Update: As it would turn out, my browser was zoomed in. Please ignore numbers 1 and 3 of my notes in the previous comment. I apologize for the confusion.
Alright, got some notes here. (1) $10,000 or more goes off the screen; you can only see 4 digits. (2) Stats would be wonderful; i.e., how many of each upgrade the player has purchased, how many total trees sold, highest selling tree, etc. (3) What does increasing sun and increasing water even do? Stats for these items are also important, as to a description for what they do; i.e. Does increasing sun increase growth rate? How does this differ from increasing water? What is the base rate, and how much does each upgrade add to this rate? ----------- Overall, a good starting point, but this game definitely needs work.
Source code is gone, so I can't update with stat tracking (which is a great idea). Light increases the speed of foliage generation, water increases the speed of branch generation, although through testing and recognising that most people use auto clickers and clicks causing both (leaves and branches), it really only makes a difference if you are playing the patient game. I have approximately 40 post it notes on my notice board ready for the sequel, but that will be the project after next. The next project is a big one 'idleocalypse?', luckily idle game fans are generally a patient bunch right?
Played this for one or two days. Saved game. Firefox crashed. Came back, clicked Load Game.
"Please state your name, idle god." Enter name. New game is started.
No idea where my old game is.
The thing I especially like about this game is that what levels you unlock is based on how many stars you have earned rather than whether or not you've completed the previous level. This is great for if people get stuck and just can't get past a certain level; they can just go to the next one and try again later.
I would really appreciate if hovering over things like towers in the purchase menu and upgrades in the upgrade menu would provide information for what they do. I just finished my first round and have 3 skill points but don't know what to spend them on because I don't know what each upgrade does.
Notes continued: (6) Investments: [a] When leveling up an Investment, you don't tell us what will happen. I didn't know that a level up would result in more time. Tell us what is going to change. [b] Maybe add a dropdown menu where we can choose which "level" investment so we can choose how long we want it to sit. Some players might want to wait to get a higher reward, but some players also might want to collect quickly. The price of the Investment should also increase with each level if you do this.
(7) Costs for Upgrades should scale better. Right now you asking for triple the price for double the reward. I had to let my game sit overnight just so I could earn enough $ to purchase only 1 Upgrade. Most players will quit once they realize how ridiculously low the game play to money ratio is.
(8) Let us know how long we've been playing if you are going to make it an Award, please.
Alright, got some notes here.
(1) Give us some info. Your name is Mathmoo, so throw some more numbers in there. Examples: [a] How much HP and Mana do we have? How much does the enemy have? Put the numbers in instead of just bars. [b] What is our attack? [c] How close are we to reaching certain Awards (this is especially important with things like "Start the game 25 times")?
(2) The upgrades for Def actually increase HP, but doesn't add any Def.
(3) Gaining XP and Levels offers no reward unless you are going for an Award. Thus, there is no point in leveling. This also means that the Mega Upgrade for it is useless.
(4) Mega Upgrades aren't labelled as such; took some guesswork to figure out what it meant for Award.
(5) Awards need better payouts that actually match the Award. Example: Gathering 1000 Platinum gives $1750 (you would get more by selling 3 Platinum) and 30,000 XP (Which is useless).
I think it would be nice if the powerups were a different color than the coins. When the game starts speeding up, they all kinda blur together and it's very difficult to tell what's what.
Source code is gone, so I can't update with stat tracking (which is a great idea). Light increases the speed of foliage generation, water increases the speed of branch generation, although through testing and recognising that most people use auto clickers and clicks causing both (leaves and branches), it really only makes a difference if you are playing the patient game. I have approximately 40 post it notes on my notice board ready for the sequel, but that will be the project after next. The next project is a big one 'idleocalypse?', luckily idle game fans are generally a patient bunch right?