Randomizing the starting position of a given unit's animation so they aren't all in sync, or otherwise setting it up so that they're all doing a sort of wave, would be neat!
I absolutely love this concept, tho! Making a game out of the unlocking itself, rather than simply doing menus or making the game be for generating the currency that unlocks things.
What a cute and fun game! I think some of the mechanics don't feel well-balanced (the "no healing" zones feel FAR too penalizing given they turn off both regen AND between-fight healing, for example) but it's a fun little game and it's not like, broken. I liked it a lot!
Thanks for the feedback! Yea some zones can be tricky especially the one you mentioned. I wanted to give players several options for tackling zones, so the Earth4 set is good for nullifying zone effects, and another option may be just pumping up Int or Wis and ducking in and out of the zone to clear it one at a time. Regardless you're right, that zone is one of the hardest and may just be one to tackle later than others :)
I think... I think the buttons for background are missing? And sometimes the buttons seem to glitch and not respond to clicks. I do love the silly framing of this game. (And thank you for adding the disable animation button. It's a cool as heck animation, but having the option to disable it after the first few times is nice.)
Giving no gold paint for levels you've seen in previous resets makes this game INCREDIBLY slow, it feels like. I can get giving lesser rewards for portions you've previously done so as to prevent dozens of quick resets, but NONE until new feels FAR too slow.
It would be cool if the next spawn pre-charged even if there was maximum spawns already, even if at a reduced rate? So that if you spend too long at max spawns in a game where you can't control the merging, you don't get 100% punished for it
There's a case or two where I'm a few kills over what should have been the enemy cap, which is curious! (Specifically I appear to have 144/140 goblins?)
I definitely wish I could see how many stat-points I'd spent on each stat, rather than just, how much that stat's current value is. Nice to consider spending about twice as much on armor as I have other stats, for example, but I can't really tell.
Poison's description states at the End of turn, but it seems to activate at the start of turn. Some of the timing is strange. That's kinda to be expected from a pre-alpha, and I'm actually really excited to see this game grow!
@terael0 The trick is that, as far as my observations have gone, if your bone collectors aren't working fast enough (say you detonated so there's over a thousand bones at once) bones do seem to slowly despawn/fade out. If it's still on-screen when the level ends you get all of them, but the bones seem to despawn and can result in not getting as many, I believe.
Yeah, Quicker Ticker reduces the 'length' of your jumps, since you aren't held at the ceiling as long, so it reduces your XP gains... Maybe if time ticked faster during combat?
This is true, yes; but you aren't taking into account that as well as having shorter jumps, you are also jumping much more often. Your EXP gain might go down a teeny bit, but the returns on anger and ceiling damage are well worth it, i assure you. Having you gain the same amount of EXP as before would be unimaginably powerful.
I'm excited to see if people will make more games like this one, and to see you improve the learning algorithm! Using learning algorithms as part of idle games is such a great idea!
Thanks for the feedback! Yea some zones can be tricky especially the one you mentioned. I wanted to give players several options for tackling zones, so the Earth4 set is good for nullifying zone effects, and another option may be just pumping up Int or Wis and ducking in and out of the zone to clear it one at a time. Regardless you're right, that zone is one of the hardest and may just be one to tackle later than others :)