Also I'd remove the option to fail a card, I get why you put it in since it is more realistic to lottery cards. But for early game feels like junk to get 3 cards in a row failed.
Killed about 300k enemies 200k at 1.4%, 70k at 1.8, and 30K between 2-2.5%. Have gotten all of 134 tokens =/ and probably 30 were actively clicked. Shame drop rate was so bad this time, Don't like putting higher drop chance in the shop for this. This was only Kong game I've spent a few buck on but didn't like that.
It was my best attempt at adjusting the drop rate from last event, but I agree its too low. Now I have even more information to work with for the latter half of the event, as well as Christmas, and It'll be that much better!
Wanted to leave a lengthy comment since I saw the work you put in and how much you want this game to be better. I play a LOT of Idle games, pretty much the only games on here I play.
1. The concept is great, very unique and loads of depth can be added over time.
2. I personally really like the shuffling of different screen to further the progress, changes how you play and what to focus on. I think the 50% off screen is a fine amount.
3.I feel that the time from the 1st - 2nd ascend is a bit off, the first set of skills doesn't really help you go any faster into the second.
4.I think the balance of training needs a bit of work, the gym is really the only 1 I use unless the rest are far behind.
I really hope to see you keep working on the game mostly so I can keep playing it =D been a lot of fun so far.
I've fixed a few bugs that caused an effect like that (The most notable one is that the Star Power talent would prevent you from earning any income if your Hermit or Goblins were level 0), so maybe that'll fix it for you.
Yeah, I THINK I fixed that. If you're already way past where anything has meaning and want to go back, you can type "RESET MY RP TO #" in the data menu and then press the reset button to reset your RP to a given number (lower than your current RP, ofc)
Cool idea, I like Idle games with multiple parts to balance and work at. But the fact that large numbers are broken pretty much ruins the whole game, I've quadrupled my dmg numbers in the fight area yet it takes the same time to kill 60+ as before. Hope you get scientific notations working in the future and I cam come back.
I think you need to adjust the production of lower tier squids, atm even having 400+ weight on the lower squids don't even provide 1% production compared to a level 50 goth squid, maybe adjust the multiplier every 100 levels so it feels better to level lower ones.
Awesome Idle game, it does so many things right and is my current addiction [I play a lot of Idle games]. Thank you for the rounding up feature, I would kiss you over that if I could it is what I want in every idle game. The only thing I would like to see improved on is the mixing menu, it gets to be a bit cluttered and annoying to try and switch colors around and see if you are producing enough for mixing and all that stuff, so I hope you can maybe organize that menu a bit better in the future.
So I am really enjoying the premise and simple direction of this idle game. I agree with most that the progression system is not very rewarding and I think I know why. The fact that both talents and the % increase are tied to the same thing really slow everything down. I think that if you increased the prestige point acquisition, but also increased the cost of each talent respectively it would make a smoother system. So that way using point on the lesser talents that may cost less will contribute to your overall % value each time, and then grinding the higher cost talents [corners and center] will take time and lead to more value. As is after finishing the auto collect corners, and the 10/25/50 purchase talents the rest feel worthless.
The only problem that I have with this game so far is that you have to pick between keeping all your meta for the % Energy boost, or use it for the effects. I'd rather see the % energy boost be permanent upon the reset and you can then use the meta energy freely.
(suggestion) It would be nice if the harder modes like 1,000,000 Story would give maybe 2 packs instead of 1, atm classic is by far the fastest mode to finish and gives the same benefit.
I would suggest only giving a large resource ammount from the first time you kill a boss, since you are able to stay on the boss level after you beat him its adds up very fast. Or only let players go back 1 level when they fail to defeat a boss not any time.
I'm very sorry, you got "caught in the update", I was not able to figure out a "bug free" way of preserving the artifact selection of people still under the old artifact system when I pushed the new artifact system (now you can have as many artifacts active as artifact slots you have)
This should be fixed now! :)