Elemental weapons are awful... slow damage, tiny range, and even if you do manage to get a kill with them, the weapon can splash from the enemy onto yourself! This happens even with their corpse. And it even happens if you are using the ability that makes you immune to elemental effects like burning! Just use a shotgun or a melee weapon for close range, instead.
Throwing another comment onto the pile about triangles - the yellow bits can absolutely spawn on top of existing barriers created by them. Why? Who thought that was a good idea?
Nice, short game, with a surprising amount of replayability! I would request at least a list of the possible structures, even without giving hints as to how to build them. But mainly I just think more of whatever you're doing - this is a great start!
I'm really enjoying the game so far, but there are some issues keeping at 4/5 - the crafting bug is a show-stopper: tabbing away while an item was crafting, then tabbing back and it is stuck at 100%, unable to complete. There are plenty of places to improve the UI - filters for item level/type/etc would be super helpful, as well as a way of doing some item comparisons based on equipped items for a given hero. All in all, a solid base for a great game.
The game was really challenging, I was struggling to even get a single house or mounted knight built... then I noticed the treasure chest was a button that opens a store. Derp. Won the game once I realized this.
Could we get tooltips on the ability buttons? That's much more useful than having to navigate to the page & hover over the ability in question - having actual values (instead of X% of magic power, for example) would be good too. Also, switch the enemy stat "pages" - I don't care about an enemy's Vitality score more than I care about its HP & Defense, for example.
The fact that you always start all the way back at the beginning, and the fact that you gain no progress when tabbed away or offline whatsoever, are holding this game back from being worth playing, for me. Rebalancing is fine, but this game is not truly idle in its current form.
Clearly I'm doing something wrong, because with every single fight after the tutorial, the enemy has more than 3x my health and mana, and more bolts than I could ever counter. Sooo.... what's the point of trying to wring some fun out of this game?
There's absolutely NO reason for turns to take so excruciatingly long. Also, there's almost no player input. You can't choose to focus on any skills, only the equipment you wear (and at the beginning, you're unarmed and naked soooo), and where you go. I enjoy idle games, but this isn't idle, it's monotonous - I could literally learn to fight more quickly than this.
Is there a way to 'dismiss' a research from the Academy? I want to skip the cooldown-increasing part of it, because it looks like you get XP for each skill usage, meaning lower cooldowns equals faster leveling, no?
While the gameplay is enjoyable and smooth, there are a couple of enemies that are downright infuriating - the green dots that only move vertically or horizontally always spawn in at top speed, which is too fast to ever be able to dodge - the only solution is to always be moving diagonally... which would be fine if the entire game is about being able to make fluid movements and dodge around the attacks you can actually see. Those blue and purple enemies, that can only be damaged from behind, are best dealt with by simply crashing into them. You can hope for a lucky splash on them, or a lucky chain, but it still takes 10-15 times as many splash hits to kill them. It's funny how the 'wings' upgrades basically just turn into 'actually, these are more blaster' upgrades.
I like that the game takes some learning, but I do wish there was a more extensive reference guide or wiki available. I saw that reaching level 10 with a spell unlocks a gem slot. I spent a while wondering at what level the next one is unlocked at, only to discover on the next run that it's ONLY at level 10, but for each element. Or maybe you can unlock them every time you reach level 10 with any element? I'm not sure, and it would be tedious and NOT fun to try and experiment with every single one of the unanswered questions I have like this.
With the current update (v0.08 3/24/2016), I'm getting the following message: "The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings." This is using Firefox 44.0.2, Windows 7.
The confusing thing about this game is how well-done the UI design is, and yet how frustrating the actual gameplay is. There is some nice voice acting for events like "wildfire, work was stopped." But the actual wildfire event is just - The auto upgrades... which are 3/5 of your upgrade options... stop working until you pay some money. Money being the only important game resource except time. It's like somebody had an idea for an interesting game mechanic, and then decided "nah, forget it, I'll just make em click something."
The precraft system seems like a good idea, but I was confused about how it worked at first - "auto precraft" sounds like it will automatically craft the item for you, but it isn't clear that this is ONLY for one item, and ONLY one time. The fact that it cost me 50 gems for a one-shot thing is ridiculous - the item that I crafted with it only needed one basic item to make. This wasn't clear at all, and it was very disappointing, on top of the mild disappointment that it costs gems to eliminate the tedium (and nascent carpal tunnel!) of crafting a complicated item, was very concerning. However, the first permanent precraft upgrade seems to be very reasonably priced, and the warning makes it clear what will happen as a result. So that helped sooth the annoyance.
Thanks for the feedback. We'll pass this along to the team to see if we can add a pop-up for the one-time use as well.