yea maybe dont put the non confirming load button directly next to the most commonly clicked button in the game, especially when there's no autosave...
I like the game overall, but as many have pointed out there's definitely a lot of issues with scaling over time. one particular problem I have found is that I have prestiged ONCE and it's saying to get the legendary I need over 1 million KM which is vastly more than I possibly could have gotten on my first run.
since the last updates, double clicking a bunch to fuse blocks can result in the game glitching out and deleting the block your clicking on. this can set progress back a fair bit if you delete your highest block and it's several tiers above the spawn level which has happened to me twice now.
love the game but every so often autosave just stops, gets stuck on the "saving..." Even after trying to manually save, after refresh the game is reset back to when it was last able to save which this time was several hours ago :/
Love the concept, I think this could unfold into a much much larger game just from this simple system. just throwing out some idea's if you intend to continue development: upgrades to raise max fight count, or perhaps breeders that refill the amount you can fight over time so you can come back later. weapons and armor would also be a nice addition. regardless tho, I quite enjoyed this.
absolutely love the game! the only thing at all that I have any issue with is the autobuy when it comes to things like offline progression or automation points. once you have auto maxed and are actively playing its a pretty big waste of PP, which is pretty finite. perhaps a do not buy toggle of sorts could be implemented? looking forward to all the stuff you have planned regardless!
Very little content, but oh so very much potential! reminds me a lot of crank and I even with how quickly you can max everything out I still loved it! cant wait to see where this goes!
love the game so far, great start! if I were to make a suggestion I would say perhaps maybe move the upgrade buttons to the edges of the screen so you can upgrade the balls without a screen blocking the view (lazy I know, but it seems kinda pointless to close the window just to watch it idle when you are constantly wanting to upgrade to keep playing.)
I really like this game and especially the quest system, save for a single aspect: the pay/time/luck wall. while its not as bad as many games, there's definitely a flaw behind the most basic progress mechanic, levelling. XP only being gained via quests and some of those quests being specific workers that are totally luck based for free, or otherwise gained with money or free boxes which apparently don't work for me as it says there's no ad's available creates a massive problem. a quest wants me to have 6 upgraded workers and so far out of the roughly 20 workers I have gained only about 3 of them are even capable of levelling and one of them I already sold cause the skill was useless to my play style.
needs a lot of work with the placement system. in trying to understand how any of this works, I have somehow managed to break the graphics. I now have 3 rods coming off a single gear, two of which are connected to the same hammer and actually floating in mid-air but simply responding to a far away gear.
love how great it looks and all the different stuff to play with! one problem tho, the game has a delayed response time that makes upgrading and menu navigation a bit awkward as there's a 2 second wait before the game responds to a click. great game otherwise!
while its nice that your taking steps to stop hackers and such, the game is barely playable. crafting is literally the only way to progress in the game and if that itself is gated behind a seemingly endless timer, theres nothing more to do once you stop being able to do damage. it does look nice tho, hopefully something gets changed.
absolutely loving this game! a few things I would suggest tho. items like the fire runes and elder eyes might wanna include a more specific description, I didnt know what they specifically did and used them mid dungeon... bad idea. same with items like the broken mirror, no idea what it does so I just sell them now. also it would be nice to have maybe a special item crafting database or something so players have something to go off of when creating items, or in leu of that an item chest as I found my inventory stuffed full of items as I tried to put different things together.
just some suggestions, take em or leave em its still an awesome game!
now for an actual question, does the skull staff's damage get spread between the skulls, or does each one do that damage?
Thank for the suggestions! The weird/unclear item descriptions are a stylistic choice, it's pretty common for classic dungeon crawlers to include items you got to try before knowing what they do (usually potions that kill you instantly :P). I'll do a wiki with more detailed info pretty soon! About the skull staff, each one of the skulls does that damage (same for all projectiles! ex: Fire Book's fireballs each do the attack damage of the Hero who used it)
while not a huge issue, it would be nice if the scientific notation wasn't so awkward. the point of it is to shorten the numbers, no its not very intuitive having say 1.0E10, 10.0E10 and 100.0E10 instead of just 1.0E10, 1.0E11 and 1.0E12.
loving the game so far, definitely one of my favorites! couple things to point out tho, the order of the new bonus special resources upgrades are different in the workshop, so with no description in the workshop of what the things are (mostly obvious but still) I ended up packing a bunch of points into the wrong one. clearly not huge glaring issues, but just thought I would point them out. I look forward to future updates!
dunno what changed but now its taking forever to clear sectors i havent seen a single enemy since last transfer as they die offscreen but its taken like a solid minute to clear each sector even with maxed coconut shavers making early progress literally about 100X slower
I wouldnt mind seeing a bit of tweaking with the blacksmith speed compared to miner and smelter. for all the criticals the miner and smelter get and special ability of them it leaves you with so much more ore and bars than your blacksmith can use, making them kinda redundant as the blacksmith takes forever to do anything compared to the miner and smelter at the same level. my blacksmith is 150 levels higher than the smelter and even making swords lags behind terribly. another thing is i dont really understand how to effectively pick the equipment to make due to this speed issue. the blacksmith is so slow i never bother with anything other than swords. maybe if the other equipment like boots and mail only effected the amount of bars necessary and not the power needed? still tho great game and love seeing all the new updates!
wow people need to stop complaining about the price thing if you want real prices go deal see how much you like the REAL dealers life. that aside i am finding that the game is a bit jumpy with the price/s it keeps rapidly fluctuating between two amounts which also effects the shooting price with prestiege modifiers. overall still enjoy this game as i did on the website and love how the save file transfers over! look forward to future updates and +1 to the suggestion of single upgrade buttons rather than dropdowns for upgrades.
love the new upgrade window! but it would be nice to see a bit more tweaking to ascension, it takes forever to get anywhere and with the current system as it is i feel more like im just scratching at a wall than slowly progressing uphill. maybe give each bonus their own pricing set, rather than a global price? it shouldnt be too easy but right now it feels way too hard. 3 days with it open 16 hours a day and upgrading periodically every 10-30 min and i only have about 10 ascension levels to show for it which amounts to all of a 50% speed increase. it feels really low especially where i am as upgrading speed takes 50+ levels to show any difference, but the cost of each upgrade is about 5-10 min of idling. again i absolutely love this game! cant wait to see the new tweaks and improvements
Loved this game on another site and still love it! a few things tho, it seems like gems are the main factor for deciding a pick's strength leaving material to seem mostly redundant, while the opposite i feel should be true. also does higher level overkill increase gem chance? i cant find anything on how the level effects the skill that increases the bonus. either way 5* !
ok