When "A small investment" bonus is larger than your blood cap, it resets to 0, negating that part of the bonus. Could use more (or earlier?) automation options.
Desperately in need of further prestige automation, or at least a secondary "full tier/all higher tiers off" switch/option. It's extremely heavy manual management once you have 5 tiers and only gets worse the further you go. Lowering the floor pacing at will would also be very helpful.
Uses far too much CPU time. Not sure if it's a leak (game's only been open a couple of hours), but it's variably up to 40% by itself, pretty close to most AAA games.
Has performance issues (using firefox) when casts avg. 40+ spells per second, even outside of timewarp. Particle count could be an issue; an option to turn off spell particles might help.
I've added an option to disable particles, as well as an option to disable Time Warp visual effects. That should help a bit. I've also fixed a bug that I think could have been causing quite a bit of slowdown, so that should help too. Thanks for the feedback!
It's a good start, but it suffers from 2 fatal flaws:1) since nothing increases master larva production, maximizing production first and only then branching out to the rest of the game is optimal, and 2) damage-cost ratio doesn't scale appropriately from the early to late parasites. Braxters are not significantly more expensive to reach the same power level as parasites that start 8x as powerful.
Please fix your documentation. Not only are there no patch notes for massive changes, but the numbers in game don't line up. For testing, apprentice/golem at 120% and 5000% (potentially *33 for apprentice level) produce an 11000% (or 363,000%) bonus, whereas Demo/Daemo has an 84,100% bonus, but are currently getting 1/9th the income of the A/G combo. There's no way for this to work mathematically.
Having played it through thoroughly (all "classes" mastered), I'd say it's pretty decent. Adventurer scaling is VERY lackluster, especially in the replays - the bat running away to fight an archer and dying to 3 melee hits while I can stand in a barrage of acid is silly. Melee also seems lackluster. Did a full run using only melee/only ranged; at no point was ranged harder.
The addition of the power of heroes in this really overpowers everything else. With no replays and almost no upgrades outside of heroes and the hero tree, heroes and a healing spell can almost finish the final level by themselves. Adding units is overkill - without upgrades.
text overlap almost immediately, no sense of future upon starting the game, counter resets if clicked again (starts back at 1 on ads). Doesn't seem to go anywhere. Sorry, this just isn't a game yet.
Got an enemy stuck in a wall during a raid. Eventually, two archers ran back to kill him while the rest of my team ran on. Cause might be pathing related. http://prntscr.com/776y8j
Oddly compelling! I do wish you'd fleshed out more of the mechanics (maybe an earlier shop, better AI for swapping to closer targets and greater "assist allies first" targeting, maybe rangers running away from melee). Looking forward to see what shows up next.
On a Hyper-travel reset, all research shows as completed and cannot be started, but associated abilities (buildings, etc.) are locked. Reloading the page solves the issue. Seems to be - like most other things - a bad save import setup (missing information or loading system) and bad flagging of the upgrades class.
Your update/save settings are a mess. Moving from 1.00 to 1.01, everything read 0 until updated by an outside source. On reloading from the apparent 1.01 (which has been updated with no release notes), all research and skills show as done but do not quite function (I am able to start all research again and was charged for clicking on skills). Numbers are fudged all over. It's a mess.
update for you on the edited survival, and a few bugs: http://prntscr.com/6vxn9a ---- 1) I have 74.0000000001 health orbs, somehow. It's adding .0000005 HP at the end. 2) Enemies at wave 42 hit my 15 endurance for 90/4075. There's still 0 threat of death with 15 endurance and 10 luck. 3) The scintillating shock avatar is currently broken and causes unbound (no basis) damage in an AoE - I can hit a primary target for 232, but the enemies around it will take 206,458 and die instantly. This kinda spirals the game out of control a bit~
Ahhhh okay... very useful. I'll get the visual glitch on the 000001 fixed real quick and look at the OP Lit Scint Gem and then test some more monster scaling stuff. Thank you for the info, and I hope you're having fun :)
(Source: #1 survival score by a mile). Survival is REALLY backwards. I can still lose survival in the first 2-3 minutes by being starved from easy to catch enemies. As time continues, however, the timer becomes irrelevant -- I had 3:20 on my survival timer when I went to cook dinner. Enemies should have more damage (and HP, for that matter) on higher waves, and enemy DENSITY in the beginning of survival should be raised for a more consistent INCREASE of difficulty as wave # increases. Also gaining 6 levels during Survival is lol-worthy.
Simplistic, which could be OK, but with no particular flavor. No ending, but the game "breaks" after ~800 of all upgrades, at which point you start earning gold far faster than you can spend it even with auto-clicking. While typing this, I'm hitting the 1350th Geode, but still receiving messages for completing the 500th geode. 1) that pacing is awful. 2) Messages should only last until the next geode is defeated. 3) change the upgrade rate to not allow the player to so HEAVILY outlevel content.
Enchanted Cave - amazing, as expected. That said, other than the dialogue, it's not really an improvement over the first.
Heal spell + Mregen + Transmute makes the game too easy on first progression (it takes maybe 3 runs if you pay attention but aren't trying super hard). Post-game is very limited - there's nothing even vaguely strong for you to attack (without gem farming, you can fight infinite dragons without losing HP). Attack spells are still weak, and element defense is still not worth paying attention too. You've got the basis for a strong mental game involving the elements, but since physical is effective vs. all, spreading elements is bad for your damage, and enemies are generally 90% physical, there's nothing to game around.
Holy misinformation Maxthebest! Unless the midgame is somewhere after level 70. I did sleep, so I haven't finished it yet. Defense is a linear scaling stat - the more you add to it, the more OP it is, except for elemental damage. Almost everything has high phys, though, so until everything hits you for 0 phys... it's not being ignored. Magic is healing, and magic makes Mregen per mob FAR more effective than HP reg per mob. Being able to heal 100 for everything you kill is cray cray (and maybe a little OP). Spells just add elemental damage to your next attack. If you are facing an enemy with elemental defense, don't use what it has resistance to if you're using spells. Only ever use them when an enemy is weak to an element and you can kill a strike faster.
I've added an option to disable particles, as well as an option to disable Time Warp visual effects. That should help a bit. I've also fixed a bug that I think could have been causing quite a bit of slowdown, so that should help too. Thanks for the feedback!