The skill "Save level" is really a joke compared to "Start level". "Start level" skill resets the XP counter so you can a higher level on the next rebirth, while "Save level" doesn't reset it. So "Save level" is just an expensive QoL feature while the less expensive "Start level" allows you to progress further and further. But even worse is that "Save level" overrides "Start level" making all the spent points for it pointless (just like "Auto combo" makes the whole combo tree obsolete). Next thing is that the combat tree gives fixed bonuses (e.g. 2000 Armor or 2000 H regen) which is just pointless in an incremental game.
Combat tree is extremely expensive right now and there seems to be too big of a gap when going from the first two trees to the 2nd one. Plus, some skills like "Gain X levels after rebirth" are way more powerful than many combat stats compared to their cost. Also, moving through worlds is a bit too fast in the beginning because it later becomes way too hard to go any further.
No offline gain and game keeps crashing when you leave it running. Could be a pretty good game but for now it's a bit too bugged and imbalanced in some regards (see comment above)
So at tower level 350+ and kingdom level 800+ game balance falls apart completely. I have maxed all resource buildings at level 999 and their respective upgrades at level 50. My daily ressource gain is around 100U, so the final ressource achievements would take 100 times the age of the universe to achieve. Also problematic is barracks which is at level 770 and becomes near impossible to upgrade anymore. My daily gold gain is in the area of < 1U with barracks upgrades costing 2.5U/level. By selling all resources I can buy around 3-4 more barracks levels per day. Yet this does virtually NOTHING as my army gain is in the area of 100T/day with tower HP being at over 100q/level. So this only leaves cards to go any further. Something between 50-75 cards can get me enough army for 1 more floor. Hope this helps to fix some of the balance issues
Ranger is pretty insane, finished the game on my first try with him. Pretty powerful class as the penetrating arrow also gives him decent crowd control. And being able to out-range towers in an open field means you can even clean out level 15 comfortably with him.
Thanks for letting me know. Slimes might need to have their graphic modified (blue on blue was a baaaad idea given the volume of water in sewers). I'll just make poison cloud a 'bit' more transparent.
I'm planning on adding more classes over time so might make them locked until some (reasonably easy) achievement is reached. I don't want to add actual bonuses as I feel like this unbalances the game for experienced players who are the last people to need to bonuses. I'd love to have success simply unlock more classes, more options, maybe more content though. Thanks for the feedback.
There are still some features we are going to add before public release like: player avatars with plenty of items, skills and special abilities to gain on levelups and finally new, much more complex battle system inspired by HOMM
I am usually not a huge fan of platform games but this one got me hooked. The Expert levels deserve their name though. Do I see a new impossible badge on the horizon? Either way, badge this little gem. Producing awesome games in the days of the idle/incremental flood should be rewarded
Thanks for letting me know. Slimes might need to have their graphic modified (blue on blue was a baaaad idea given the volume of water in sewers). I'll just make poison cloud a 'bit' more transparent.