Okay, I'm sorry but as someone that has been playing this on and off during the 'first phase' of the game, Phase Two takes things and screws it all up. Angel Investors were pretty much my main form of income thanks to their upgrades, but since a chunk of those are gone - save for being upped to around six percent bonus instead of the twenty in the first version - and that the style is something that I feel I will probably NOT get used to as opposed to the UI it was previously at, I feel that this gem of an idle game will go down the route of tablet games; Going from great at the start to boring, forgettable, and littered with microtransactions.
Oh good god, I remember how frustrating the full game was years back. Every upgrade you got on it didn't give the bonus as stated, and I was stuck at around...level ten or fifteen, all due to there constantly being negative things happening to me. Just when I would finally get somewhere, competitors would lower prices, coffee cups would come in labeled wrong, unions would happen, stories would burn down, etc. Also, to say that you're bringing the demo here as a cheap-a** attempt to buy your game...just give up and put the full game here, fully working and updated, much like Ant War did a few days back. Sure, it's on Unity and some of the events aren't working, but I'm certain that they're trying to make the game work like it did back then.
Holy jesus dude, you are friggin industrious on the updates to this game! Just how much content can you be able to pump into this game?!
Side question: If it grows enough, possible chance of cropping up on Steam's Greenlight? Tis a nice and casual game that I enjoy and will buy should it come to said store.
(cont)
Layouts: Again, another feature I love. You could have one segment dedicated to workers and resources, the rest to prettying up the shop to attract more customers. Bit cramped at first, but I feel that I'll have quite a lot of space later on.
Adventures/Quests: Nice to see that we could send someone on an adventure if there's an object they want but you don't have yet. Saves quite a bit of grief when someone comes in and wants an item I've yet to research.
One minor bug I've noticed - and I feel that I'm not alone on this - is that when your workers grab resources to work on an object but the day ends before they could start working, they end up doing so again when the day starts, meaning one item would cost twice the resources. A bit minor, but it does have you waiting a few extra minutes for the needed resources should they be low.
I hope this game stays on this path, being fun and not even close to causing stress to wallets out there.
Even though I haven't been to this site in a while, but...This, allow me to say, is one massive step-up from the first Swords and Potions. I'll explain why in several categories of my experiences so far:
Profits: Thank...GOD...we can be able to make an actual profit selling the stuff we make. The first S&P had us losing it most of it on the employee wages and even more restocking the resource inventory, leaving just a minimal amount for much-needed upgrades. Also, like on how those wanting to sell items go for half of what the item's worth. Really helps out.
Resources: I love on how they trickle in over time largely since it's a massive relief on profits. So far I've noticed no cash-grab resources, but then again I'm only around level 15 in this game, and that's quite a relief to me. The resource trickle rate could slightly go up a bit more, even after the mills, mines and gardens are upgraded, but other than that, I'm content with the steady flow of resources.
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Okay! That shadow creature's terrifying! I'm on the second crafting pylon and it keeps f***ing with the screen, and when it shown itself in the water, I nearly wanted to back out of the field!
Honestly? Mammoths need to be a bit nerfed. Around four out of the five times that it goes to blow my hero off its weak spot, it succeeds in doing so. Coupled with the fact that they move relatively fast for a giant and have a s***-ton of health makes them frustrating to fight. Might I suggest slowing them down a bit and/or cutting their health down by 5k?
Ugh, to those who are going to b**** and complain about this being a Pokemon rip-off:
Yes, you can capture beasts in this and pit them against each other.
Yes, the badges are largely similar, but not copies of lyrics from the first season of the anime.
No, Pokemon shouldn't be the only beast-capturing game in existence.
If it were to be like that, then several (possibly good) series wouldn't exist today. I mean, you can't have a game series without similar ones popping up along the way, based off the mechanics of the starting game. :/
@DahZZ Since when did names become copyrighted? Just because they're similar doesn't mean they're stealing. And they haven't even played the song as far as I can tell.
To those who keep asking for a fifth EBF, think about it; The third one was released a few years back. Apart from the other games between then and the day this one was released, Kupo707 has pretty much been working on and off almost each day on this game. There had been times where he couldn't work on it, like family issues or taking a break or two, but other than that, he has been working on this. You guys asking for an EBF5 just makes it look like you guys want him to slave his life away for your amusement. If you want a game so badly, try and make your own and see how hard it can actually be.
I like this game, and I really want to continue playing it. I really do, but...the god-awful long waiting times for missions. I'm okay with the level three and five zone waiting times, the seven zone's a bit pushing it, but when I got to the stadium and beyond....I just felt that the whole thing becomes a massive waiting game in the upper levels. I'm sure that you've been bugged almost nonstop about such, but please, allow us some way to reduce the return times without having us shell out money to have our people return faster.
i plan on it, just gonna take some time and a bit more content.