WyrmSaint's Comments

Game comments and reviews

Idle Star

Feb. 08, 2015

1

I hope you're not discouraged by any of this, I really really like the concept.

Developer Reply

If a WyrmSaint was a badly drawn, ultra dense piece of space ship what would it's function be? There is that empty spot in the pallette. The programmer skill has a huge effect and I'm still testing as I go with how it behaves late game, but adjustments will be made. Thanks for the feedback :) Edit *how about a zone skip device, so the players starting mutlipliers and zone level gets a boost at launch, combinations of other functions are also quite possible.

Idle Star

Feb. 08, 2015

34

After some more play... Upgrades have to scale similar to their cost. I increased my tonnage 25% for 30 xp for the first upgrade. To increase my tonnage 9.1% (7 to 8) it costs 65610 xp. About 1/6000th as efficient and it takes less than an hour. This makes the game scale in difficulty too quickly. So overall its too easy to start and quickly becomes too hard to progress. Really all this needs to be great is a greater initial difficulty, skills scaling with skill upgrade cost (not necessarily the exact same multiplier, but in a similar style. Cost multiplies 3x each time, benefit multiplies 2x and their is a much more drawn out progression), and late-game modules and upgrades to make the current modules viable late-game.

Developer Reply

Wouldn't it be great if Kongregate comments didn't always condense what you type into a wall of text. The easy early game is used to capture souls, the mid-game identifies those worth keeping, and how bad the end game is doesn't matter because by then your soul is mine or not worthy. Game balance is very much what I rely on you early commenters for, found a bug this morning regarding max enemy size, bought a gallon of petrol and obtained it's address, should be dead before you guys ever see it. :)

Idle Star

Feb. 08, 2015

1

This can become really good. Module upgrades and high-tonnage modules are the most obvious addition to make, as a late-game is missing at the moment. Module upgrades and tonnage upgrades should probably increase more than linearly. Enemy difficulty has to scale faster. In the current state it is way too encouraged to leave the game for long periods of time in the early game and somewhat discourages engine use. Experience should scale in a similar way to difficulty, though not necessarily as fast (if upgrade cost scales faster than upgrade benefit then difficulty and experience can scale linearly).

Liquid Measure 2

Nov. 26, 2010

1

Level 21 can be finished with 6 extra pieces..

GunBot

Sep. 05, 2010

-2

You can go left and fall off the map somehow... not sure how it happened but I can't get it to repeat. Happened on 1-7