This game needs to be renamed, "Grind to the core."
Day 81, and I can finally reach the core, it takes 80 seconds to reach it, by which time I have enough hull left to gather for 10 additional seconds. So each run is 3-7 plasmas, and I need 10 to buy any one upgrade, or end game item. Sorry, but that's not fun...
It seems criminal to be able to quickly sell a car with a top speed of 75kph, for 43-grand in 1950. While a very fun game, the scaling from the real-world is horribly off. Making research upgrade costs double at level 30 is a significant part of this scaling weirdness.
You are right, I could have made the scaling for everything a bit better. But I will keep it as it is now because it would probably screw up a lot of users if I would totally change the balancing of the game now. I rather keep the experience gained and try to make it better if I make a similar game in the future.
This game has a lot of potential, but the continual micromanagement really puts a damper in things. Too much upgrading of health, over and over, and the mega-clicking for attacks is plain tedious. Turbo-clicking is powerful, but unsustainable without an auto-clicker, which I'm sure gets heavy use in this game. If a game needs an auto-clicker... there is a problem with it.
Hey, we have this skeleton king outnumbered 10 to 1, but it's slowly picking off our warriors. Should we heal them? Nah, just keep shooting barely effective magic at it. Oops we all died... The AI for the characters is AWFUL!
I don't see any point in upgrading forge levels. For instance, the +30 sword: For one increase level you get +50% sword power, but the iron bar cost goes up +44%, and the wood cost goes up +45%. So you're basically getting a +3.5% cost improvement (1.5/1.45) to your blacksmithing efficiency for that singular item type for over 1K gold. That's an awful rate of return compared to upgrading the smith and woodsmen... and this is for the third cheaper sword.
I'm amused at how game designers can nail the difficult parts in the concept, layout, and graphics, and then totally bomb the easy part: Balancing. This game is a perfect example of this... you're literally grinding for more gems on the very first two levels. That's boring, and a problem. A good game isn't repetitive.
Last level task: 118 Elements with 10Q each?! That is easy, but tedious as F... You have an interesting concept here, but some items are rrrreeeeally boring and annoying. Knowledge alone is 10K minimum clicks to complete between all the times you cycle in an out. The reserve is almost worthless. Stacking extractors down to the pixel to get 6 in a single element is annoying. Like I said, very interesintg and original concept, but you have some serious gameplay flaws that lessen the enjoyment.
Sometimes in setting the air aces, and you switch between 8 and 0 flight patterns, the pilots simply fly away... an in rare cases, they're never seen again.
This game is extremely well-done. I'm certain if it didn't have an abrupt ending it would be one of the highest ranked RPG's on Kong, and could have put itself in the running for "game of the month" and earned some well-deserved cash. As is, the abrupt ending probably has quite a few people giving it 1/5's lowering the score on an excellent game.
Yeah I know, and it does annoy me a bit. They ignore everything else just because it ends abrubtly.
As for cash, it actually placed second in game of the week.
Hmmmm, 5 dwarves or 37 boars? The boars as a group are cheaper, faster, tougher, and hit harder (a lot harder). Better in every way other than battles could slowly chip away their numbers. There needs to be some unit balancing.
DEVELOPER RESPONSE FROM NIVALPUBLISHING: That's what makes this unit hard to beat. Towers have no priority between creatures.
No, this is called lazy coding, and a critical flaw in this game compared to others. Take the numerous bugs you deny exist, and refuse to fix, and you take a 5-star quality game down to 1-star from being inattentive DB's.
I don't care what the absolutely clueless developer states. Shamans are very unbalanced and broken... I've seen a single isolated healer heal himself from 10-20% life to full over and over and over.
Developer... you are WRONG, you have a serious bug, and the fact you blow everyone off speaks volumes of your level of "care."
This is has lots of potential but it has some GLARING flaws. 1) No invincibility on death = frequent multi-deaths = round lost. 2) Achievement gold is worth too much, normal round bonus and combos are near worthless. 3) The new weapons are not much better than the base pistols... and some are even worse. 4) Reloads are too long, too frequent, and boring, even when maxed.... and you have no idea when they're going to happen unless you count the shots. 5) Picking up gold sucks, even though its worthless. 6) The mini-towers seem to be made of paper, no idea how much health they have. 7) Weapons like the electrocutor have horrible pathing and like to shot into walls or more distant targets than what is directly in front of you.
You are right, I could have made the scaling for everything a bit better. But I will keep it as it is now because it would probably screw up a lot of users if I would totally change the balancing of the game now. I rather keep the experience gained and try to make it better if I make a similar game in the future.