I would suggest having Wood and Food appear in some maps (depending on the theme or 'area' perhaps) as you get plenty of metal and gems but nothing else from them.
Also getting upgrades for speed, efficiency, coordination etc. could do with being a little less truly random, as I have 10 unusable coordination upgrades but still produce only one billionth (that's a fraction) of the resources as I find on maps. I put that down to not having enough speed upgrades, or possible that those upgrades not scale enough at higher ranks.
Thanks for your comment.
Now I see I made a mistake and I didnt explain anything about the goals, so I apologise. I will include it in the next version.
The map doesn’t change when you go up levels, only when you reset it to obtain more skill points or restart the game losing all your progress. That’s why it is so big and there are many paths. However, I dont know which path the enemies will take to attack you. It is random to not to bore the people who play it. Although the end of all the paths are indicated with a red flag. Finally, the goal of this game is to level up as much as the player can.
Thanks again for your comment, it’s importat for me to know the faults made. I will take in consideration.
Well, it would help to know where the enemies are going to come from, and where you have to protect, cos the first level has alot of different routes with no indication of where you're defending.
Lag seems to be caused whenever coins are collected, automatically or manually. Lags for about 1/4 second for every coin. Can you look into this and see why it might be doing that?
Why is offline mod 'resting' ki so low? I can understand it not being QUITE as fast as actively playing but it should at least be 50% or so. I just logged on with 150 Qa offline since last night, then earnt that much in about 5 minutes before I could upgrade anything..
While the 'reincarnation' system sounds good with +25% bonuses to each stat per upgrade, that doesn't amount to much ingame. At about map 4 you have to start reincarnating multiple times just to push through the stat and ki cost requirements. Maybe too sharp a jump in enemy stats around there. I certainly find 6-7 new mastery upgrades for various skills doesn't help at all to get to the next monster.
Okay I think there might be a bug with turret creation, I just purchased Laser after a reset and noticed there are two lasers occupying the same position, making a total of 4 (2 on each side), effectively allowing each laser to fire twice. Only time I've seen this happen.
I really think new features should start on level 1, not level 0, needing to get 4 cargo crates (or is it 5?) just for your first one is a bit odd (3 to upgrade to level 1?)
Can I suggest you de-capitalize the first letter of the new number system, say: aI, aJ, aK etc so they stand out a little more from each other. As it is the system is a little hard to read.
Nice suggestion! Unfortunately the font I'm using doesn't have lower case characters! I could switch fonts to something like : http://www.myfonts.com/fonts/comicraft/you-blockhead/ which is pretty similar but that will change the entire look of the app :)
I just noticed Varamond the Vicious drops valour points, does that mean they'll be remembered when the super bosses become hirable?
Right now my units have about 100-150 VP each (give or take) how will VP scale with the super-bosses? We'll be earning significantly less VP for them as they only appear every 500 levels. Might I suggest scaling their effectiveness for them, or the number they can drop. Alternatively make them appear more frequently at higher levels.
Thanks for your comment. Now I see I made a mistake and I didnt explain anything about the goals, so I apologise. I will include it in the next version. The map doesn’t change when you go up levels, only when you reset it to obtain more skill points or restart the game losing all your progress. That’s why it is so big and there are many paths. However, I dont know which path the enemies will take to attack you. It is random to not to bore the people who play it. Although the end of all the paths are indicated with a red flag. Finally, the goal of this game is to level up as much as the player can. Thanks again for your comment, it’s importat for me to know the faults made. I will take in consideration.