Talent Tree is very bare-bones and Construction/Builders are prohibitively costly with almost no impact on speeding up runs. Miners upgrade had a nice sweet spot, but the fact their in-run upgrades are almost all tied behind buildings means the cube scales better/faster at a point. Having no talent upgrades for speed/scanning means the game massively slows down when you enter into lvl 30+ area.
The Premium upgrades (Details/Parts & Chip Upgrades) are nice, but super slow for growth. Battery (offline progress time limit) should not be kred-only.
Mixed feeling about this game overall; I was interested and a bit confused at first. Then it became a fairly 'active' idle game and not really a clicker. Now I'm getting bored of the processes with how everything 'scales' up.
One change that I encountered that has no explanation is that my overloads now require command center lvl 3 instead of just building command center... meaning my fastest overload time went from ~30 min to easily 2 hour [Am I getting any benefit from the higher overload requirement?]
I don't really get how sometimes submission victories occur so quickly. There were times where I just pull an enemy to the ground and the first submission move (first hit of it) would trigger a submission victory. They had stamina and hp ; and I eventually lost due to the first trigger of a submission move in the third arena.
Submissions are currently unbalanced exactly because of this chance to be a winning move before you can do anything against them. We are working on changing their logic a bit so they are more clear and understandable as well as escape-able but it will take time before we test and implement it. Similar changes will occur in Chin vs KO chances which are also hidden now.
Thanks for the feedback! It is really helpful!
(2/2 - Summary)
The game doesn't even give me a full basic run of the game within the first hour of playing (completing the first zone - Paw Town). It feels like no one on the developer side has played this game as a user would, or is just oblivious on what good idle games have. Please, just take a couple of days and play some of the top idle games on Kong and take notes on how active a player is for the first hour and how features/modes are unlocked as the game progresses, with each feature or mode acting as new content and acceleration tool for the base game.
Thank you so much for the comments!!
We will keep working on the progress for sure. We would love for you to try it out the next updates to give us your thoughts!
We agree with everything, we're already working on solving these issues :)
UI is poor - some 'main' functions are nested behind other windows. For example, the crew window only shows what crew I have and their current multiplier. The assign crew window shows how many of each crew i have, how much it'll take to be able to upgrade them, and the ability to upgrade them; Yet selecting different crew than what's assigned (because I want to upgrade a non-assigned unit) forces the assignment change.
The idle is very... boring. Once I reached 50x in all zones in the first area and 25x on grocery store there's a long wait until I reach any significant growth.
Clicking provides so few coins that there's no benefit to it outside of getting started. Going only up to a 4x on 2k coins a click when I need 400M is poor scaling.
Short Review: (Very) similar to IOU. The differences make it cater better to a passive play-style. There is an immediate grind upon starting which makes it difficult to get excited starting out. Some syncing issues on client side, but overall less resources used to run.
Suggestions: Make active play more entertaining, either by changing up the click-attack system (Combos, Stances, etc) or adding another mode to play for short periods. Until currency desyncs are less common- a resync button/function? Denote the numbers above party members as their DPS - it isn't listed. Under 'Increase Mana' upgrades- it lists +Stamina as its effect. Make accumulating Idle EXP at smaller increments (1 per 15 min) and just increase Idle EXP upgrade costs by 4, allows for more apparent precision of tracked idle time.
We're working on making the initial grind less severe. Please share any ideas you have for it! The currency desync was introduced last update and should be fixed today. Idle XP is gained in increments on the server, we'll have a minute timer in the next update for you guys to be able to tell :)
Word to the wary- Developer will reset people's accounts fully without notifying them or providing reasoning at all. I suggest not support this game due to these practices.
Hello Omnia0001, your account was reset due to confirmed exploits in the game. So in order to mantain the fairness in the game and to respect the integrity of the rest of the players we decided to reset your account once we were able to Hotfix the exploit, in case you have any doubts or want to disput this decision feel free to send us an email to: info@frozenshard.com
Would like to see the specific adventure scrolls (Avalon/Colloseum) available as part of the rotation in offers with a premium cost. Currently Adventure (Hard) is a coin-flip if your able to beat it, because taking away the deck-building aspect removes a huge chuck of strategy in the game.
If you can stomach the game's slow progression and pvp emphasis while being extremely late to the party this could be a game for you. Currently the game DOES use an existing server / player base, combined with a (neat) open pvp system will cause many headaches.
While the game is very much well geared for higher-level / late-game play, the fact new players through Kong will be competing with months+ of playtime in an environment that allows very open competition makes it a hard game to honestly recommend starting. Past that elephant of an issue the game does seem to be heavy grind for resources. I would advise trying out the combat system and play for the first 5 character levels to see if the gameplay is strong enough for you to continue spending money/time towards the game in it's current state.
Thanks for your feedback. Actually I would like to object about the "being extremely late to the party". The game party has only been started! It is only a week on Facebook, not yet released on other popular platforms (but definitely will be very soon). Some guys that survived all the hard times of the soft launch, received their characters as a reward for helping us with polishing the game. It is as common practice as wipes. And they will not have considerable influence on game balance as they are very few (only around 10 active players, against tenth thousands of new players from all platforms). So where is this party that you are extremely late? :) This game have enough space for everyone.
Classes feel imbalanced in general; As fighters & tanks level up they become fairly solid walls that don't die easily and have strong damage outputs. Highlander + High Armor feels very safe and strong. Runners feel fairly weak in comparison (skill-wise) ; there's not a strong specialization for pump guns and pistols have low damage compared to other weapons.
As much as I enjoy perm damage to my characters, it'd help if there was a form of 'med-station/stasis chamber' I could retire using a character for X time/missions (+resource costs) to regenerate lost limbs. I like how using bionics can patch up a part, but this causes me to end up choosing which body parts to keep broken if enough parts get lost/broken from fights.
Suggestion for future content- ruling 'styles' (skill tree-like). Does our dear ruler care for the subjects, or are they just meat for the blood altars?
Game Suggestion: More Upgrades / Semi-Automation? Like an upgrade to improve the multiplier to income based on rank ups (for the unit itself, more than the general multiplier). An upgrade/purchase to auto-top up unit ranks/levels if they cost less than 1% of my current avg income?
Currently there's 1000+ recruits that takes quite some time to rank up all of them for the level of income you can get. Any sort of tools to help with that or more upgrades to make it easier to improve my best income getters without recruiting more would be appreciated.
Suggestions: Sub Categorize the types of upgrades (either with changing up the icons (add 2x/3x/4x/6x/7x & -20% in icon... or just change background color/foreground color). Add in a category of upgrade to universally amplify click A's. (2x/3x/4x/6x/7x)
On the note of making enemies 'harder' each vet mode, possibly make it 100% more hp, 2% more dmg/block/crit on enemies for each retire.
More HP isn't as much of an issue for changing things up, but at higher vet levels the starting enemies become lethal with the current bonuses.
I actually just experienced this for myself. Got rocked by some smalls at beginning of vet 4. Lol. I will be adjusting appropriately in about an hour or so.
I hope 2.3.1.0 re-adjusts vet items to level up more based on monster level. The original vet items felt like they leveled up a bit too fast, but the current mode has them level now at a snail's pace.
Thanks for your feedback!