I think tokens should be dropped at a higher rate at higher difficulties; it seems frustrating if i'm fighting at map lvl 1 or map lvl 200 (or a 10 floor map vs a 200 floor etc) i'm getting the same number of tokens. I understand this is partly a balancing measure, as these boots won't be available forever/to everyone but when I'm still getting the same number incoming but having slower map completion (because of playing at a higher challange level). This incentives running lower lvl maps, or boss runs, back to back, which doesn't really give hero gains just tokens
controls seem to be constantly getting stuck forcing me to move (generally left or right) seemingly randomly... having to refresh the page to fix it constantly seems to be the biggest draw back
as others have said more content please, currently it a pain to fish all of the med (and i would imagine the large + fish) it would be great to have some items that give you more fish per caught fish or if they're worth their cargo 'weight' (i.e. med fish are worth 3 atm). further awards for fish, more would allow you to go further, but careful of balancing. diffrent fish colors, i like that the red ones are the aggrisvie ones, but the blue are very hard to see, maybe a mix of diffrent colors with diffrent "stats" could keep the blue as camo type, but atm its tough. have diffrent fish mixed in at spwaning points so the player doesn't have to 'backtrack' as much to max or improve awards...
Yea, I think with more content I can ease the brakes off of the medium fish, or at least have more species that can help with your offensive capabilities.
Not gonna lie, I actually had trouble coding the fish silhouettes to look good in 3D, that's something I'll definitely revisit in future versions.
Great feedback overall, I appreciate it!
right off the bat i ran into an issue where i tilled the ground all around my character and now can't move/stuck in the intro. I will move on, but this seems like something that should be fixed (espically if there is no way to "un-till" plots later, making the game a big trial and error test rather then thinking and playing a game
Choose a Deck and get ready to play! Join Magic Quest on this epic adventure! Once you are playing, use this referral code: F9QY4L43 and we will both get a nice reward! #magicquest
so i've hit the cap of current stats and its seems levels arguably i could go further with traits, but probably not by much... most skills CAP at lvl 30... which is odd, game really ramps up to the point in the 350s it is really slow and bogged down. A larger game play needs to be introduced, it feels like it lacks of level of permanent progression, especially with the STATS CAPPED! :-( Perhabs a relic or artifact system that would gain exp through higher zone progression (encourage people to play more/further) and give larger permanent base rewards, such as skill cool down reduction, or giving you 2 arrows per shoot. Also an exploration/map game play so that as you progress in zones you can choose to engage different bosses/mobs. I'm just throwing out a couple ideas, but as it is the game lacks lasting depth and replayablity
Thanks for the feedback. We'll be inspecting your data. We capped the essence to test how the 0.4.1 rework will go. Previously, essences were impossible to cap :(
the talents are broken :-( leveling up the piercing arrow specifically doesn't work where it itsn't timing down with crits and is only percing one enemey *hitting a total of 2 every 3 hits, crits withstanding at lvl 8* the new anima system still needs a reset, the latest patch 4.1 continues to reward fast rebirths with no real leveling progression in between rebirths being important other then how to quickly reach your highest avalible stage (since you can't really push past the high enemy stat gates)
Thanks for the report! We’ll take a look at Piercing Arrow. Patch 0.4.2 is rolling out soon with rebalance on late game progression and too much transcending w/o much progress.
current game is lacking in content and repeatability, the progression system is lacking in consistency and the new traits hardly do anything to add to the strategic choices players "make"; the game currently punishes your stats when your progress making your overall atk speed/crits/etc. reduce per level of a stage, this causes a pinch point at lvl x-9 for every stage where the amount of enemies and the reduced stats make it the hardest, if you can beat x-9 your going to beat the boss (give your bosses some love too). the Random Anima feature instead of making this better just makes it harder when you picking the wrong stats; A reset of the anima system is sorely needed so you can strategize your game play as you continue
Thanks for the feedback! We'll consider the punishing stats as a revision for future. The Anima featured will be overhauled on 0.4.1. Please check back in a few days when we roll out the patch! :) Edit: v0.4.1 is out please let us know what you think!
ending is a bit of a letdown :-/ puzzles are fun, but really when you finish good/bad its just color pallet change, maybe a little, 'congratulations you found every thing' or something?
current shop mechanic allows abuse by buying, leveling and seeing things for profit (with shop achievements). basically you earn a profit on selling items based on the unlocks, can get that up to 20% profit on sales (so spam sell a bunch of knives) then you can buy items lvl them and sell for a continuous gain (as long as you have the patience to keep clicking and grinding gold that way)
I set this mechanic up to be abused by those who want to. I may reduce the % of profit if players think it makes the game to easy but I don't think I will completely eliminate them.
@ recommended upgrading only picks. seems it actually alternates pick units and drill units (although no indicator other then looking at what upgrades effect which units) so purchasing both upgrade types is still useful (the "full" bars that fill are miners vs the bars with notches that fill back and forth with different colors are drillers)
i agree with a lot of the other comments, too much information too soon, and not enough tool-tips etc to have a clear idea of whats going on. currently vorgin has a good basic guide in the comment section but you really need some hover over info boxes, and/or a full help section for people lost with game
where is the option to export data? you say "on the menu" but i've looked a few diffrent menus and haven't found it, its not under the basic save button, so i'm at a bit of a loss
twice in one run i got to the top of the ladder into a new room and was immediately thrown into spikes. While I know reactions are part of the game, putting unavoidable obstacle is a no go.
achievements (in game) are messed up, finished all three modes but didn't get the award for it, although i made some mistakes during the quiz one. quiz needs clearer choices for some of them like on violin i had both guitar and violin as choices, a tiger isn't a "cat" and a few others. the pro mode should state that the picture needs the correct orientation (rotation) and maybe more of an indicator on the objects that don't have a clear base. other then that a quick enjoyable game
wow that ending; animal cruelty shouldn't be allowed. Dressing up your cat in Christmas ornaments and having it dance is NOT OK... :-( Don't do this at home kids
no real "goals" or ending, add some trophies for different time completions or challenges to finish levels without using items; something to give the game a little more flavor because as it is right now its bland and playable, but not exactly fun
Yea, I think with more content I can ease the brakes off of the medium fish, or at least have more species that can help with your offensive capabilities. Not gonna lie, I actually had trouble coding the fish silhouettes to look good in 3D, that's something I'll definitely revisit in future versions. Great feedback overall, I appreciate it!