. So thank you Kongregate!
Level 36 is brilliant. I dug three times, then terminated every single poor dibble but the king. I smiled and felt like cheating. There's plenty of puzzle games where some hard levels can be solved by sneaking around the obstacles, and that's often [always] a designer's fault. So I checked the real solution in the walkthrough, only to see that the "smart" way was the correct one! Also, in every level there are well placed objects preventing the player from taking a shorter and easier route to the goal. 44 levels of perfectly designed game. You deserve my bow.
The Star Soldier Badge is bugged. I killed 862 units on Ranger's Path, 600+ of them with my champion, and I got the Star Soldier Badge 5 [it's supposed to be awarded for 500 units killed by a single NON champion unit].
Great game. I'd like to see some harder levels, overall difficulty is a bit too low, especially after you begin to get your hands in [aced almost every level on first try, the only ones which took more than a single try me were those between 10 and 20, but when I came back to them after finishing the game they seemed easy as pie]. I request a sequel, with many more sets of rules :3
A Void Demon with Enhanced Summoning makes endgame battles too easy. You have a third health bar which absorbs damage inflicted, and that's awsome, but you also have a killing machine who casts Earthquake [stunning every enemy and letting one or two die by your hands on the next turn], then Inferno [which is poweful, but acceptable] and then Lightning Storm [that's the part where I laugh. A poor, little summon is making more damage than both my mage and warrior together, has twice the mana they have and even more health?!]. I say, nerf it a bit. A big bit. Ah, the game itself is something around 6/5.
Totally stuck at 1851% in 2 slices mode with 91% on 2, 79% on 3, 68% on 4, 71% on 7, 93% on 8, 52% on 14 and 97% on 16. Even if I improve a little my percentage on some of them [like 4, 7 and 8], I guess it's impossible to achieve the goal of 1875 without making at least 65% on 14 [and I suppose that if 65% is possible on 14, there MUST be a way to get 100%]. Did anyone manage to do that or there are other ways? Maybe 100% on 8, 80% on 7 and 80% on 4? If yes, HOW? I hit two hours of tries right now...
Okay, the concept's new, and that's great; however, it relies too heavily on pure luck. An improvement could be persistent upgrades through multiple runs, but this won't reduce that much the amount of luck you need to proceed further. I really can't see a way to make a good game out of this idea unless you want to change it to the core, but hope never dies... currently, my vote is 2/5.
Haha - we kinda modeled our demo after Creeper World's to be honest. And, to be fair, people really have for the most part responded well. While a few people are very vocal about not liking it, which is certainly their right, the majority of Kongregate has been super supportive and recognized that there is a substantial amount of gameplay in the demo. So thank you Kongregate!