crew costs are consistant with the listed amount, i seem to be buying crew at double the asking price, then it also seems to lose units when moveing them back and forth, either by clicking and holding or fast clicking. I have watched a unit that i placed in the med center walk over but the counter never went up... I repeat a statement from my previous comment there needs to be another way to gain money as right now this is more of a managment game then a true idle game, the only thing you gain over time is the meteor resources (and only because of auto gun) everything else needs a player to interact with it to grow/be spent (in the case of research it also maxes at 999 limiting the usefulness of idling for that resource)
scrolling the cat bar will also need to be fixed for mid to late game, its hard to find the specific cat your looking for already and trying to see what can be upgraded at any time is a decnt amount of back and forth, speaking of scrolling theirs also a line of "invisible" cats (at least on the basic recruit screen) who's images are hidden but when your hit the left or right arrows on the single cat info screen will be scrolled through
some way to recycle cats you aren't going to need will have to be implimented otherwise you'll just end up with a whole bunch of extra cats because you only will want one 5 star of any given one. ALTHOUGH, certain cats are more valuable then others because of skills, at this point because of pricing on high star cats its better to use basic support cats (DON'T STAR UP) for their skills (they don't add enough dps with stars to compensate for the huge jump in price) or add a bonus to skills on multi star cats to compensiate
Seems like prestige points should be used for something other then buying more (uncommon) cats maybe a meta upgrade system that will give you upgrades such as: all damage up, high money drop, higher crit damage, higher boss timer, higher boss damange, higher chance of seeing rare 'dogs' (gem and treasure chest)... etc
currently feels like skill cool down is too long, but that might just becuase i have no idea how long it actually is, add a timer so we can know how long it take to recharge and how much a boost the cat are giving that reduce the cooldown time
not being able to move a cat once it set to your active party is frustrating, especially on your first run. when your picking up multiple cats per run especially repeats it needs to give you a way to remove cats for combining and/or a way to move what position active cats are in. I was just slotting cats that i got as the came and ended up with two of the same cats in my party and two support cats next to each other just because of game flow
clearing 100s for the first time should drop uncommon chance cat loots not the basic, give us a way of earning the uncommons at a better rate then just through gem drops, it feels like the rate of money gained at higher levels is just too slow even with double gold bonus, the cats with 10% chance at reloading the crit are generally poor as the time it takes them to hit is barely higher then the natural reload of the crit, either they need to hit more often or this passive skill needs to be improved so it actually feels like it does something
ok, saw a treasure chest that didn't drop extra gold and i didn't use crit hit on, I also watched the videos for double gold and double damage if that might make a diffrence, but please fix this bug!
not sure if they're ment to but carrier dogs (those that have cages in hand)don't drop cats when they're basica enemies, and it seems like when i'm hitting the treasure bull dogs they don't drop extra gold, this could be because of an issue with finishing these enemies with "crit" hits or that there's a bug that needs to be worked out with them
seems my one unused silver halloween chest became a thankgiving chest instead, I feel like this is a bit of a glitch especially because you have 'enough' spaces to fit extra chest types
this game doesn't have any "meta" content yet (prestige-reset-victory goal)playing this game seems to be focused on upgrading your heroes. To do so your winning two forms of resources: money and gems. you use money to get more chances at upgrading your heroes (automating sections or making them faster, which produces money and exp). gems let you get static money % boosters (Even upon "reset" all they do is give/ buy % boosters or hero bonuses). when examined heroes only give you more chances to instant win battles. ie. heroes allow you to make money faster. so tl'dl MORE UPGRADES FOR RESETTING GOALS, AND MAKE MONEY MORE USEFUL
wow thanks kong for putting badges on a non-mac compatible game. I don't think your doing it to ramp up money for "pay to ... games" (anything where kreds/in game currancy are an "encouraged" purchase) nope. Nor do i think the gamestop overlords are mucking about, nope..
upgrades are poorly done, if you upgrade the weapon on your ship it resets when you buy the next level from the shop, FOR PLAYERS, work on your gem multiplier ASAP, that way you don't have to worry about grinding as much
this game is painful, not because of 'diffuculty' but because of how tight everything is, you really need to be exact in some levels to get the kill, please don't make bad games like this, players aren't computers and they need to be able to solve things their own way, in almost no stage will it take you past 1 out of the 3 stars to solve, and the few that do its most likely because you aren't holding the botton down at the start. very noob trap-y
right clicking to upgrade is difficult at best. When i right click the backgroud thinks i'm centering on it so when i move my mouse to go click the upgrade button the map moves as well. In fact instead of upgrading I ended up selling my towers the first few times. Very frustrating.
after having played the game through to 99 max on everyone i have a few thoughts... gold/slime stimulation still needs to be balanced a bit; maybe just a way to exchange one for the other for a "slight" loss it feels like the beginning of the game you lack slime constantly, but once you hit mid game your getting slime at a much greater rate then you'll need. Some more active components maybe spells/ablitlites or something, for example you can have active ablilitites that would boost multiplyer growth (you'll bairly ever hit high tens not to mention the x99 bonus you can get in theory) boosted gold gain in specific circumstances (like on minon dealth or active clicking). Basically anything to give active players something more to do
In story 2 the robots you rescued will start to appear along the bottom and mark some orbs as special. Matching those orbs before time runs out will charge up a special attack. It can play itself still, but playing actively will mean popping more of the special orbs. Trying to pop all the special orbs in time will be its own little minigame that will layer nicely on top of everything else
going through the first set of levels with the female character, i was punched in the armpit and all the enemies "froze" on screen, they still were moving and i could fire and move but, bullets didn't decease, the screen didn't move left and right and i while i "killed" the zombies on screen they didn't die.
this game suffers for lack of explaination, not enough to ruin the game, but enough to frustrate me. Allies gain active skills by lvling up. These active skills gain points during combat when THAT ALLY TYPE kill enemies. (to use a skill click the picture then click in combat zone, such as to grow the farmers apple tree, which is way underpowered) So basically your offensive units will be using skills while your defensive units sit there and look stupid. Also seems that higher tier upgrades are broken, like second lvl for cleric is passive healing to adjcent units... didn't happen for me (also clerics last upgrade lvl description is blank) ultimately enemies need to drop more, at at least digging needs to be more profitable (since it seems to be the primary way you end upgrade points) otherwise it feels like a few bad digs and you've lost
when the enemy spartan unit (blue frog) does his overhand lunge (seems like the first move he always does but not sure) his spear disappears at the end of the thrust
Should be fixed if you refresh now =)