Auto-rune is effected by upgrades that change the amount of xp per blessing runes receive, notably, one of the anthill upgrades does this, and when the ants are sacrificed, the upgrade is set back to 0, and the blessings are redeemed for significantly less than they would have been even just 5 mins before or after
Eliasw8, Make sure you researched 5x24, turned the auto-sacrifice on via button in the anthill tab, and have entered a time for it to auto-sacrifice after
One of the best Idle games to come out in the last year, needs an easy way to tell which bar of dna is the next one to buy, and needs a button to purchase all of the generators at once at max level. Also, theres some kind of memory leak, because the longer the game runs in one session, the worse it runs
Three points:
1. There is a great need to stagger unlocks, have them queue behind a 'new' button or something, because when I went to teir 1 after grinding out everything possible before that point... it was a mess
2. Needs to be some kind of indication of maximum values possible, for example: Enchanting 3/7 [Max 50], Focus 33% [Max inf], Vile Expirement 67% [2/(Max)3].
3. Needs to be an Indicator to weather doing an action will lead to an unlock in some way, even just a tiny green circle or lack thereof. Gives a better sense of player direction without sacrificing the mystery/discovery element, especially needed where inf or ludicrously high level caps are, otherwise players might attemt to max out 'study' or 'focus' which I suspect are infinite, in an attempt to not lock off content
All upgrades in shop should have lvl caps, and add a feature to endgame where resources can be directed to an infinite upgrade automatically like how construction works
Equipment, needs an index or codex, multiple instances of different pieces with the same stats, no indication of which slot items go in or if a weapon is one, off or two handed. 'wood cloak' just... how? is it made of like, bark? formatting across the game is inconsistent, most notable in the equip screen, where some buttons are next to their object, but some are underneath
Way too few tool-tips, and some mechanics are completely unexplained, such as spells (see: memorise). Also so many references to things that are either hidden or not yet unlocked (what is virtue?), either show any value that gets changed by the player, or show the player that its being changed at all
Got lots of potential, needs a lot of polishing and some mechanics need to be reworked, most notably, the furniture system is bad, as it creates a situation wherin a player might go from having nothing but chests in their home, only to replace those chests with a cot stacked on a bed so they can get different bonuses. Would be good to have only 'work' related furnishes take up space, while other items act as upgrades, limited by max allowed rather than floor space.
There is a content update coming in a week or two. Houses are being looked at after that. I should note that it is not possible to have both a Cot and a Bed. They occupy the same slot, and one will remove the other.
Needs a setting have tiles hold on click, and place on click instead of click and drag, when blocks are sold the prices should also go down accordingly
(2/2) Those are the most basic things you can do for this app, to make it any good however, there needs to be some kind of reason for 'playing' add a story of some kind, or focus on interesting and varied upgrades, or have art assets. Or something. Because as it stands this is not worth playing despite the fact that it can be
(1/2) This, this should not be here. I mean it's technically a game, but it has little mechanical depth and is rather unclear about what mechanics there are. Drop the unit N (number) entirely, its literally meaningless, remove the .000 from upgrades and purchases whenever it appears, because you're already using notation. Rearrange the interface so there is some space between the elements, and shrink the frame to get rid of some of the white space. Every scrollbar in this game should not exist, have the upgrade options appear when a percentage the of points required are available (10% min, 75% max). Add 'mulit-buy' settings to allow for purchasing several generators at once, and add either tool-tips or an explanation for what exactly they do. Finally, add a confirmation for the 'wipe save' button and move it far the hell away from any other interactable element, perhaps down the bottom right.
At the moment, on the to do list: achievements, dynamic upgrades, descriptions for the generators (probably in tooltip form), a prestige system, a story of some kind, and always ui improvements.
I think the problem here is that I posted the game to kongregate early in the development cycle. Much of the response so far has been helpful however. Thank you for the honest constructive criticisms.
Needs the ability to pause monster spawns, or have 'campfire' areas every 10 levels or so so that the player can experiment with party formations without all the visual noise of combat
There is a content update coming in a week or two. Houses are being looked at after that. I should note that it is not possible to have both a Cot and a Bed. They occupy the same slot, and one will remove the other.