My problem is that there are like 500 of the boxes on the ground and he travels the worst possible path back and forth to pick them up. He either needs to be much faster or pick up the box closest to him.
When unlocking a new mechanic make sure to check the info tab if you're confused.
Simulation has two different modes. Gold mode, and fighting mode. In fighting mode you will fight enemies, and in gold mode you will gain gold. Gold is spent on upgrading your heroes. Your heroes makes you stronger and increases your gold gain.
I recommend when you earn your 500 coins, to save up so you get 600, and unlock autospin at that point. You can't really idle well without it. If you use it to upgrade something else, coins go up too slow lol.
Because I got downvoted for the bug report, I decided to take a picture. You're right, I guess it does say 20 but looks a bit funky.
https://ibb.co/j4hthC8
Small bug. I noticed that if I held my mouse over a section that I hadn't beat yet, on the map on the bottom, the reward would eventually say redeemed, after about 2 seconds of hover, even though I haven't cleared that level.
Did you lose your save? Fear not, here is a save for you that brings you up to speed: https://pastebin.com/rDSK0kBQ Just go to options, paste the contents, and click import.
Love the new update. Still would like to have the option to click on the missing start before the round starts (on map screen), to have it auto choose the correct forks, for one more QOL.
Yep I understand and glad you like it. I wanted to just put in something in the interim since that one takes longer to implement. I'll need some time on that one
So because you're taking the time to reply, I'll invest time writing. What are the blue and red shields next to our hp mean? How much wisdom is needed to -1? What do the green and blue equipment represent? Can we have auto advance button for when there is only one choice to move forward? I don't see any info on sets. Where is this? One thing I find difficult is knowing the stats of what I have on compared to the item being offered. Can you put how equipping a specific item (should we choose to select it) would affect us, based on having to remove our current item? For example, I have mittens with +3 Str, and I am offered a mittens with +2 agility, I should see (-3) next to str, so that I know how it will affect me. Or is memorization a part of this puzzle? The game is just too fast paced for me to keep track of this.
Great questions and that does help highlight the parts I need to explain in game better so thank you for that. The blue and red shields are armor and regen respectively. Armor blocks a set amount of damage and regen heals you per sec. 20 wisdom is needed for -1. Green/blue/purple borders are rarity and rarity is tied to the number of stats an item can hold (ie. a white item will only have 1 stat filled out). There is an auto advance button coming up within an hour or 2. The set items you have activated should appear beneath the inventory with the same icon as when it's on the card. Now this has been a recent bug where those were turned off so hopefully they are still showing. That mitten scenario you mentioned should work as you described actually, so no memorization needed. You're right that the game ramps up in speed/difficulty as systems get introduced but hopefully with the changes I'm making I can make sure the player is fed the right info to make the right decision.
Please check the last comment, I have several options to implement, but need feecback