The fact that you need to grin through 100 levels to unlock anything interesting about this game is crazy. I'm a fan of idle games, but I've literally never seen a more boring or misguided decision in one. Awful.
Enjoyed this a lot. Smart and fun and challenging, and just the right side of grindy (for me at least). Had to make extensive use of the press-space-to-pause function to finish the final challenge, but it *is* possible....
Change the spinner. Stop treating players with hatred and contempt. Change the spinner. Change the spinner. Stop treating players with hatred and contempt. Change the spinner. Change the spinner. Stop treating players with hatred and contempt. Change the spinner. Change the spinner. Stop treating players with hatred and contempt. Change the spinner. Change the spinner. Stop treating players with hatred and contempt. Change the spinner. Change the spinner. Stop treating players with hatred and contempt. Change the spinner. Change the spinner. Stop treating players with hatred and contempt.
Updated rating to one star because of coconut spin event. Ridiculous to inflict this kind of nonsense on players who have made very clear it's terrible.
Moon starting strategy: buy some Boots; then Oxygen Bars; then Cheese plus more Oxygen, ad infinitum; nothing else really worth buying, except for "...of everything" achievements.
A game about making money that for a month or more has been bugged to &*&$ when it comes to calculating your money: the one and only number that matters. Weirdly poor and a great shame.
I wonder: can and will the devs face up to the fact that a great game has been broken over time by devaluation of its currency; that a wholly new measure of progress started from scratch is now needed to revive it?
Really enjoying this. Rather than making us count digits for billions and trillions, how about using words rather than numbers for those too? Already works very helpfully for quadrillion, quintillion, etc (also a useful vocab lesson for very large numbers...)
Best tactic: put all points into arrows initially, and make these the main tower throughout. Versatile, rapid-fire special does huge burst damage, then boost other towers in area. Build one barracks per level per choke point, and augment ranged firepower with a few mages. With a few variations, works for everything nicely.
Extremely enjoyable - but I found archers were too good all round to make for real balance, and mortars not good enough - did everything with lots of archers, a few mages, and one key barracks for soldiers at choke point - worked for every level
Excellent mechanics, responsiveness, look, feel and fun: thank you! I just desperately wish the menus and stats/feedback on quests and progress were clearer and deeper - and that the upgrades and costs were pitched at a more realistic level. Such a fun game deserves a steadier, clearer and more even sense of progress through its apparatus, and I hope it gets this. Also - please make the scrolling on the menus easier to see!
Impressed by this: simple but charming and well-executed. Would greatly benefit from not being able accidentally to hide one block under another, and better snap-to-grid
There's a table in hell with a monitor and keyboard sitting on it beneath a sign that reads "survive five minutes of Hexagon to escape." In more than a millennium, no-one ever has.
I'd like to see an Impossible badge for games like this, which are interesting enough and have enough of a following to deserve lots of play. Plus this would help justify my obsessive TD tendencies...
Apocalypse Ciao Badge isn't very hard: start with a bomb tower as close to middle as possible, flank with two dart monkeys, upgrade bombs for shrapnel + missiles, darts to three darts, build a second bomb tower when you can - and that should get the badge!
Simple, clever, delightful - more people who are passionate about gaming ought to make games like this - for aspiring devs, I can't think of many better ways of honing your craft than these kind of witty variations on a classic model - together with a complete absence of unnecessary faff - thank you!
Great game: really enjoyed the sustained challenge, keeping things lively where so many TD games become far too easy and rote. More, please - and badges!
Top tip for the tough last level: it's best completed with only mage & arrow towers. Place these in all lower slots first, then upper. In the upgrades section, spend all your stars on fully upgrading mage towers, reinforcements & meteors, then use reinforcements instead of barracks, & upgraded meteors to take out tough foes...
I thought this was exquisite - and a pure indulgence of the delight in control & exploration that great games can give. Only thing I felt was that trawling around the landscape for that *last* mushroom slightly killed the magic, despite the helpful sparkles. But I was determined to get them all: this game deserved nothing less! Thank you.
After taking in community feedback we've adjusted unlock conditions for certain parts of the game to unlock earlier now.