I feel that the recipe for changing HP to MP should be altered. I have to collect Blue items to use it, so it kind of makes the new drop selection redundant. Can we have *any tier* of 2 gloves and a staff work for the transfer? At least then we'd only have to collect yellow.
having a page 1,2,3 for the panels is always better than scrolling. Scrolling may be nice for mobile users, but everyone can do a tap through pages. Or the massive space in the middle could be used to reduce the need to scroll at all!!
Other than that, a nice game I'd give 4 star.
i think i found a glitch. I got three talismans, reset with 104 prestige. When i got another talisman, I got no new prestige! Do i need to have had all four for a reset to allow prestige accrual?
there should be a set of tick boxes for what the trash button should delete. I want to only delete blue and orange items so i can craft with yellow (in the end-game where you have the necklace(s)).
staffs and weapons should lean in opposite directions so that they are easily distinguishable. Icons for sell/equip-to-active/equip-to-transmute-panel should be standard to all items with appropriate options highlighted. The icons for these options should be smaller and take up less space of each item tab so that a glance at the field looks like items rather than loads of "sell" icons.
they really need more artifacts. This game effectively ends when you buy all artifacts; there is no need to reset for more souls and upgrades are few and far between and then do very little.
I'm giving 4 star. Nice concept. Intuitive. Lovely. So much potential. More levels needed where a trigger activates multiple objects so that the order matters more. Combined with timing could make some nice levels.
i think that the multipliers are wrong for the researches. The numbers get smaller for the demons over time. Right now, my demons and wizards are the same GPS with exactly the same number of bosses and minions and researches. So basically, my wizards will end up twice as productive as my demons as the researches give twice the multiplicative bonus. That means that the highest earner is reduced heavily and brings a massive capo on the game.
this blacksmith is crap. Why can't he upgrade anything? Why can i not employ him? there is only a finite number of bars you can get and he makes crappy items. so that whole part of the game sucks. (sorry... just saying exactly what i think)
there needs to be more loot and or a better shop. i'm always most limited by what I can buy. Early on there was not enough money, now there seems to be too little good stuff in the shop.
I'm not sure what you are referring to, but it is possible you found a rare bug that I have yet to stumble upon. If it's a bug, any info about what happened may help. Restarting the game would be the fix in the meantime.
its a good game, but i never play games that need timing, my nerves are just not up to it (i'm the kind that jumps and squeals at the suspense in Disney films). I prefer puzzle games.
i like that there is a new price category, but it's too far apart, it should not be a tenth of the speed when the rest go at a ratio of halves. could make it a ratio of 3 than the next at 4 and then 6.
MPS should be calculated by dividing the cost of the item(s) being sold by the time it currently takes to sell. This would be a static figure rather than the meaningless figure that currently moves around as the average jumps up and slides down post-sale.
Would be good to have a "random" sell option. that way the cheaper items get sold off but not at the expense of foregoing sale of any higher items and income.
when there are lots of items waiting for enchantment/sale (so that you'd have to scroll to add them up, would be nice if it just told you the total number of items. Could apply this to all three fields. It becomes redundant when there are only a few listings though.
yup (in case of helmet it's lvl/2)