For some reason after the game runs for a certain amount of time the warrior's "swing around" attack seems to stop working. It triggers and uses mana, but doesn't actually attack. The only way to fix it seems to be to refresh the window.
For the boss fight levels we need a way to make our units stay near the graveyard and guard it. On map 500 my elementals are one shotting everything, but because they just sprint off across the level the rest of the map is free to destroy my graveyard.
The first tank's crit damage is bugged. Instead of adding or multiplying when it crits, the crit becomes the entire damage, so critical hits do far less damage than regular hits.
The game has potential.
Some suggestions: Decrease the rate cost for evolving increments at. I gave up when it was costing over 16,000 per evolve point, which required moving multiple times to get.
2: I know cilia gather 1 food per second per cilia. I have no idea whatsoever what flagellum do. I have no idea what cytoplasm does either, other than being a sort of useless resource sink. There also needs to be upgrades to your functional parts that are more accessible. (And the nonfunctional ones either assigned a function, or the function made more clear.)
3: Make food regenerate gradually. Unless we're evolving a gray goo, it's probably not driving everything in the area to extinction. Increase the amount of food in areas and let the food reproduce gradually, and it will go a long way toward reducing the amount of irritation people are expressing over having to move to get food and running out of food so they can't move.
@an0maly333 and anyone else wondering: The way souls work is when you make a worker, they're level 1 and cost one soul to create. Level 1 workers give you one soul when they die, level 2 give two souls, level 3 give three souls, etc. So higher level workers don't give better souls, they just give more of them.
It's a bit slow in the beginning, but as you get more souls, upgrade workers, and get housing that churns out workers without you doing anything, eventually souls pour in so fast you can barely spend them while longer lived high level workers blur across the ground so fast you can barely see them.
If you're here for the badge(s), the easiest way I found to get the first two is to use the necromancer and just spam summons while standing where the monster can't see you. If you're about to take on a monster you can't drop skeletons on, summon a pile (4 or 5) in a hole, then lead the monster back there and jump up and down until they kill it. It doesn't matter if they hurt you a little, because you can heal afterward.
If y'all are taking suggestions for upgrades, some that cause one to increase the profit of another might be kind of fun. e.g. A merchandise tie in upgrade that increases movie studio profits by 1% for every pizza franchise owned, or a free advertising upgrade that causes newspaper delivery to increase earned profit in all the sales related businesses by .1%.
While I will generally buy extra content, or just plain donate money to a dev, what I won't do is support "SPEND MONEY TO CLICK BUTTON MOAR!" games. Designing a game to frustrate people into giving you money to make it not suck is not a talent.
1/5
When I gained level 6, my skill points went negative, and it took until level 10 to get them out of the negatives. At level 9, I had 9 spent, and -1 total.
I'd give this a high rating if Kongregate had stuck a "Funny" tag on it. Developer goes off his nut, deletes the game, and goes to shouting about the devil? That's priceless, and a lot more hilarious than a lot of what are tagged as funny.
That "possessed" woman in that video you link to? That's called pica. It's common and is almost always a nutrient deficiency. I didn't get any further than that because my tolerance for silly is low.
Horrible balance in the early game, because of which I lack the motivation to see if it picks up. Unless you kill in juuuust the right order, you're going to get gradually poorer until you can't afford to heal anymore. With some minor changes to the early game, even a tiny bit of balancing in the money, this game could be fun.
2/5. The 2 is for not being another f****ing flappy bird clone.
It seems like luck plays a huge role in this game...particularly early game. First time I tried, my survivors kept dying without finding any weapons, so I started over and made it entirely through the game without ever taking any damage at all because I got lucky early on. I'm not sure what would fix that. Maybe make survivors rarer, but much less likely to die when searching?
The upgrade spacing in this game is about right, it could stand to be longer. The main suggestion I'd make would be an expensive fertilizer that you feed into the irrigation system. Around 2k gold would be about right for it, since it should cost a lot more than standard fertilizer in exchange for the benefit of not having to go through and click 49 plots, and it would still require the player's presence, which seems to be the main purpose of the regular fertilizer.
That sure was a funny "joke" Papa played, giving someone the "prize" of working in fast food.
Almost as funny as my "joke" of giving all his customers raw hamburger meat. Enjoy your explosive diarrhea, lawsuits, and eventual closing by the health department, Papa!
The toughest boss in the game is a stick laying at a 45 degree angle. There are several places in most maps where hitting a stick or other obstruction at the wrong speed or angle means having to start over. I'm not sure if that's padding or a bad design decision, but either way it's pretty annoying.
4 spikes (4 swords when you can afford them) in an X shape on rotary, hold spacebar. Become the blender of death. It even works for the last boss, you just lead him around and don't let him get you against a wall. Once he splits, you have an even bigger reach advantage. Just let hitting them bounce you along and don't let them get you against a wall.
This is a pretty good game. The music is good, and it's hard enough to be a challenge without becoming ridiculous. The blind upgrades can be irksome, but aren't a huge issue. I found the ranged weapons I tried to be a bit underpowered, but that might just be my play style. Or I might just suck at using them. =P
We are investigating thet bug