Can I really only have 1 each of the fusions? Seems like if I make another fusion it replaces the one I have instead of numbering them.
Also, would be nice to have a counter on the idling showing which instance you are currently on. (E.g Wave 13/50)
So it seems that some players were able to get the chronosphere as part of the heritage level 100 pack. What triggers this? I've layed the old game and the mobile version and did not get that option. Is it randomized?
It based on your progress in the previous part, Tap Adventure I. Your progress there converter to your reward, where you can choose Chronosphere (lvl based on your progress) or keys and chests, divided to 5 parts, so you don't need to spend them all in one run, but can collect when you reach certain stage.
Like many have stated before, you lose your progress on refresh. It is rather unfortunate as it is quite enjoyable. A way to absolutely make sure that you put a card back int your hand after selecting it would be helpful. Until progress loss is fixed you will not be getting many coming back.
Hey MDawg4! We are working to fix this issue now and I am terribly sorry to hear that it happened to you. Please contact our support team and they will be happy to help you get back on your feet! https://support.synapsegames.com/
Level 30a is buggy. 1) It is not giving me the proper rewards at 5/10/15. 2) It is crediting me more wins than I actually have (victory sound goes off multiple times and says I have 30 wins when I really only have about 15)
The inability to research simultaneously in the research lab between the armory, helicarrier, and equipment slows progression of the game too significantly for people to want to continue. Considering that some equipment takes a few days to complete, this is a huge detriment to your player-base. As a game developer, you do not want your players to click on one thing, then have to remember to come back in a few days.
Bug: Got down to level 3 and the threat reached 100 after I defeated the door guard to the next level. Ancient Evil appeared and was defeated and now there is no door, no next level prompt, and the whole map is explored.
If you are going to have diminishing returns on honor, at least let the honor pool be shared among your heroes. That or allow me to decide how the honor gets split when re-doing levels; having a maxed out hero continue to gain honor while effectively crippling the growth of the newer hero makes this game a huge grind-fest, rather than an "intense tactical combat" game. I also agree with the one who said that there needs to be a minimum honor gain per level. Good start so far; replayability though is quite poor indeed.
I enjoy your take on "If a butterfly flaps its wings in _______" but in this case it's "Depending on how long a butterfly flaps its wings..." Good stuff.
This turn-based RPG makes me reminisce about Sonny; great audio, dialogue and effects. Good customization paths. All-in-all a good start. Looking forward to the next installment.
Refreshed the page and the experience gained for the level I was on was wiped. Was around 85% now back down to 2%. Otherwise, good start on the game overall. I suggest working on job classes for your next update since maplestory fans will look forward to that over items (and maybe those who don't know what maplestory is). Keep up the good work!
Also, the in-mission score is based on arrow air-time, repel rate and accuracy when the arrow hits, and damage done (damage done does not exceed the hp of the monster). Just for your info, a combo multiplier of 45 (x45) effectively doubles the damage of your arrows.
It based on your progress in the previous part, Tap Adventure I. Your progress there converter to your reward, where you can choose Chronosphere (lvl based on your progress) or keys and chests, divided to 5 parts, so you don't need to spend them all in one run, but can collect when you reach certain stage.