@iHeartZigg it actually costs 2.5Quadrillion, I'm not sure why it's a fraction when the others aren't, and it doesn't show that in the price for some reason, but that's the price. :S
Thankyou for the browser version of the demo, I love playing this game at breaks (and not breaks) at work, and I was pretty hesitant to install any games on my work PC (I HIGHTLY doubt the boss would take too kindly to that :( )
You really need some sort of information delivery system (i.e. an intro or tooltips or something), to explain how to get the additional buildings, I still have not gotten an iron mine, and I don't know how I feel about the fact that both of my play throughs were abruptly ended with "congratulations your colony is sustainable."
To continue with that: It would be nice if we could have some sort of passive increase to harvesting on nutrients purely by increasing roots, like even if it's 10roots=+1 nutrients/turn, just something to mitigate the fact that the game progresses so slowly if you can't reach/run out of nutrients.
This is a really good idea. We'll probably be implementing it in a post-compo version. We're still working out the intricacies of procedural generation; it's coming along, but slowly.
Good concept, I'm even fine with the nutrients running out, I mean it's only one year we're talking about, so it kind of makes sense, but the randomness of how many and where everything spawns is a little frustrating, I've started a game to only have maybe 10 nutrients and they're all near the bottom of the screen, IDK if I even would have been able to get to them by winter.
I can't build anything in the battles now :S I was able to before, but now I join a battle, and can't build. I have the tools to do it, but just can't place anything...
So after spending 2hours (more than that as 7200 seconds is 2 hours, but I also spent time combining shards/etc.), I finally decided that I had had enough, I'm fairly certain that my strat would allow me to survive indefinitely, but after a while it's just not worth it. I think you have a great game here, would be nice to have a little more variation, and perhaps make the game a little longer (the campaign), with harder zombies, and in exchange allow us to combine shards to higher levels (even if you keep with the decreasing effectiveness of combining). Also, crit shards seem to be pretty terrible by comparison to other shards, the consistency is more important the the damage, and I think they come out behind on overall damage as well.
I think the decision to make the last achieve at level 100 was too lofty of a goal, I'm at level 75, and I'm sure it's going to take me over an hour of additional grinding just to get the last achieve:(
It would seem that Bob does less damage than everything between the second boss and himself. Or at least it seems that way, I can kill him a few hundred times without healing or dying and the harpy only a few dozen. Also, I seem to be gaining random stat points in health and damage, but not in any other stats, and it doesn't even seem to be tied to leveling. As much as I love that my damage is higher than my defense without putting any stats into damage, and all the points into def. it's a a little strange...
bosses drop random stats (only damage and HP), ummm I haven't updates this in a while but I'll look into the damages of the monsters, I'll update the monsters damage a health by evening. Thanks for the report! Also how often does your damage and health increase? randomly
This is a really good idea. We'll probably be implementing it in a post-compo version. We're still working out the intricacies of procedural generation; it's coming along, but slowly.