Hotkeys would be really nice - especially for buying multiple. Using the buttons to set buying amounts is a bit antiquated. It's much easier to just hold ctrl, shift, and/or z for buying multiple.
Awesome game. Some more explanation would be nice for some stuff, like how much agility berserk gives. It's nice to be able to see the math behind the abilities.
One other request is a hotkey for picking loot. It's nice to be able to do things purely with the keyboard if preferred.
Got it. I was initially thinking there's no logical room for a card-picking hotkey, but if players don't mind taking their hand off the mouse then it shouldn't be a problem. I'll give it a shot and see how players think. Berserk you can actually see it raising your stats right on the your stats screen itself (1 per sec) but I will admit that Hail is completely hidden from the player (1/10th your damage every .5 sec). I should be able to add this info to the current skill tooltips. Thanks for the feedback!
Omg, so much tutorial. If your game is so badly-presented that you need that much tutorial, you need to change the design. I quit before even finishing because it's so annoying.
Yeah, there is a bit of tutorial in the beginning, a needed one. The game has many operations and actions to do and require a good explication in the begin
It would be really nice to see gold per second on skills. Once they get going really fast, it's nearly impossible to tell what the actual speed is to maximize profits.
Pretty fun concept. Really excited to see how the game evolves. I definitely like the idea of giving it a bit more of an idle component with more automatic villager killing, but I wouldn't go full on idle. Enslaving villagers or summoning minions to defend your home could be nice. Perhaps even levels, but with a survival mode.
I love what you've built here. I do have a few suggestions, but don't think it means the game isn't already awesome.
Next to each resource count, include a small number representing the production speed. This would allow players to see it without having to mouse over them.
When a tile is upgradeable, put a tiny + on them, but when the upgrade is affordable, make that plus a little more opaque and change the color. Keep it small and easy to ignore, but visible so the player can quickly scan across the map for options.
Keep left-clicking as is (upgrades default option), but right-clicking chooses from a list when there are multiple options.
Auto-update a player journal with discovered buildings that list the needs for that building. Players are still discovering all the hidden buildings, but as the list gets bigger, they won't forget.
Just my 2 cents on the game, but honestly, you already have something wonderful.
Something that might be a nice addition: If a player drags from an empty box to a block, then that empty box is connected to that block. The block is moved to a secondary area and, when hovered over with the mouse, the connections are shown with lines. Also, allow multiple empty boxes to connect to a single block.
This would allow players to set aside a block they know will go into one of multiple places without creating clutter. Then, they can highlight those blocks set aside to see which boxes they might go into.
I think some of your math is a bit off. I have 3 upgrades for the constant function and I own 1,239 of them. 3 upgrades which each double the function, even if these stack multiplicatively, would multiply it by 8. 1,239 x 8 = 9,912 = 9.912 E03, but my total production from constant is 1.09 E05, WAY more than expected.
Playing on Chrome, in case that helps debug.
There's a pretty frustrating issue that kind of ruins the game for me. I have stations set up to send trains back and forth along all of my resources, but when I try to edit the train path, it sometimes won't let me click some of my stations. Sometimes, I finally get it to select a station and when I select another one after that, it replaces the one before instead of amending it. I am certain that all of my stations are connected by tracks. Sometimes, I can get around it by changing the starting station, then setting the same route I was already trying to set. Sometimes, I click to change station and it gives me no stations to switch to. The whole transit system seems heavily bugged and that completely ruins the game. :/
You might just make it so that we can click the icon for a particular parasite in the side bar to automatically level up the lowest of them. This would also solve the issue of needing to scroll back to the first area to level up the master egg.
An interesting idea, but the upgrades are WAY too grindy and the hitboxes are often very off. I've gotten damaged by spikes I clearly didn't touch and I've had to jump through bubbles repeatedly, trying to find the right part of them to hit with the right part of my character for it to count.
Please put in a way to see how much gold has been invested in a character. It would make gauging the usefulness of each class to my team soooo much easier, plus it would be easier to decide if it's a good time to respec.
This game has so much potential, but once I hit the pigmen workers, it all lags really badly for me. I've tried turning particles all the way down and hiding the grind while automated, but nothing helps. The game becomes unplayable. I've tried Chrome and Firefox, my video drivers are up to date, and flash is also up to date. :(
very sorry. we have on the list to optimize that. also turn sound effects all the way down for that level, and turn the pigmen workers into pork by clicking the Porkifier items.
Isn't the year supposed to reset when you ascend? Sometimes, the year doesn't go all the way back and it just moves forward from some other point upon ascending.
It would be nice if the %dps display also showed what % their next level would be. It would make seeing which hero is the more efficient choice at a glance easier.
Decent game, but seriously, no flash game cash shop should EVER have a "$50" value, let alone $180. Seriously, wtf do you think you're selling? It's a FLASH GAME.
Got it. I was initially thinking there's no logical room for a card-picking hotkey, but if players don't mind taking their hand off the mouse then it shouldn't be a problem. I'll give it a shot and see how players think. Berserk you can actually see it raising your stats right on the your stats screen itself (1 per sec) but I will admit that Hail is completely hidden from the player (1/10th your damage every .5 sec). I should be able to add this info to the current skill tooltips. Thanks for the feedback!