Something about the way you chose to implement time is fast. Specifically everything that has a fixed number of seconds or minutes completes far before it should. 'Wait 60 minutes" quests finish in about 40 minutes, and the "300 seconds" for prison is actually only about 3.5 minutes. I haven't checked every timer but assuming they're all implemented the same, they're all wrong at least on my local machine.
1)You do have to buy upgrades, not sure why this is so hard for people, it's a standard for "tap style" idle games. 2) You only have to click the "boss" button if you fail to kill it the first time. 3) Entering the portal at the top does NOT cause you to pass go. 4) Some items have TOTAL gold or DPS upgrades instead of just upgrading themselves. 5) Seriously I get the saving problems but half these comments are just people who can't read the damn UI.
Neat game but Jail really needs some kind of pay to escape or roll to get out mechanic, or something to keep us from getting chain jailed. Kinda messes with an otherwise fun interaction.
I see a comment about overhard monsters and your reply to it seems counter to my experience. Specifically early on I was able to defeat all 3 types of dungeon. After my heroes started reaching about level 15 though, even with the best weapons and armor available (iron swords and studded leather all I can make) all being +2 or better, it's become increasingly difficult to defeat M and L dungeons. Now my heroes are level 19 and I literally cannot do L dungeons, and M dungeons are 50/50. The problem is that new monsters spawn while the next hero is traveling, so no one can even make it to the boss. It's become a waste of my time to mess with M or L because of the high chances it will be unbeatable. Maybe I'm missing something, every building capped though, and never found steel weapon parts so I'm guessing they don't exist or involve beating these difficulty 70+ dungeons that I literally cannot dent.
Hm, it's ramping up too fast? The goal is for those dungeons to be party dungeons, but right now of course only solo adventurers are allowed, with shorts being designed for solo adventurers (maybe a medium for a tough challenge). I'm publishing an update today that might help a bit (allowing parts to drop in lower dungeons, but at a lower chance), but the gen formula might need tweaking. Looking at the formula you were probably starting to draw monsters from the "difficult" pool -- which has a 25% stat mod over the "hard" pool. For now, I'm pushing back the difficult pool to not appear before 100 for bosses, or 120 for regular monsters. (Hoards can appear with difficults at a difficulty of 80 however) (Next update, will require a new dungeon to be generated)
I think you're making good progress with your daily updates, though it's likely to take a lot of them to get to even a "complete" game. As a thought though, I worry your updates are addressing mechanics, when you desperately need CONTENT. Idle games are expected to be played over weeks and months, but you only have enough level content in buildings for about 1 day of serious play and 2-3 of casual. Like any "early access" game, you risk people getting bored quickly and never coming back. I personally look at the Trimps updates, where he flung numbers far into the future and chose breakpoint levels at which to add new features at which point anyone past that number would be temporarly "down leveled" to experience the new content.
Now that I'm getting a solid base, that's one thing that I can do -- put in content that requires crazy amounts of gold or the like (for the future, or anyone crazy enough to grind to them). I might just go ahead and add tier 4/5/6 equipment soon (which would require crazy high dungeon treasure qualities to get the parts!) just so people can have something to do if they're willing to grind that far. (Tier 4 is coming soon anyway)
A couple bugs I've noticed so far. Production buildings with a drain, like the tannery, function unimpeded if you 0 out a resource they drain. It's also possible to equip a warrior with a sword, then change that adventurer's class to rogue retaining the benefits of the warrior's sword.
Neat game, hope you keep adding more to it.
They don't function unimpeded actually -- their production is reduced to what they can actually produce. It's just not reflected in the per second stats. The second one is a bug yeah, I need to force unequip on class change (and need an unequip function in the adventurer page)
Been playing for about an hour now, great game but I do have one complaint/suggestion. In short, there needs to be some way to see the "Production/Consumption" per second. It's fairly irrelevant if you produce far more than you consume, but when you have several places competing for your meat for example, it would be nice to know which is giving me the most bang for my buck to disable the others. However since the bars are % based and costs/rewards are displayed based on a full bar, it's all guess work rather than savvy resource management.
Yep, we should definitely add that. It's on my list and we will display that in the future after we get a few pressing issues out of the way first. For now, the resource popups that occur every now and then show you what they have produced (but not consumed) at a time interval, so you can try and suss out the best producers that way for now. Not near as good as blatantly spelling out the info on the jobs themselves, but we'll work on that.
Great game just a couple of suggestions then bugs to report
Suggestions
Make the "Unique rings" soulbound other than looting and ressing these rings are not unique and are a bit of a waste of space only 1-2 resets in
The awesomeness of this game is hidden behind about an hour of kind of boring gameplay. I found it hard to reset the first time, because it's just boring The combinator changes all of that maybe a clearer indication in game of that potential to spur one through the first bit
Clarity on the use and effect of the Rune which sends you to Dracos
Additional base item types at higher reset values would add truly infinite replay. If the base items are the same after 100+ resets however the content will go stale
Bugs
Characters will occasionally just stop running, forcing leaving through pause menu
Item graphics will get stuck until I reload the tab
Using the mirror rarely resets me to the "lobby" room. Instead I usually have to leave through pause menu to play my reset
Swarm warp: 87 days 7 hours 12 minutes of production from about 20 minutes worth of energy. Actual idle time is meaningless now except for generating energy... I like how effective this is but maybe it trivializes the rest of the game?
Finally an idle game that doesn't revolve around only one or two "currencies". I enjoy idle games but most of the ones here on Kongregate are centered around using the "purchases" to make more money and repeat. Here there's a sense of investment as each thing tends to cost a bunch of the thing before it. Great game, a little bit of art on the interface would go a long way too but still a badass idle game. Great job.
For all those complaining about the late game and how long it takes and how long it's been since the devs had said anything. Please read the "Info" that's available in the "Settings" tab. They clearly indicate a 3-4 week hiatus on updates and indicate that the slow nature of the "End Game" was intended as nothing more than a stop gap during this time. Comments complaining about either of these things aren't really helpful since we've all already been informed of their intentions. Amazing game guys, amazing work, can't wait for the next update while I plug away at my newspapers.
#YukiYukiYuki When viewing the veteran level screen, the bottom right will say something like '100: Retirement level'. This is the item level you have to have (average level of equipped gear) before you can click this button to reset and get your shiney red gear (the vet items are red)
Simple correction to my previous post, I hadn't pushed my potential as far as it can go. In level 2041 gear (2 vet pieces, the rest unenchanted 1015 legendaries) at skill level 50 I can kill level 200,000 creatures with ease, is this the intended scaling as it seems this was handed to me like a casual game on facebook with free paid currency...
Is it just me or does the Vet gear trivialize the entire game? I realize it's supposed to be powerful equipment but I used my retire at level 100 and within about half the time it took me to reach that, I now have 2 level 5000+ pieces of gear that level faster than I can click the button to fight higher creatures. I have only gear level 1938 (as all non-vet pieces are only 1015) but I can kill level 10000 creatures without taking damage and this number can likely go much higher.
I realize idle games tend to focus on ridiculously climbing numbers but I feel like these items are like a blank cheque and I'm not seeing how they fit into anything even slightly resembling a balance curve.
Otherwise awesome game, I enjoyed my first 15 hours or so immensely, sat in confused wonder at the second 15 hours though as my level 100 turned into a god with little effort...
Hm, it's ramping up too fast? The goal is for those dungeons to be party dungeons, but right now of course only solo adventurers are allowed, with shorts being designed for solo adventurers (maybe a medium for a tough challenge). I'm publishing an update today that might help a bit (allowing parts to drop in lower dungeons, but at a lower chance), but the gen formula might need tweaking. Looking at the formula you were probably starting to draw monsters from the "difficult" pool -- which has a 25% stat mod over the "hard" pool. For now, I'm pushing back the difficult pool to not appear before 100 for bosses, or 120 for regular monsters. (Hoards can appear with difficults at a difficulty of 80 however) (Next update, will require a new dungeon to be generated)