Building upgrade cost should be independent of tech. I just noticed that Shipyard T1 level1 was 250k. Then I purchased the Ship Science L.1, and the Shipyard T1 level1 is now 450k. That's not right.
Yeah.... need to do something about friendly AI. Workers and Civilians wander into a zombie attack, in front of military... and the military just fire away into their backs. There goes 2 workers and a civilian, killed by the military.
Well, that was fun.... Dropped 250T into an Idle design. Closed the game. Came back an hour later to an update, and.... BOOM! At least I have 50B to start out with.
Would really like to be able to temporarily slow ticks/sec. Once the time upgrades are purchased, one wrong move and you have no time to react. Perhaps just to turn the clock upgrades off at will? Right-click and upgrade to disable/enable?
Would love to see some representation of our current speed relative to the speed of light. Maybe throw in how much time has passed on earth, and how much more quickly time is moving on earth?
Two skills that you definitely should NOT buy, both of which occur randomly when attacking:
1. Spin attack. Its a shorter reach than most weapons, which means that right after the spin fires, you'll usually get hit. Also, it can launch that attack when doing the spacebar+chargeUp attack, wasting the charge, and often putting you in a bad spot.
2. Dash attack. Never works out well for you, and always winds up getting you hit. Plus you have no control over it.
Would love a way to REMOVE these "upgrades" after they've been purchased.
Great game, loads of fun! I like that the high-powered abilities and spells cause permanent energy/exhaustion loss. However, it should be more clear how to increase your energy, and that the loss is permanent.
Perhaps allow a way to recover perma-lost exhaustion by resting a whole day (in the map screen). I got to the last mission, with a wizard with 25max (55lost) exaustion before I realized the cost of those spells.
Level 1: Make it so none of the red pieces are on a line with any other red piece. Same for blue.
The rest are more self-explanatory, though more difficult.
Well, good attempt at madlibs, but you need a better understanding of grammar to pull it off.
First, in the line, "I found an (adj) (noun) that shined in my eyes." it should be "shone" not "shined."
Second, you need to either account for verb conjugation, or specify a tense. And you should probably pick a tense which is easier to explain. Your "madlib" was built to only use past-continuous, (was running, were here, was waiting, etc.) but the most simple to use is... past simple (I ran, you walked, they drove, someone stole).
Your example would probably be easiest if you took out "was" before the verbs, and specified for people to use past-tense. As long as their verb fits into, "I (verb) home," it should work.
still, it should include a short explanation of why they are there, and short list of answers to a word-association Q&A or something like that. From what's given there is no valid way to differentiate between a psycho and an artist, or a politician and a philanthropist.
okay, i got it mostly figured out... it really comes down to some flawed Jungian psychology:
if a person is having dreams that are associated with their fears, their fears are driving their inner-self, and thus are unpredictable. I.E: dream of a devastated city, and afraid being worthless, losing someone, or water: all of those things are likely to be experienced in the dream. OR, dream of video-games and afraid of being trapped: likely to feel trapped in a game.
Cool concept, and fun to play with, but needs some work to be playable. Unfortunately you can only use the "Basic Drumset," and can't scroll through the instruments on the list. As it stands this is not a game, but an advertisement/demo for a TouchPhone App. The free version of the app is identical, though does allow you to purchase additional instruments for $1 each.
This game isn't too bad at all, though it does need some work. There's a major bug for me, where movement keys "stick" often in the middle of fighting, makes the cell die real quick, and the later levels impossible. Some of the skill tool-tips don't really give you enough to go on when you're deciding what ability to pick, especially considering that some of the skills you can pick up later, and some of them are now or never. With the pace of the game so slow, I got very frustrated later on, when some of the levels could have been beaten if I had chosen differently early on (and/or there wasn't that pasky little bug). All-in-all however, its a very well thought out game, and just needs a little work, but still alot of fun.
Shipyard path 1 level 1 costs 508k to upgrade for me (no CBD bonuses), not quite sure what you're meaning.