Seems like a lot of y'all don't understand what an alpha is. Decent start to a game. A couple suggestions: the OARDIS doesn't scale enough up in production to be worth choosing over the Sacred Mines. On-Click production is too reliant on item drops, which is tied to some combination of stats. Luck doesn't seem to affect crit chance, at all. 9 luck, a few thousand clicks, and zero crits. The stats in general don't seem to help; they don't feel rewarding. A stat that increases idle/s would be helpful. I don't agree with the choice of a timer on the refine option. Wasn't warned beforehand, and now I have nothing to do for hours in the game, as I've bought all production options and clicking is useless due to an item drought. Hope this helps! <3
A few thoughts on necromancy:
1. The skeleton has absolutely zero chill, unlike the heroes.
2. Why does the skeleton have a phobia of stairs?
3. Because skeletons do not transfer between levels, I've noticed that almost always, the skeleton is summoned on the last room, making the necromancer class only useful for the life steal ability.
4. I've lost count of the number of times I've lost my chill when I spawn onto a new floor and suddenly hear a death sound from the skeleton on the previous floor suddenly dying.
In sum, please fix this class. <3
@Taiga: Awesome! It's just frustrating to have 1000x the Army Power of an enemy, and then sit there for five minutes waiting for the battle to play out. Kudos and 5* for being attentive and responsive! :-)
I love the game, but I wonder why you've chosen to arbitrarily cap the number of troops who can commit to each battle. I feel like Queen Catherine would share my sentiment of throwing everything you can at a battle, instead of what appears to be roughly 180% of whatever the enemy brings. If I could bring my whole army to each battle, they'd be over much more quickly. I'd accept higher troop losses for the ability to battle more often.
I don't actually think it would be hard to implement this I will see what I can do with it and get something like this out a few days to a week after the big update goes live. ~Taiga
95% of my time is spent having my third party member defend, so they don't kill the last enemy, thus subjecting my party to free shots from the next wave.
I would love mouseover descriptions of the units during battle, showing range, base damage, etc.
Otherwise, this is a fantastic addition to the series. This is the first one with a strong metagame. The metagame in this edition reminds me a lot of the metagame in the gemcraft series.
I like this game. I give it 4/5, mainly because of a huge bug: after killing a unit, aerial units (and sometimes ranged ground units) will stop attacking and run through the enemy to the opposing shield. While this is possibly good in some of the earlier zones, this is quite the unfortunate occurrance on the guard zone; i.e., when the enemy has a vast army poised to attack, and launches it as soon as the zone is loaded, and my units pass through them, they zip straight to the exit and kill me. I also agree with Bernat that a clearer queue button would help substantially, I would also look at your encounter code, and see if you can fix this problem. The best, Ryan.
A lot of the features that were unlocked I hadn't noticed were missing... Also, in my opinion graphics level 3 was worse than 2. But I absolutely loved the game. By far the best investment was in upgrading the magneton. By far.
glitch: pressing reset after losing a level advances you to the next level. Doing so on the last level puts you in an empty field (no treb, no castle, no ammo).
I don't actually think it would be hard to implement this I will see what I can do with it and get something like this out a few days to a week after the big update goes live. ~Taiga