The evil faction spell blood frenzy is ultimately useless. Call to arms will eventually outscale it AND it includes the lucrative hall of legends, which blood frenzy does not. Call to arms is ultimately more profitable, at a lesser mana cost for evil factions.
Not sure what the point of heat inlets are if you just let the heat dump to the reactor and make an outlet setup. I'd love to try to fiddle with them, but I don't want to break my current setup trying to figure out how it works. Only thing I could think of would be a heat overflow repeater/cycler to prevent your components from getting overwhelmed, but if the ticks work like redstone ticks in MC then everything is simultaneous and moot even with a cell buffer as the cell would empty as soon as it was filled. Anyone have any build ideas?
Left a stable reactor model (playested for 4 hours) run overnight and I come back to an empty grid. There goes a few trillion in setup and god only how much lost profit.
My only real gripe about this game is that it's obviously designed for a mobile interface. Troop micromanagement is a nightmare and positioning is nearly impossible. In close fights where micromanagement and positioning would make the game more interesting and challenging, it's a feat of impossibility. In order to even have a chance, you're better off NOT positioning people in order to get more DPS time and hopefully sustaining/bursting the encounter before your troops die. It's tedious and favors grindy-gameplay on lower levels rather than any actual strategy play or target priority.
So what're the odds of pets learning new skills exactly? I've raised three (working on a fourth) to 30ish level range and haven't seen any of them learn a new skill. So far it looks like it's better to just farm for a pet with better abilities right off than hope they get skills as they level.
The Paladin's new Crusader strike ability doesn't proc off of non-skeletal mobs such as ghosts and zombies. I find this odd since they qualify for holy strike.
As one playing before and after 1.3, I'd say that if the availability of HP were to remain the same, incorporating a suicide button (or some stairs up, perhaps to reset levels?) would be a good way for players to terminate their game session without loss of their loots, vs adopting a strategy of play that will result in death over endless play. Vendoring your inventory upon death might also be a good idea for penny misers out there.
awesome game man! If you're looking to expand on this, I think that there should be a level builder for some added replayability and some kind of an instant animation to make longer battles less gruelling.
I love the Murloc series to pieces, thank you for making an awesome game. I did encounter a bug however, after running across the Scout's Medallion in a chest (those keys are worth it, people) and equipping it. It made all of the item thumbnails on my character sheet disappear and, when I went to remove the necklace, it replicated the necklace and restored the thumbnails. Currently sitting here with 3+ of these dang things - think the vendor will know if they're hot off the press? >.>
Valkyrie cavalry with the Ice Lances totally trivialize the demon lord secondary quest. Their high HP/power pool with resistance to slashing attacks and the ability to freeze him solid for the duration of the battle make it EZ moade monehs.
To be completely honest I played exclusively in the free-play section. The sound quality is good, though after messing with the chords some of the sound ranges are a little wonky and some refuse to even play, like keyboard combo B A F. Some seem to be from a different recording set when you start hitting the numbered (1-9) keys. Not much you can do about the key scheme, given the number of keys - shift to play the half steps is downright awkward though.
Loved the game, very well thought out. I enjoyed experimenting and turning my creations loose almost as much as striving for a 10/10. I love the fact you have a diverse arsenal you have to manage and maintain throughout the campaign so you're not stuck with a few abilities you never use. 5/5
By the time it's hatched you've already gone to another generator, and the time to level it up to speed is simply asinine. Oh, and quest exp is NOT shared - you will outlevel your pet by a significant margin. Then your abilities, such as backstab, are a joke - your pet might be able to take 5-6 hits before eating dirt. Sounds like enough, but with the mob density and the respawn, that's three rounds from two baddies, and you're supposed to get behind them in time to kill them before they eat your pet? It can be fixed, with a a lovin dose of tuning - but don't implement an idea if you actually intend for it to be this flimsy.
I can deal with the lack of an autosave, I remember when games didn't even have a quicksave button - never stopped the game from being good. I can deal with the nightmarish inventory management, it IS meant to be managed after all, though it's a stretch. What I can't deal with is the state of the pets, their scaling and the fluidity of their implementation. I regularly have to use feathers to save my poor Mr. Moogles from near death, two maps into an area! I have to wait until I absolutely overpower the current objective to get him in and out safely. Because they don't have equipment, they have to make up for it with a higher stat point. I've been leveling with Moogles the space wombat without pause, since the poison of other creatures is the toxicity of a papercut and thus far, the only reason to get another would be for looks. No higher base health, stats, anything for waiting the 20+ minutes to get something out of the incubator, only to have to level it again?...Cont...
My Score ended up being 19,600. Fun game, requires a small amount of strategy. But its length reminds me of a minigame, concept exercise, or a demo. Not to say that a short game isn't a bad thing, but the concept was occupying enough for me to want more.
Indeed beautiful, very relaxing - I find myself transfixed by the color, shape and graceful movements. It would almost make me wonder how this engine would fare in a "replicate the pattern" game.
I dunno. I like to move them about a bit in Raids. Keeps them all out of the same AOE zone :)