I use to play kongregate games on my old netbook rather than my gaming rig and somehow this game is amongst the slowest (performance wise) I've tried until now. My hint: Take some time to optimize the code and preferably, reduce the amount of frames used for animations as it looks like you use too many frames and that's making it way slower than it should be.
Just an idea: Why not give players the option to choose their sworn sword names, just like your main character. Like, you can alter it once or keep the random generated one. Nothing major, just something I was wanting to do for a long time.
Is it just my bad luck or the chances of quest opponents rolling 100 became way too frequent? I've sent my peerless 70 merchant sw against a 6 merchant opponent 3 times and the 3 times he got 100 and I've failed? Is that supposed to be like this?
Piece of advice... if you want to put branches as obstacles, at least make sure we can distinguish them from the background... because I can avoid everything else, but I can't, no matter how hard I try, spot those things.
Like the game, but somehow... 1x speed seens more like 0.5x and 2x more like 1x - so in the end, we have no 2x speed. Next game or patch, try to take that on account.
It would be cooler if we could have one free hero of each type: one physical melee, one ranged and one magical, instead of two physical melee and one ranged. Great work, I'll see if I can buy the full version like I did with the original.
Now seriously, wtf is wrong with these adventure rolls? From my last 30 adventures I won only 3!!!!! And all of them had 85% chances of success or above. 25 I got rolls like 89, 92, 95, 98 and even 99%!!!! FIX IT!
Dunno if it's just bad luck, but roughly 60% of my adventures ends up as failure with rolls like 90~99 40% of time, even when I have between 80~90% chances of success. Perhaps using something better than a static random?
Decided to give the game a try today, so I want to give my 2cents:
a. I think the penalties to morale is too high and basicaly, near impossible to keep positive at least at the beggining. In other words, you work hard to get it to '2~5 positive', a new survivor come and it drops all the way to -80~-100.
b. Fuel is too expensive for being a resource so necessary to advance in the game. Either increase the drop rate or remove it as required item to craft weapon and armor, keeping only materials or adding rare materials for the most powerful pieces.
c. More you play, slower it gets! And that's a suicide for a game like this, since I'm afraid that at higher levels, all you do is access the game once a day to do a mission/raid or two, eventually losing the interest in it completely.
Gotta be sincere, I've liked the searching mechanism from last stand one, this one is too luck based and easy to screw you if the game decides to lend 0 weapons after managing to survive 5 days with a pistol.
The idea is good, but I can't understand how a bridge that works fine for a elephant and several boxes collapses when trying to pass the last box... worse is that there are times when a bridge works fine, you change another one and the one you didn't touched but worked suddenly doesn't work anymore.
Fun game, but I must add two of its major flaws: Firslty, each wave progress way too fast for the amount of money generated.
So, that made only the big guy able overcome the flaw described above, excluding the fact the other two are just too weak at a stage where its required more to withstand the generated enemies.
This is something we hope to have in the game someday! :)