Well, I played it till level 17. It's an interesting attempt at a 3d version of the original. For me however having to deal with 2 seperate 'screens' that get reflected and only seeing one tile ahead made it a lot harder to do any planning. I always enjoyed planning and strategizing in the original tetris, finding optimal ways to get 4 lines and making sure that my next block is placable. Perhaps I'm simply not smart enough to do that here, but I sure couldn't manage any strategy other the plugging holes and hoping that removed lines on screen 1 wil fix screen 2 etc, which it usually does. Also adding in those extra 5-tile trouble blocks didn't help with organized line removal =p.
It's great to hear that the game is challenging you to try to think ahead. I'm sure after a while you will find a strategy that will kill the highscores. Any suggestions that would improve your planning ahead? Despite that, you still made a pretty nice score :D
the crafting menu needs to show further pages :( at the moment I'm stuck because I can't craft the things I need when I hold the right materials because of overflow
Sure is a pitty about losing the old style, it gave the game a lot of its character, now it seems a bit more 'mainstream' which is not really my thing. I would appreciate an option to switch to 'old-school'. Unless you consider this style to be better yourself Ryu.
o yea one piece of advice for anyone that wants to know, specializations seems to always work, wether activated or not. So you only need to activate them when you want to raise their level. Also I got the feeling that the amount of levels they gained only depended on the difficulty that you created your new hero on. But I'm not sure, level reached might have influence.
it basically depends on the IP the hero is worth which in turn depends on difficulty and hero-level :)
I'm really grateful for your comments. It is kinda hard to show gratitude over the internet so please take this "virtual bow" from me.
(just imagine a Blob which bows xD). But seriously I really mean it, its players like you who give me the strength and motivation to move on and keep at it.
So again I am really thankful for all you did.
When only 1 skill is loaded that can be repeated the game seems to have a hard time deciding how many times to use it before the end of the turn. One idea that might help is to make a separate switch that is set to use the macro once, followed by a regular attack and turn end. That would also stop me from needing to tape down my keys ;D.
To be really clear, none of the above are in any way critisism of the game or it's development, I think it's great and I'm waiting impatiently for this weekend :) These were just some things I was thinking while playing and wanted to share.
7) Is there a point to getting the smith higher then level 10?
8) Priest class seems kind of overpowered in an unbalanced way. Basically it's always hard to play at low levels because of low mana, but once over level 20~30 it becomes super easy with the right macro build (think pain + combustion and some support), I do millions of damage per turn. Actually level 1->2 tends to take the most effort for me.
8) Macro's are awsome, especially since it works so fast, I don't give a damn if there are a few flaws in exact execution. To help you maybe understand a little better what happens here is what I noticed, while holding m and space sometimes the regular attack goes through even though it shouldn't, because combustion made the kill.
7.) for now there isn't, item-system is bound to change drastically 8) yes, there are really alot of OP skills and combinations in the game, balancing those will be most likely my greatest challange. 8.) Aww yes, I am glad you like the macro feature, I really thought sometimes I shouldn't have wasted my time to make it (it was reeeaaalllyy hard) but it seems it was worth it (even tho it still gives me a headache trying to fix it :D).
Oh yes, you are now the second person suggestion an "auto-fight"-mode and given the feedback, I added it to my to do list (well it will probably come with some nerfs like giving less stuff while using it) but before that I want to fix the last flaws of the macro-system.
Some concerns:
1) Have you ever considered what would happen with grade 250 multihit specialization and 100% multihit? I'm not there yet but I'm almost scared of seeing if you put a cap =p.
2) There are too many buttons to click to grind the dungeons, and yes I want to do that because it's the only way to get decent rings.
3) There isn't anything that uses enough soulstones yet, once I was doing Calmash regularly I haven't been able to spend them enough, even when spamming extra stat and skill points for troll mode.
4) Dungeons don't scale with difficulty? strange.. but okay
5) Population is my current bottleneck for a lot of things, maybe resource cost of upgrades should also go up with higher levels?
6) Fishing is not very efficient for Crystals once you get high level Market
1.) WoW that was shocking, the caps for specis should have been 100 but it seems they didn't work (had to redo all of them cause I couldn't find the issue with the present ones...) tl;dr: new speci caps = grade 200 so that you don't lose too much (may be lowered or nerfed if too op).
really thanks for mentioning this, would have caused flash to freeze up, probably. 2.) Added on my to do list: a button which lets the player start a dungeon again after finishing it. This button shall be known as the Xelenai's-Dungeon-Grind-button or short the xDg-button. 3) there will be more, soon (tm) 4.)yup but they are harder than troll-mode 5)+6) balancing is still far down in my to do list
on my first ever dungeon raid I got 2 treasure chests, but on later raids I never got anything, other then soulstones, is it random or is it perhaps a bug?
Again on the 'force' issue. I tried a force [3] helmet before my previous comment and didn't see any Mdmg or Smod difference. I tried a force [5] mail and mace, nothing either, finally I figured out that the power tag also affects Mdmg (probably a bug). It does so by power-level^2, so 25 points at lvl 5. Just to be a know-it-all, this is quadratic increase, not exponential. I do think that it might be enough to be significant however.
On another note I do hope you keep developing this game, it's probably one of those games you either love or hate, but PLEASE don't abandon us lovers! :)
you are absolutly correct: after double checking it, I found the bug. It should work now.
Also my apologies for the delay in answering to you (had no access to my kong acc...). Thanks for finding this bug.
Don't worry I will develop this game until I die ^.^ no matter the haters or how it does.
(altho it can be a bit slow as it's a 1 man project)
Thank you again :3
Wonderful game. One thing, I can't figure out what the 'force' tag on items does? logically I think it should improve magical damage, but I can't get it to work. certainly doesn't show in the status sheet.
nice guess. Yes force gives a bonus to magic damage but, for example if you only have a force [1] enchantment the bonus would be lower than 1.
The reason for this is that enchantment levels are exponentially stronger not linear (a lvl 2 enchantment gives 4x the bonus of a lvl 1).
But I may buff the force enchantment in the near future as I find them way too weak in general. Thanks for your kind words, it really feels nice to read positive feedback :3
It's a great game, but you really need to do a lot of bug hunting, here are a few I found bothersome:
Enemies can have 'NaN' health (ie immortality)
The timer on armour reduction doesn't reset at the beginning of every battle, only when reloading the game.
After the last update, when you get out of the H2O idle you get a black screen, until reloading.
The way this level shop item 'speed up idle bar' works is pretty silly. On one hand there is no limit to how fast it goes (probably very unbalanced) but on the other it doesn't save, giving a huge advantage to people that can leave their PC on overnight.
Gotta love taking your silenced USP, taking out the three guys facing your way without them having a clue then sneaking up behind the last one and using your 'backstabbing' fire axe to chop off his head ;D
The spacebar does stop the loading sequence, but nevertheless the main screen still doesn't shows up unfortunately :( Which browser do you use to develop/test this game?
I have tested the game in different browsers and it works in every one. I have uploaded a new version that hopefully will show an error message if there are problems that may help identifying the cause.
It's great to hear that the game is challenging you to try to think ahead. I'm sure after a while you will find a strategy that will kill the highscores. Any suggestions that would improve your planning ahead? Despite that, you still made a pretty nice score :D