Whilst the cosmos is a very nice looking background and all, I kinda wish we could toggle it off or adjust opacity. Some of the progress bars can be a bit hard to see.
Most of the balance issues I see have already been mentioned, so I won't bother with that (gold brick reduction, elevator speed, etc). For those of you having money issues in the early game though, since it seems to get commented multiple times, you are likely being baited by the conversions in market. You want to mainly upgrade your miners and sell your UNPROCESSED STONE and that will make things much easier for you.
I dig where this is going. However, I've seen a few other people mention this as well, but please implement a save to local and/or cloud, and an auto-save feature. Having an unfortunate crash or refreshing or whatever and realizing none of the progress was saved because we didn't download a text file is FEELS BAD MAN. Not to mention, it's pretty annoying having to load your game every time you want to do a refresh too.
Balance between the different "classes" still needs a fair bit of balancing, but a good start to a loot/wave progression idle. Keep those updates coming! :)
Indeed a big balancing needs to be done and will of course be done! The priority was to add the cloud save, once this is done we can start adding balancing elements day after day! Thanks for the feedback!
First, I really dig where you are going with this game. Lots of crashes though, so hope you continue to give it some love. "An exception has occured, but exception handling has been disabled in this build. If you are the developer of this content, enable exceptions in your project WebGL player settings to be able to catch the exception or see the stack trace."
Enjoying the game so far. I know you mentioned that statue hiding hp was mechanic to counter hiding behind statue, but I feel like this is more of an annoyance than an actual disadvantage. I'm on team-bring-turret-layer-to-front. +1 me boiz.
I would love a total income/sec on the hud alongside the money display. Also, having just started playing, it'd be nice if the min 2, min 4, etc texts stayed after first purchase, but im sure that will go away once I get some more runs in. Enjoying the game, good job. :)
This isn't an actual "fix", but if you can just allow players to force prestige in exchange for no reward (e.g. can force in current run after you have played it for the min duration of your best run time), it would be much less of a pain trying to get out of block falling hell.
Fairly decent game, but I can't help noticing the resemblance to Idle Breakout, but not being executed quite as well. Definitely look forward to updates and how you distinguish your game from others.
This has prob been mentioned somewhere already, but my issue is that there is SO much going on (plus the unit collisions) in a very small UI. I'm just zooming my browser window atm, but I'd like a bigger primary HUD area (like, a lot of the text is TINY af on regular 100% window scaling) and then panning out a bit more on the combat portion (to give a larger field of vision so everything isn't as mashed together).
Great game so far. Is it possible to make it so we can access other box characters personal bag inventories when we click respective monitor though? I would love to rotate better inventory over to them without all the swapping. :D
A "RP earned this run" stat on the main HUD would be fantastic. I can guesstimate what I'd earn, but its bummy to wait for death screen to actually see it. Keep 'em updates coming. :D
So, after having gone through a few of the AP sales, a request. Pseudo-rando timers on the sales items? Just so it doesn't necessarily stop you from patching up. It always makes me sad panda when I want to refresh but can't. :'(
Indeed a big balancing needs to be done and will of course be done! The priority was to add the cloud save, once this is done we can start adding balancing elements day after day! Thanks for the feedback!