Fun game, took me a while to figure out. Arena seems impossible even with pretty high level characters.
I would say, the biggest issue is how you have to move between screens to compare gear to what skills and attacks the heroes have. It's veeeeery tedious to keep moving back and forth to equip the right stuff to the right people.
There has to be an easier way to deal with this, to see what is required. (Heal, AOE, etc) and what you can provide them in that aspect on one page to equip more easily. The inventory page could show the selected characters skills and what they require... That would help so much with helping out with the complexity and confusion when people can see... Ahh, this skill is an AOE melee attack, so this weapon that buffs AOE ICE attacks wouldn't fit! Or something.
Actually, nvm the previous comment, it does work, I tested it, but it doesn't show it, and though it says that it's an upgrade per level, it doesn't work that way, just the base upgrade I think.
It's hard to tell... Anywho, with everyone having a hard time, I'd like to say that though what is here has some problems, you can make something really fun out of it, I'm having more fun as I have more options, though it's hard to figure out where to go or how to get there currently.
But yeah, don't be discouraged, yes it's like swarm simulator in some aspects, but that doesn't have to stop you from just using it as a base and then branching outward more. I look forward to seeing more updates :D
Alright, I reached space, to go higher, I can just wait for a day, get the build tower upgrade, whoo...
Sooo, try working in a different direction instead, you got science now, perhaps use it in other buildings to achieve other goals. Like getting increased rock lifting speed. Or, it would be cool if you could unlock like choices... I don't care much for the drums, having a different choice would be nice, for other things as well.
This was a fun game so far, though a little unbalanced.
A handy little tip for people, though it lowers per reset, if you don't just let the game idle, but turn it off entirely for a few hours, you'll get bonus time, which is at an extremely fast speed, which helps tremendously in getting over hurdles.
At some point you get a clock that speeds up things a bunch, that helps. But the hurdle after that is a big one, really heavy on the wood and stone, the wood will just take time. The stone a lot of work with your stone carrying elephant.
Once you reach it though, you'll get the underground water plant, and this will boost your wood production to a reasonable, suddenly very usable level. You can prolly reach it when you've got around 100 points or close to it.
Oh oh, you could add technology that uses up toiletpaper as well to provide something else, research, whatever. That way people have to balance things out and it keeps TP relevant while you transition to something more valuable.
Ranking up currency is the key though, it's like a reset, you reach golden TP, you get all kinds of new options on getting more golden TP. Then platinum, whatever, something to progress through :D
Fun little game, could be a lot more fun if there were multiple, different pathways to getting rolls. As is, it feels like just maxing out thieves is the way to go.
But like, add other options, add new currencies, golden toilet paper (Just an idea) and like, you can set up a science lab to study new ways of making toilet paper or getting it, like some kind of TP Teleporter or whatnot.
Wooh, that comment from Joybits is pretty bad. Guys, you don't get it, you built a game with a monetization scheme as PART of progression. You get blocked because you don't pay up.
If instead you make a fun doodle god style game built around just the progression in GENERAL, you can instead add customization, extra little tidbits an progress increasers for those who don't want to spend a month to reach end game. You can earn a bunch if you focus on game first, earning money second. Weird as it may sound. But if you deliver a fun experience first, people will be more inclined to pay up.
Weird right, would you pay for this game, do you really, really look at this and say, this is what I look for in a game, I really enjoy waiting around for the next few clicks or paying up?
For those not quite understanding stuff and are starting off.
You get more diamonds for higher level plants, at around tier 6 or so plants, which takes a little while to get to. You will reach a series of plants that will take shorter to make, but will give a lot more cash.
A quick boost into a lot of different content, because now you canbuild stuff more effectively, and research more effectively.
Still not sure what the modules do for machines, though a machine makes a plant automatically over time. That is all for now.
Spotky1004, are you planning to update this? I'd like that :D, stuff is a little, chaotic right now and a lot isn't explained well or presented clearly.
I'm a little saddened that this is yet another idle game that revolves around currencies, with those currencies being buyable in a store.
It means that the mechanics are pushy towards buying said currencies or dealing with longer and longer wait times.
It's a damn shame that you went down that route, it focuses on cash cow players, and not on actual gameplay.