Interesting complaints I've seen on this game. Doesn't anyone realize that this game is no different, in essence, from every other idle game? It just achieves its goal differently. That method is by chipping away at enemy health until you clear each level, by going through dozens of incarnations of your party. It's no different from Clicker Heroes, where you just leave the game open and the enemy's health slowly disappears. Or what about trimps, where your horde of trimps gets wiped out many times over on the same enemy, until you make progress to the next tile? Bosses are the same roll, as well: much more powerful, and have a sort of 'time limit', in that if you die before an enemy on a boss map is dead, they restore to full health. Honestly, this is an interesting take on idles, and I don't see what the problem is here. Good show, dev.
I stumbled upon this game a couple weeks ago, thought it was a good concept, but kind of lacking in features, balance, and depth. I'm glad I decided to hold off on making a final judgement and review, because now it's simply awesome. There's much more to do, costs / features have been balanced better, and the purchasable skills themselves have been redone in some nice ways. I also like, most of all, that it's not so easy to research everything to max now. Good job, dev.
This was... underwhelming. I beat it in about 40 minutes and only died once. I mean, it was pretty cool for concept, but the execution was poor in that it was simply too easy. I ran around the map swinging my maxed out sword and killed everything with ease. The boss battle was a joke, because enemies were dropping so many hearts that I just roflstomped them by charging/attacking constantly, while using every ranged weapon in my arsenal to rip the summoner apart. I actually got through more than half the levels before actually dying... and it was just lol worthy after I maxed my sword and half-maxed everything else.
3/5 because too easy.
The fact that enemy kill value never increases is somewhat annoying. Is there a possibility of after say, every 100th wave, the value of enemies increase by 100% of base? SO at wave 100, little enemies are worth 2 resources, then 3 at wave 200, so on and so forth.
Definitely needs weapons to be more like equips rather than re-sales. I can't even properly optimize my weapons because there are too many options, and I'd blow SO much money exploring them all over and over again every 5-10 sectors. Weapons, when bought, should be forever accessible WITHOUT spending more money to re-buy, and re-upgrade.
Needs a way to track all currencies in any window, like you can with cash. I don't like having to switch back to currency screen anytime I wanna see my diamond count. It's especially inconvenient because the game slows down when the action starts mounting up.
SUGGESTION: include some way to check on the current region's boss. At the moment, the only way to see how its doing in terms of how close I am to killing it is keeping my eyes glued to the game window until it pops up for another round, and getting a momentary glance (which is sometimes TOO momentary) at its HP before it grinds me to dust in one hit.
I feel like being a 'mage' is seriously inferior to being a 'warrior' type when you're in yout first few rebirths. This is mostly due to MP constraints, as I've eventually gotten to the point where everything the third area can only do 1 or 2 damage per hit against me, but I always run out of MP before I can ever get anything to even half a bar.
HOWEVER, being a warrior type is also a pain, because there is only one skill that you start with which increases str... which is basically what you need to be an effective 'grinder' in melee.
So, the 'classes' are rather imbalanced unless you choose to not rebirth and instead become really old and stuff. But that doesn't change the fact that I have every skill costing at least 5 AP and still have only one skill that gives me str... at that point, being a mage type is basically the only effective option you have, since you have 5-6 times as much int as you do str. (Like I do right now.)
Not sure if it's just me, or maybe I'm missing something, but the 'grow up' events seem to provide one less AP than stated when you hover over your age to find out the next age-up stat increases.
For example, when I'm a 10 year old Human, hovering over age my age shows that I'll get 8 AP when I grow up to 11 years old. However, when I actually do grow up, I only get 7 AP.
I don't know if the same happens for other stats... AP is the most prevalent thing in this game, so I've only been paying attention to that.
I'm sure not everyone is having this problem and it's probably not the game's fault, so I won't rate the game yet, but... for whatever reason, I am only able to see roughly a third of the game screen once I've entered the dungeon... making the game rather unplayable. Any help?
Just encountered a bug... everything except my cursor guy froze: enemies, projectiles (including my own)... I could still move around and stuff, but I wasn't colliding with anything, and I could still pause / quit the level back to the map. It was weird!
Weapon stash in progres right now, gonna finish it today when back from work :D