Proselytising, my favourite. That aside, the game's controls would be expected to be on the left hand - most people mouse with their right, so the usual wasd for movement. After I crawled, oh so slowly to the first star, no other instructions appeared, I decided that I was supposed to reach the second star but the jumps were too high to make. Trying to open the link to the Gospels broke my game in that I could no longer move at all, not to mention popups/unders for the Gospels and the host site. The character's movement within the game is too slow, until it gets *really* fast without any warning, which can make timing jumps a bit difficult. The images and typeface on the opening screen are nice though.
To be honest I feel a little defensive about a couple of your criticisms, but that doesn't help with plays and stars, right :) Thanks for the feedback, it's really useful.
This game deserves more plays and a better rating than it has. There's a level of intricacy in working what the best setup is, and how each thing works best in concert with the others.
I have found myself making some uncomfortable decisions in the name of pragmatism, such as the removal of medicine because it allows too high a proportion of the population to be non-productive. There doesn't seem to be a way to spread the elderly's cost burden across the workforce.
It'd be lovely to have some sort of prestige system, but the game would need to be lengthened for subsequent cycles. Also, production tops out at 999,999. It's been fun to play though! :)
Lovely to hear the mute option's been added. Can I ask where it's hidden? Also, if you want to really add some usability to the game, because it's really quite short, try here: /r/incremental_games/comments/3fjxnd/in_an_ideal_world_how_would_the_best_incremental/
Actually, the more I think about this the crosser I'm getting. If you wanted beta testers, you could have described the game as being in beta - it's more like at alpha stage really. If you wanted a bunch of people to play and give input, there are other mechanisms than deceiving players into doing the most basic testing for you.
I agree with your statement about balance. Although I couldn't consider the game in alpha or beta as all of the content has been implemented fully. I'm not deceiving players, but I also can't deny some numbers need some tweaking. And to respond to your previous post, research points do occur after around 40 billion and LRP is the total amount of research earned while RP is how much you have to spend. Initial progression is slow, but does speed up. An update is in the works to close that gap. Thank you for your feedback.
Needs more balancing. There's a *huge* gap in upgrade costs from the millions to trillions. Passive tech upgrade, 50 of everything gave a 40% production bonus - didn't notice for 25/everything. Plurals: you don't put an apostrophe after a plural. ie: tools, not tool's, hammer's, drill's, etc. As for the actual game, various mechanisms don't work. Research points, vital for prestige, don't accrue. There's no difference made between LRPs and RPs. Can't use the blacksmith because of the no research points thing. It's almost a game though.
I agree that glory production in the opening game seems very slow by comparison with other incrementals. Having custom cursors can slow some people's machines down, especially older ones. Is it possible to have those as optional? The game takes up too much room on my 15.4" monitor. At 90% zoom, I can almost see the chat pane. The Kingdom Imprivements pane doesn't need to be as large as it is. Shrinking that might help. Lastly, and I don't offer this often, would you like some help with the English in the information pane? Some of it's not quite right, although it is very good and you're a credit to your teachers :)
Hi and thanks for your feedback. The game screen resolution is of 1280x720 pixels and maybe we will consider to shrink it if more people have problems with it: in the meanwhile the best thing to do is to lower the browser zoom even if this could not be optimal for the log. Anyway The game is still in a beta version and we will take in consideration the player feedback for the next releases.
About the glory: at the beginning is the slowest at incrementing but it also have more improvements and blessings. Also at advanced game phases the glory production is boosted by the mummies. Anyway we will listen at player feedbacks to improve the game quality.
Thank you. In the next day or so, I hope to have all the rest of the basics fleshed out, such as prestige, and will be adding random events and mission, so stay tuned, and thanks for playing!
It definitely needs some work. Images linked below. In the first game, our cubes created a bottleneck that was interesting to watch for a minute. Some cubes seemed to fuse and trembled together for a bit. A number of cubes (of both colours) managed to occupy the same position without destroying each other, or stacking sadly. The opponent's strength seems to outstrip your own very quickly but there are no upgrades. The opponent has the advantage from the off as there's no delay for the AI switching between mine and build modes. Finally, please choose a better UID for yourself. It's a name but also a description. There's enough people in the world willing to call you names but you don't have to join them. What about something that reflects what you're doing - TheWillingToLearnDev, TheEnthusiasticDev - go for positivity!! :) Link - http://imgur.com/yqKN4X3
Please, please, please implement local saves. If you have a dodgy internet connection, a popup reading "Request failed to contact server" within the game overlays everything. It appears anytime I the game can't reach the server, for whatever reason, is not possible to quit from and causes the game to pause until the server can be reached again. Genuinely my only quibble, but it's a fairly large one. The game itself is brilliant. Working with troop emplacement within the formation ... well done for finding something new to bring to the genre! :)
We're thinking of making that less obtrusive for players with spotty internet connection, like a small symbol in the corner until you haven't been able to talk to the server for x minutes and then the pop-up. =) Glad you're enjoying the game otherwise. =)
A few thoughts. Some of the weapons have appalling damage/cost ratios, the first and third particularly. Secondly, there's no reason to make players wait for uprades to take place, unless that's going to be one of your paid-for features in the future. Do weapons upgrade damage depending on levels, and if so what levels? It *looked* while I was buying more levels, that some of them upgrade damage at 40, 80 and 160, but only a couple of them. Bizarre.
Thank you for your feedback! Weapons get boosted at specific levels! You can check when each weapon will get boosted again in the weapon tooltip. There should probably be a better way to visualize this information and we intend to develop a new screen to display statistics and other relevant information like weapons boost levels.
I keep losing my save. Two machines, two browsers, always my saves are gone when I reload the game, and it only happens with this one. Is it constant updates invalidating them? Is the moon in the wrong phase? Is the disk space precisely where this save is stored corrupted? Who knows. It's a mystery.
Nice to have the save string as a backup though.
Thats a big accusation when the credits are clearly listed. The assets are from Kenney(www.kenney.nl) and are used under a CCO license. Just because someone used the same assets doesn't mean they are stolen.
To be honest I feel a little defensive about a couple of your criticisms, but that doesn't help with plays and stars, right :) Thanks for the feedback, it's really useful.