Why after gilding a card do I get fewer cards when ascending dice? It's progressively taking longer to get a full pack so net result is you get weaker with every conversion.
Twin upgrades are really badly thought out.
1) Firstly they don't affect the teamwork bonus rendering them pointless for anything with auto-producing units. Suggest counting them towards the teamwork bonus to make the upgrades worthwhile.
2) For those where the manual purchases are important for resource production, because prices increase very quickly, they can cripple your production early game if you use upgrades and buy units in a slightly different order (geologists for instance). Twin upgrades should be retroactive instead i.e. x2 efficiency for all manual units rather than x2 for only future purchases.
It's extremely dissatisfying in an incremental game to get so far into in and then realise it would be quicker to start again and apply the upgrades or by the units in a different order. The game in general is a good concept but this sort of thing is gamebreaking in my opinion.
Progress is too slow. Level ups to workers and equipment start to get overly expensive with upgrades too far apart (And some have such a small effect it's ridiculous). Plenty of options to cut the time with overpowered microtransactions though of course (10x gold production from midas touch, really?). You need to make money, I get that. But this just feels like too much of a cash grab i'm afraid. There are plenty of incrementals out there with faster and more rewarding progression that don't rely on microtransactions.
The new UI isn't an improvement i'm sorry to say. Pinning the city hall menu obscures half the screen, so we're forced to use the hover menu when everything fit quite comfortably on the screen before. I think when people were asking for UI improvements, they were mainly referring to refinement of the city facilities, upgrades and popularity menus to reduce or remove the need to scroll, but only the city facilities page was even touched.
The timer for the later buildings is too long in my opinion. The bank has a timer of 1 hour 42 minutes and during that time it provides no benefit at all as I can't reinvest the extra income elsewhere, and the return it gives is smaller than the investment I made. IIRC it takes 3 payments to simply break even, which is around 5 hours, and this is for the first one in a chain that increases in cost exponentially. I personally don't think it makes for a fun game, the timers are too long. The timers should start short, and the achievement bonuses should increase the income amount rather than shorten the timer.
Quick suggestion: An option to hide old jobs. I like to pursue mining jobs rather than trade jobs, but the jobs list is cluttered with trade goods jobs.
This is an excellent game, I think i'll be playing this for a good while. The only problem I came across is the static modules aren't customisable like the active ones are and the game doesn't mention this at first. I bought an extra storage and energy module to help with mining, and it turns one you can only equip one of each, despite having several module slots free. I think the static slots need to be divided by category, kind of like character inventory systems in RPGs (So one slot for engine, one slot for storage, one for energy etc.)
It's based purely on luck. I just had all my upgrades in regen and hp, meant I was a sitting duck in the middle of the map when I had to start giving the AI attack/range upgrades.
When I click to open a new menu, or click on the icon for the current menu, it should close the previous menu. I'm sick of having to search for the 'done' or 'cancel' button, which is seemingly in a different place for every window.
1) Limiting recruitment by level is annoying, in my current town I can't recruit any units at all because i'm too low level; I have to move town to replenish my army even though it's the same culture. 2) My army gets in the way when I start a battle. 3) Let me move my character using WASD or arrow keys. Having to click the mouse every time is frustrating on my laptop. 4) The scroll bar in the recruitment menu doesn't go all the way down making you use the arrows. 5) I would've liked to see some passive skills because the battles are often too fast paced to target single enemies with attacks. 6) Because there is no longer a grid in battle, it becomes a bit of a mess and you can't see what is going on or who you're meant to be attacking.
There is a memory leak somewhere. The game runs smooth at first, but after each progressive level the game gets slower and slower until my flash player crashes. Just had to close flash player in my task manager and it was taking up 1.5GB of RAM.
I'm not complaining though, I just completed the final dark level and the lag actually made it easier to click the bombs that the boss fires out.
Why can my shield not target the blind girl, surely the protective shield should be able to protect the person you need to protect? Why does my shuriken guy attack the side with one enemy rather than the side with 10 when I use my special through attack? Why do the melee fights special attacks have such a short duration, the the point that it makes them useless? (Granted, stun helped me kill the level 14 boss, but against regular enemies it's worse than his normal attacks) I just wish I had a little more control over my characters in combat so I can use tactics to my advantage. Being able to set commands for each character would make the game more engaging and fun. For example, I want to be able to make a character target specific enemies, attack to one particular side, or stand and protect the blind girl. I also want my characters to move back towards the center when there are no enemies onscreen, so that they don't get caught fighting enemies on their own.
It's rare in TD games where you get a chance to max out your towers before the end of a level. This always bugged me, but this game actually gives you enough resources too, whilst still being challenging. 5/5
Tha game prided itself on random levels to that the game is different every time, but the limited availability of shop items means that I can't outfit the ship how I want. The difficulty of the bosses means that you also need the best modules in the shop, meaning that the equipment I have on my ship is essentially pre-determined. For instance, I can't buy any more medium guns or missiles, and the small guns are a waste of space on the ship. So I have to buy more armour to beat the 6th boss, because that is what the game wants me to do. It eliminates the whole point of customising/upgrading your ship. 2/5
It crashed when I got to the end of the distance bar. I had to click on the home button to fix it and it discounted that run, meaning I lost around $5000. Overall a very good game though.
It really needs information about things when you hover over them. I have no idea what i'm selecting on half of the menus, it's just not intuitive. Skill information buried under layers of sub menus is very poor design; that information should be accessible when selecting upgrades.
Fixed!