Oh, addendum to my last comment- The numbers listed for artifacts is modified when you get the Sarcophagus monument, so that's why they may look strange in the Wiki
I've been updating the Artifacts listings on the Wiki if anyone else wants to help out. I have them set in the template, so all that's needed is to add in where they are acquired. Just throwing that out there for anyone who's been keeping track of where you get what artifact
(Possible) Bug report-
Came back to this game after not playing for a bit. Notice I have 209% progress on the 'Mana River' achievement, but don't seem to have the trophy
So I got a wooden spoon for Bulk Seller IV or V, forget which, but I have no idea what this does. Thought it was a spoon artifact, but doesn't seem to be. Is this a bug?
The difficulty curve is certainly unforgiving, but this game is pretty heavily underrated.There are only 3 levels and it's fairly simplistic overall, but I still enjoyed playing through. In general, there should be more that just feels fun over challenging.
Also the weapons could use some reworking. I get what you were going for; level 1 uses weapon 1, level 2 uses weapon 2, and uses 3. I think it'd be more beneficial to have some player input for what they like an dare able to change things up per playstyle, something vaguely like Gradius.
I dunno, I'm not game designer by any stretch, but it doesn't feel engaging as it stands. I'd imagine that's by the rating is so low- there's not that feeling of 'one more go, I think I can get this' you get from your popular unforgiving games (Meat Boy, Souls, etc...)
The guild bonus upgrade menu is unclear... All of the abilities say "Upgrade previous bonus" when I attempt to upgrade them, until I get to the first, which says "Upgrade final bonus in line". I have no idea what line it's referring to here, anyone else understand this?
Speed and Intensity need to be buffed- all the other stat increase by some percentage, so leveling up attack still makes me ~20% stronger per level. However, for Speed, at level 233 (1205%), I'm getting 12.05 attack bars per second. At level 234, I'll be getting 12.10 attack bars per second, overall making me ~0.04% stronger per level, getting lower with each level. The same logic applies to Intensity.
The other oddity is the stats that approach 100% at a decreasing rate. This works fine for armor, where a 95% damage reduction compared to my current 94.3% makes me survive ~15% longer if I'm doing my math correctly. But with, say, Counter, a 92.7% counter rate isn't really better than a 92.5% counter rate. Even 100% isn't much better than 92.5%. I can't think of how to phrase the reasoning, but I assume you can understand what I mean.
Overall, I like it as far as idle games go, but parts of it like that just feel odd
Reset reward scaling seems odd... For where I'm at (Profit level 120), killing a single enemy around level 120 nets 7-8 fortune for my next wish. However, when I get to level 220, each kill (which takes much longer) is only worth 2-3 fortune for my next wish. Once you can't one-shot enemies you can expect fortune rate gain to decrease since it takes longer to kill things, but it seems like the per-kill profit should be increasing
Think there's a bug with the ice wall spell- the spikes seem to only do a hundredth of the damage as listed. For my reference if the dev wants to look into this, at my power (~2e15) it says they should do 30e15 damage, but they appear to only be doing 300e12. It's doing way less damage than my other spells, despite it seeming like it should be on par, so thought that'd be worth reporting.
I had my oyster up to level 6, but then it disappeared the next day. It gave me the pearls it had produced though when I logged back in. Is that the intended behavior?
Oracle4- the game saves progress fine for me. You may want to check your browser's flash storage settings and make sure you keep cookies.
Anyway, game: fun and simple, Kong needs more of this. Been sick of idlers for a while now.
I think the core issue with this game is that the progression is way too slow. I don't mind pay to win aspect in games since they've become so common (though that fact that I don't mind bugs me...). However, that feels like the only way to make any progress. I play for a few minutes or so at a time, but then quickly quit. Since there's really nothing for me to do. My deck is too weak to progress much further in the game, but it takes SO long to improve upon. Coins are received in such low quantity, yet are burnt in a single purchase for minimal improvement to the deck. I need more resources so I feel like there's a point - I'd say if things were balanced such that I could reliably get 1-2 cards I want each week (which is to say rates of about a dozen epic cards per week of active playing), it'd feel worthwhile. As it stands, it takes closer to a month to get a single card I want, and that's only because I spend all of the savings I've amassed in the auction house. Which isn't fun.
Hi BewareOfElephant, first of all, thank you very much for taking your time to write such a detailed comment. We will take our time to deeply review and study all your comments since they are always so helpful. Thank you so much for your time.
Well, still down in coins for making my fusion, but the mega legend fusion cost feels at least reasonable now. I will stand by my (very) old comment about how this game needs work (namely the UI is confusing in most places still), but it's clear FrozenShard is making deliberate steps to create something good with this game. Translations have been improved over time, and I see that the devs are receptive and responsive to criticism. As far as the game itself, balancing work is still needed, but in general, I have faith that there's enough care put into this to make the game worthwhile. So, stay open to critics, and I think this game will have a good lifespan.
I was less than 100 raid points from making a mega legendary out of my two legendary monster copies. I now have 6000 useless raid points after the new stone requirement. On top of that, I need another copy of the monster and an additional 2000 coins. So, months of grinding raids has become worthless in terms of the mega legendary I wanted, and am now set back several more months for the coin requirement I need and getting a third copy...
This is a sign I should quit this game, right?
Hi Beware, not only we heard your feedback, but we made it even easier now. We reverted the 3xLegendary condition back to two (2) while still leaving the lower amount of raid coins necessary to do it. Hope this helps you made the decision. Cheers
Level 3 Hunter, 68%, 17 years... alright, so, is that good, or..? I mean, better than I'd of thought for the survival expectations, but is Hunter a good thing? And level 3 out of how much to represent what exactly..?
The economy in this game is... confusing, to say the least. I wanted to sell some evolution stones for quick cash, thinking of putting it at 10 for the rare. I then didn't want to be too greedy and have it not sell, so seeing it increment by 5, I figured I'd go down to 5 for the starting bid. I was unable to find a means to sell it less than 200. No one would ever consider that bid.
Coins are extremely rare for the quantity they are needed in this game, so it is nearly impossible to sell anything at the Auctions when there are hardcoded minimums this dramatically high. If a pack costs me 100, and everything I get is something I don't want, then selling them at 10 apiece would be hoping to get half of my investment back. Already hoping for quite a bit, so it's hopeless to expect to sell any common cards for 50.
Hi BewareOfElephant, thanks for this suggestion, it actually makes sense. We will take that into consideration for the next update coming soon. Thanks for your time writing the comment!
Hate to be in the pack but... yeah, game feels kinda completely pointless to play now. Mutations gone, research gone... well, anything that felt like progress anyway. So, guess I'm done with the game, will check back in a few days to see if I have anything back. Otherwise, it's been fun, but... no...
RADs, Potions, Slurpies and God Upgrades all make devolving much, much faster than the first time around. Some previously end-game players are already on their 6th devolution! Please give the new game a chance ;)
Alright, my biggest problem with this game- While time warping, my angel and reaper are efficient enough I can't assign new derps to anything. I hoped the Shift+Q draft ability would help, but no dice. I invested heavily into dilation, but that didn't help either. So, I end up stuck with derps orders weaker than my current king/queen. They end up doing what the derps I finally do assign when able (in about the final 2-3 hours of time warp) can accomplish in a few nanoseconds. There should really be a way to override the rapid reaping of derps without having to turn him off (because even a few seconds while warping costs many generations), such as making draft force a derp to queue and get a job before death. Or something like that
hrm, I can see how that would be a nice thing to have but it might end up causing some really odd side-effects as time warps slowed down or out of time warp. Is it really so bad to hit r, shift-q, r ?
Hi BewareOfElephant, first of all, thank you very much for taking your time to write such a detailed comment. We will take our time to deeply review and study all your comments since they are always so helpful. Thank you so much for your time.