Winning strategy on every single level: aim your triangle at the enemy and pound shoot; auto-win as soon as he passes the barrier. Not very interesting.
Hello arigold16:D
Update is here ,if you want to test the new version !
Maybe you wanna love it ,and change your rate !
Maybe you wanna hate it,and don't change your rate !
Thank you ;D
ZuvayGame
I think it would help to come up with some kind of aggregate player rating for each position. Like all the goalies still have their individual stats, but one guy is a one-star player, the next is two-starts, etc. That way we can know who to put in at a glance.
I think the game would be more interesting if it was harder to unlock stuff. Right now, you quickly can unlock pretty much everything and then it's just a grind to upgrade buildings and fill in land. It would be better if you unlock a couple buildings that start a production chain, then gradually unlock the buildings in that chain, and every once in a while unlock the start of a new chain that would also gradually unlock. Much better than just spamming unlocks for all the food pretty much at once, for instance.
Yeah that would be much better, if you would like to help with changing the game in that way, I could really use someone to give me feedback for balance. I never meant it to be easy to unlock every building, but the game needed to be out so I could start getting feedback, so I could develop it faster. So Thanks A Lot for trying it out and for giving me very useful feedback if you would like to help me even further we could talk about it in private chat! :)
Needs offline production. When you re-load the game it should save the monster level you were fighting. I wasted 5 minutes fighting level 1 monster by accident.
I think you should have added more content before release. Other people have already pointed out that the UI is not great. As far as the actual game, it's just way too simple. Coins are too much of a bottleneck for everyone, since strength upgrades are useless once you can one-shot the target. For the knight, there needs to be an armor upgrade that reduces damage per hit. Etc etc.
So I spent a ton of talent points on the equipment skill. Thus far everything is just boosting HP. That's nice and all, but pretty limited. Do higher quality items give other boosts?
In the experience tree, the starting HP and starting damage upgrades are almost immediately useless. They just give way too small of a boost to be meaningful. Same issue in the combat skills tree for HP regen and Armor. You start unlocking the combat skills around the time you're trying to break into World 2 level 1. Even in that first level the 2000 damage reduction per hit is pretty weak, and it's just about useless in later rounds. Best solution is to add a later, more expensive upgrade that tweaks these to a percentage boost instead of a fixed boost.
This is a cool game. I wish the choices had more tradeoff to them. Most have one obvious "right" answer. Also the "right" answer is almost always "y", which makes it a little boring.
Lmao, that's so backwards. The problem is that you made the rewards too random. Fix that and then it won't matter if we can reset to get different rewards. One time it gave me 1 skill unlock and 650 shards. Another it gave me 2 skill unlocks, 1 equipable item and 850 shards. That's WAY too much variability for an identical completion time.
I don't understand the way rewards are determined when you complete a mission. I did a quadrillion challenge and saved right before I got to the finish. I was able to check my reward, then refresh the browser and complete again and again. Each time the reward was different - sometimes I unlocked one new skill and sometimes two, sometimes I unlocked an equipable item and sometimes not, and the amount of shards I earned changed. How does this make any sense? I like that we have to unlock stuff, but it should be based on clearly definable objectives. And shard rewards for missions should be directly connected to time to complete the mission.
Reward depends on time you complete challenge, but it is random at the same time. I'm planning to add fix that will make impossible to save game right before completion and if you complete the game - next time you refresh the page - you go direct to main menu.
If the necromancer uses Drain Life + Soul Link, do you gain HP for the damage done to the secondary targets? Does Soul Link do anything to Siphon Life?
Slimeow, there are many successful idle games that keep auto production on even when there aren't sufficient resources. Those games manage to do it without lag and slow production until the necessary resources are there. The player is still in charge of ensuring high production but good idle games don't ask their players to micromanage. I have never seen players complain in those games and ask to have auto-production turn off every time resources run out. There is a reason that players are complaining about this in your game.
EDIT: ADDED IN THE LATEST UPDATE. First, checking waste each second to start when it's enough will consume more battery and will slow down the browser. Second, it makes sense to stop a process when a problem is happening (such as not enough input) and required a human to determine what to do. Third, as a player it is your job to ensure that the production of waste is higher than the production of material. That's where the fun is. IMAO
Trying to figure something out with the archer skills. The bear blocks 5% of damage per point, so up to 50%. Beast Master boosts pet skills by 5% per point, so up to +50%, i.e. the bear can block up to 75% of damage. Spirit bond heals you 7% of damage blocked by the bear per point, so up to 70% healed. If you're blocking 75% of damage, and healing 70% of what is blocked, then the archer is invulnerable. Anyone get far enough to test this?
Hello arigold16:D Update is here ,if you want to test the new version ! Maybe you wanna love it ,and change your rate ! Maybe you wanna hate it,and don't change your rate ! Thank you ;D ZuvayGame