And there is some crazy lag on larger maps. Even on medium size maps with three AIs the game hangs for 30 seconds or so every turn after I hit end turn.
The alliance system is very unsatisfying. In all my games the AI always accepts the alliance. They seem to never break the alliance and they trust me enough to leave their cities empty, but I can break the alliance whenever I want and attack same turn. If I ally 2 players then wipe out the last one then I win instantly. It all is just so easy to abuse.
Hi... the alliance system is deliberately designed to be simple. It's mostly designed to have alliances throughout the game, rather than break them throughout. However, I suppose the AI could break alliances if attacked. I'll look into that.
As for performance issues, yes that can be a bit of a problem in the WebGL version unfortunately (and also on slower PCs). I'll look into what I can do to make that better.
Thanks for the comments!
This is a bad game. Basically just a poor copy of a million other idle games that are already out there. It adds nothing new and it detracts quite a bit through poor execution - lack of information, poor balancing, crazy timer reset rules for skills, etc.
Some of the achievement awards don't make any sense. I just got 20,000 meat as a reward for collecting 60,000,000 meat. That reward is just completely useless.
Thanks for your feedback! We are a two person team that edited over 2,300 rows (not to mention most rows have 10+ columns) of spreadsheet data to fuel this game. We were bound to make some silly errors like this in data. This isn't a sarcastic response, I am really happy you posted this and we plan on going back through all the achievements and quests to make sure the prizes are more relevant. Please keep posting inconsistencies like this and we will make sure the game experience gets better and better!
The grind is intense in this new version. I currently have to pay $1.4m to add $3k to my profit per run. Or I could add a new node, which increases my profit per run but actually costs me money per second. Or I could upgrade troops for basically no incremental benefit at all.
Also I'm noticing my roads are really weird, with lots of little breaks in them that weren't there before. I'm guessing that's the problem, but I can't see how to fix it. It won't even let me bulldoze many of the roads or structures and I can't seem to replace a couple of the roads now that they're gone. I really enjoyed this game yesterday, but am thinking it might not be ready for prime time yet.
Could you please PM me your ID, which you can find via the settings button? It sounds like you ran into a saving/loading issue. We'll attempt to look at your save data and determine what caused the problem.
Please PM your ID. You can find it in the Settings panel (the gear in the lower right of the screen) and I will look into it. This shouldn't happen and is highly irregular. My apologies.
I really, really hate the "Under Development" feature. I've already spent the time to level up my prior game and purchase the new one, so why should I now have to wait 10 mins to use it? The obvious reason is that it is an excuse for impatient children to spend money on coins to speed it up. What a load of BS. I get that you want to make a few bucks on this game, but you don't have to be so transparent about it. All the ads and coins for sale and pop-ups to encourage rating the game are not improving the game experience. You have to learn to walk before you can run. Next time make sure the game is good before you try to monetize it.
I changed my rating to 1 star when I saw the other comments that this is just a 100% copy of someone else's game. I went and checked out the other game and it's an exact copy. Very disappointing, but at least now I can play the whole game.
I would suggest removing the sword entirely and just giving the players the ability to see enemy stats right away. All you are accomplishing is making the game frustrating for brand new players.
And what do you suggest to put where the sword was previously? It would be nice to have a good reward there, because it can be considered the first milestone. What do you think about exchanging the first and third floors’s swords, and when the player reached the third floor, a big pretty image pops up telling the player that when he gets there he will unlock the power of seeing the enemies’s strengths and weakness, is it a good idea? I think that every player reached the third floor before quitting, don’t you?
BTW, thanks for all your contributions, you have been very helpful !!
@Zirenaz, it doesn't let you attack a monster that would kill you. The flaw is that until you get an upgrade you can't see the monsters' stats, so you have to guess which order to do things until then.
OK, so my review: This is a very promising game and I was very sad when I reached the end of the beta. I want to play more! Reminds me a lot of The Enchanted Cave. But, there is absolutely no reason to make us wait so long to get the ability to see what monsters do. That will turn a lot of players off.
Thank you very much!!! What do you suggest in regards to getting the ability to see what monsters do? Telling the players that they will be able to see it when they reach the sword?
Hmm, I revise my prior comment - you DO get the ability to see monster stats, but only after the first couple levels. It's 100% essential to have that info right away, so not sure why you make us wait. Your players will love you much more if you just give it on the first map before we have to use keys.
Unlocking it after fighting the first few enemies seamed a good reward, especially since the game is very long, I thought that the little progress you had to do to unlock it was reasonable. What do you suggest? Telling the players that they will be able to see it when they reach the sword is a good idea?
Hi... the alliance system is deliberately designed to be simple. It's mostly designed to have alliances throughout the game, rather than break them throughout. However, I suppose the AI could break alliances if attacked. I'll look into that. As for performance issues, yes that can be a bit of a problem in the WebGL version unfortunately (and also on slower PCs). I'll look into what I can do to make that better. Thanks for the comments!