From the first impression, I am not impressed with this game. Originally, I played Pockie Pirates eons ago. I quit because I was in the end game and pay to win players had a tremendous advantage where gameplay became significantly unbalanced. Eventually, I have a feeling this game will follow the same path. My reasoning and justification behind this logic is the fact that the UI utilizes similar concepts and the only real difference this game could have made to do Naruto some justice is if they designed something that stood out in a significantly different manner.
Dear MasteralucardHS, in terms of strategy, this game is much superior to other Naruto games, you really have to think if you want to continue level up. As for the players, this game is a F2P game, nonetheless, players who support us in continuing to bring them an improving gameplay will be beneficiated from it. Nonetheless, there are hundreds of great players who did not P2W in the game. :)
May I recommend a two tier "buy" window, one for potions, other for herbs, a 3rd for production speeds/upgrades? Also would recommend simplifying the UI by listing the sell price, quantity you are producing per completion, quantity held, maybe even have a grid setup to secure the boxes and instead of freely floating boxes, let the player rearrange the layout by doing so through a setting. I would also advise using a "sell" button that only illuminates when a particular key is pressed (prevents accidental sales).
Please add a method to upgrade multiple units on a macro level. I hate having to manually click on the units individually and upgrade them one at a time or remove them one at a time. Keyboard shortcuts would help as well =P.
Ok, you have a concept in order however, the big issue is that you do not have much for endgame. My advice, give the players a way to clear up lower end cards by either upgrading 3 of the same type/stat focus and quality to 1 of a higher type/quality, and once the highest quality is achieved, simply shift the stat bonus from a single stat to an "all" stat. Let them aim for stats that affect all 3 skills in all 3 categories for end game and as far as xp/money, it feels as if the damage requirements/money and xp gain balances are off slightly but not too far to be discernible beyond needing a end game curve.
Coming from an Electrical Engineer, I think this game is actually decent and a nice way to unwind. I enjoy logic problems very much but I would love to see you implement the other boolean operations (xor, xnor, nand, nor, etc) and maybe include a boolean truth table tool to help the players learn how to derive the equations and maybe learn Demorgan's theorem. Other than that, great game. If you need a conceptual expansion for this one (much further down the road), try making one that abuses VHDL concepts =P (I can contribute as to how to accomplish that).
You need to modify your code for this game. The disco area coding basically allows for the music that is turned off or on at the disco to override the mute function and even if you remute everything, it still outputs the disco music. Other than that, the hotel rooms aren't being fully utilized by the AI.
You have a bug in the end game where if you put that flag bearing knight in the back center row with the AoE skill, he will remain at 0 life, remain alive and the game will go endless. Factor in the bosses end game effects and you are basically SoL. 3 hours of fighting and I end up experiencing a stalemate with 200 stacks of each debuff.....
Any chance we can form groups for our raiders to adhere to when farming? Would be nice to prevent the healers from clumping up, drawing units and dying before they heal eachother.
I would advise on having the AI tweaked so that the healers actually focus on healing units in need instead of healing the target focused upon only. I would also advise having a form of aggro hold for knights, damage scaling for rangers and maybe a few mages for some of that low single target damage AoE fun?
Ok, 3 things that I would like to state. First, you did a wonderful job thinking through the progression of the game and getting things just right, not to mention the additional effort exerted into listening to your community. Second, would help to have the x10, x100 purchase mods show how much from say 55 until 60 or 55 until 100 for the purchasing methods instead of retaining the cost for 10 properties. Lastly, wouldn't it be helpful to beable to use lab resources on marketing research to help increase the scale economy effect? Isn't that technically what the idiots...ahem I mean marketing experts think that they are allocating resources toward when they perform "research"?
Hello and thanks for the suggestions :) the x10, x100 have been fixed already! In the next few hours we have a planed update so we will add them ! After the update the cost calculation will stop at the 100s and you will not be able to buy if you cant afford the 10 or the 100 :)
Trick to the isle before boss, use 8 of each unit (maxed) from the right to left, skipping the starter viking unit. If you do so, the highest difficulty isle is easy to deal with. Simply burn your cooldowns as you need them and use them sparingly/tactically.
I think the game needs to have more "statistics" for each weapon. Meaning in the weapon listing, allow the player to view the damage per shot, shots per second, splash damage, splash radius, critical chance, +click damage %, projectiles fired per shot, etc. I would also recommend, if it isn't already set firmly in the code, a way to establish an attack priority for each individual idle weapon so that rockets can focus on clusters, certain weapons can focus on a primary target and move on from there. Also, would highly recommend different types of click weapons for use where you can upgrade the rounds for damage, the gun itself for certain parameters and maybe even change the gun with different models. I could see the use of a multi-shot click weapon or a weapon with a high rate of fire but a huge radius of where the rounds will penetrate certain positions randomly with a chance to miss. Also, what would it take to implement a rifle with penetration capabilities?
Any chance to have an upgrade that emphasizes area digging and a greater amount of power per click? Coffee costs too much and those pricks keep sucking it up as if it were oxygen. May I recommend if using an AoE system to have the power distributed amongst the remaining tiles that need to be dug up and how much power remains on said tiles? (basically an automatic distribution). Also please make the big batch of TNT more useful than it currently is, I used 6 explosives and couldn't clear the 2nd area where I progressed to roughly 11/14 items.
Best way to beat the final boss: 5 final tech armors, 2 final tech boots, 1 final tech shoulders, 3 final tech frog pro's, 1 mustard pro medic suit and 2 amateur damage pills (to heal). The tactic is simple and straight forward, rely on hitting switches, focus on avoiding the bullets and when you see the tentacles move away, hit a shield to barrier yourself and prevent him from self healing from the tentacle strike. Use your skill only when you are in bullet hell and need some mitigation. Do not get hit twice per bullet storm and rely on your barrier to make a break for the shield drop if you are desperate. Hit the switch that correlates to the eye that is open and watch him drop slowly but surely.
My only gripe is the lack of a black area on the sides of the game screen to allow the player to control the char without losing control of the char (such as moving up and down on the side of the screen while hugging it) because if I were to guide it up along the side, I would end up getting fubar'd.
Would recommend a method of moving items around on the floor with a paused system, selling everything via a sell all button, being able to see how much heat will be transferred to what per tick (for analytics and logistical planning), needs an upgrade system for components to allow the owner to modify certain stats of the component through "engineering" because if a fan can dissipate 2M thermal energy (heat) per tick and can only hold 512k, shouldn't the part disintegrate? I think you are on the right path, you just need to focus on a direction you want to head and offering players a diverse, sandbox environment for your game =)
Just a heads up, your heat exchangers and coolants are experiencing a bug still there the coolants will have roughly 2k heat still retained, no source of heat, several exchangers connecting them to several fans and they will still generate heat or dissipate them at roughly 30 points per tick when the system allows for a transfer of 240+ per tick? I would definitely wonder why heat is being retained in a system where the power cannot exceed the cooling capacity.
Dear MasteralucardHS, in terms of strategy, this game is much superior to other Naruto games, you really have to think if you want to continue level up. As for the players, this game is a F2P game, nonetheless, players who support us in continuing to bring them an improving gameplay will be beneficiated from it. Nonetheless, there are hundreds of great players who did not P2W in the game. :)