You know, I saw this in the new queue and thought "eh, too fancy, it's going to be some big studio p2w grab." Then I saw the developer was Moczan, and even though I didn't immediately place the name, I was all "Wait, he's one of the good devs, I'll give it a try."
That kind of reputation isn't easy to earn.
Rather than random researches requiring us to cross our fingers each run ("science limit" in particular being a bottleneck on science until you get lucky and research it, and then suddenly all researches going forward are literally twice as easy), we should have a research tree that allows us to work towards goals. In this vein, research progress should be persistent (to not punish us for having a run where the enemies just randomly ramp too fast for us to do any more than harvest food, get wood, build walls, and pray), but cost more as you go deeper into the tree. Finally, runs should be persistent - we should always know what to plan for each wave (my first run was 2.5/5 attack, and my second was 2.5/12.5, wut) and the sense of progression should be from optimizing enough to get a new research that barely allows us to push a little more forward and survive another 10 days. Lastly, stretch time a little bit (by a factor of 10/7 faster) so that we can plan around waves every week,
Thanks for sharing your thoughts in detail! First off, the persistence thing was a small thing I'd overlooked during my tests - I've now fixed that. The attacks will now always come at the same times. Second off regarding the upgrades - I wasn't too sure about the way I implemented them but decided to go down the random route. I think you're right about how to better the progression of the game though and I'll definitely consider the research tree approach and a more structured progression if I do another update. At this point in time I'm guessing the game has more or less "peaked" in terms of visibility and probably wont be getting too many more plays in the future - thus it's probably time for a new project :). We'll see though - if there's a bit of attention then I'll definitely consider updating the game further. Thanks again for your input, really appreciate the time you take!
Could you change the Prestige tab from defaulting to the highest tier possible, instead of the one we were last viewing? Either that, or an optional confirm button? Or both?
I've lost progress several times by clicking the Prestige button before confirming which page I was on, making me acquire a few spare points of a higher tier prestige that I can't even spend, rather than the glut of lower tier prestige points I was saving up for for so I could accelerate my progress.
Another QoL suggestion:
Suicide button (available at Prestige 3): Immediately kill your party. Useful for if you know you cannot advance any further.
Harakiri Ritual (available at Prestige 4): Units will automatically suicide if they determine that no more progress can be obtained. (Calculated whenever a combat starts, and whenever a hero dies. Runs a sped up simulation of the rest of the combat, and if no more enemies would be killed, immediately restarts the run.)
Quality of Life Suggestion:
All units now start with 0 attack, but +1 stat point. For aggressive units this means no change, but support units can remove that last bit of attack power to slightly increase their viability, whether healing or tanking.
Dedicated healers (no attack stat) will always heal on their turn, if any unit is even slightly damaged.
Units that cannot do anything (no attack, and all allies are healed to full) will immediately skip their action, taking no time.
Effectively, a slight buff to dedicated healers and tanks (+1 stat point to their role), and a moderate speed up to combat (1/nth times faster, where n is the number of allies) when they aren't engaged.
junk, for crafting the hide and seek achievement is in the middle of the black bar that goes across above the upgrades, put your cursor in the gray area between weapons and pants and click the black bar directly above that
Can we get exploding couplers that break the connection between pieces? i.e. one minute we can be driving a tank and the next we blow a couple key points and half the vehicle falls away leaving a motorcycle?
Two things - first, lasers are drastically underpowered. I did a full renovation and made them my weapon of choice, and the dps drop was severe enough that I had to go back and grind level F-10 to get enough money to replace them, when my previously best cleared was H-5.
So I went with the classic OP weapon, the rocket launcher, and sacked all of my lasers (and was able to buy the full set of upgrades, skyrocket my dps, AND have plenty of money left over - lasers really suck) but now I'm running into an entirely different issue - my nuke rockets somehow got their damage value set to 0 (tested by going back to A-1 and they STILL weren't killing enemies.) Refreshing, reloading, remounting, nothing helps, I'm locked at 0 damage per second.
Ya know, I'd kill for a new recipe at the Tinker Table... Teleportation Pads. Floor blocks that are linked together, stepping on one jaunts you to the other, side effects of subspacial travel includes severe nausea (50% sickness, so bring medicine!) and costing twenty diamonds, ten iron gears, and a marble tile per to create (max two, and need two placed to function).
Save you those half hour walks into the forest to get back to where you're mining, with a reasonable (multiple medicine per round trip) upkeep cost and high build cost.
Also, could we get a shovel that can be used to dig up floor tiles? Tired of accidentally placing something in the wild and not having any way to retrieve it short of running back home to buy some dirt to replace it with...
Hrm, the reset button is no longer working for me, and incidentally, doing an export, then hard resetting, then doing an import deletes your inventory. Other than that, the new updates are cool. :)
Version number in top right corner shows 1.35, but changelog and updates shows 1.34 as most recent.
Bug, or hidden update? I'm kinda still waiting for the "Sapphires necessary to upgrade your equipment, and equipment itself worth having to stand even the slightest chance against the final bossno longer have a 0.001% chance per encounter to drop" update before I resume my game...
Request: Rebalance and get rid of the crappy loot in the Mercenary Quests. I didn't just sit through twenty minutes of micromanaging my guys because I was hoping my sole reward for all that patience would be to get a 200g Slow Ring.
@rangerowneq - I find selling my leftmost plant once it hits level 2 gives me enough money to expand over to the enemy side of the map, then I just set my rightmost plant to attack, and symbiosis buff it with the other plant. The trick is relentless assault, don't give them time to claim & hold the well, or else it's simply statistics that your level one won't stand a chance against their (because of the well) swarm of level twos.
Small issue, I do all the side paths and knocked out the tournament as early as I could... which means that, with my level, I no longer gain Souls from the enemies I'm fighting... and since you lowered XP requirements, that means that I level up in these lower areas too quickly to have a chance at gaining souls off of the enemies in the next area. o_O
Dunno, kinda get the impression souls are a liiiiittle important near end game. :P
aceless, you can actually live off of the water and food dropped by bandits without ever entering a town. Personally, I have a lot of fun as a personal challenge skipping the first town, beating up a bandit with my fists, stealing his sword, using that to cut down some gun slinger, stealing his gun... furthest I ever got was behind the wheel of the fastest vehicle, with plenty of fuel, water, food, and ammo. :P
Word of warning though, the Kisekae sets are designed for Japanese audiences originally, which means most of the models are nude under their clothing... American audiences tend to be squeamish about that sort of thing. Also - double check every set you download, some of the sets were designed for, ehm, adult purposes.
Thanks for sharing your thoughts in detail! First off, the persistence thing was a small thing I'd overlooked during my tests - I've now fixed that. The attacks will now always come at the same times. Second off regarding the upgrades - I wasn't too sure about the way I implemented them but decided to go down the random route. I think you're right about how to better the progression of the game though and I'll definitely consider the research tree approach and a more structured progression if I do another update. At this point in time I'm guessing the game has more or less "peaked" in terms of visibility and probably wont be getting too many more plays in the future - thus it's probably time for a new project :). We'll see though - if there's a bit of attention then I'll definitely consider updating the game further. Thanks again for your input, really appreciate the time you take!