Additionally, if you idle, the meta-energy auto-extender is probably a good idle, but I wonder if it is broken as I watched it for a little while and the max energy didn't increase
@Ingolfo: meta-energy is "prestige" in your typical incremental game. You earn energy every bounce (no idea how much, but it is likely based on the income per bounce). Activating the energy soft resets your game, but gives you a small bonus to your income for each energy you have. You can also spend it on special abilities (ie. gravity). For new players, it is probably a good to keep some on hand to speed up resets (versus spending it all).
It is nice to see an incremental game on kong that isn't just "idle incremental". The game is quite fun once you get some prestige (meta-energy). A few suggestions for the dev: 1. can you colour code the upgrades to match the ball colour (ie. ball 3 = cyan, so upgrade 3 = cyan). 2. Can you offer a dark theme (ie. dark background, dark colour balls). 3. Can you make the amplify upgrade show the total next level bonus versus just a single next level (ie. when buying max, it will show the next level even if you can purchase more than 1 level: say level 500 to 550, but game will only show bonus at 510)
Three ideas: 1. convert gems to lore (either flat exchange or a multiple of your lore per reset. 2. the whole expedition menu is tiresome due to "wait for response". It'd be nice if you could "start expedition and accept results" in one button versus having to "start exp" and then "confirm reward", both which require server checks, resulting in the user waiting 10+ seconds per expedition. 3. Can you add a "confirm gem purchase" box on packs? It is annoying when you accidentally buy a pack because you thought you had a key left :(
Thanks for sharing your ideas and feedback. I will probably add a lore premium item in one of the next updates. I have also an idea how to improve your other two points, but I need to test this first, before publicly promising anything.
Suggestions: 1. change keybindings (ie. use realm grinder bindings), shift+ctrl for max is not convenient. (ie. x+click = max, z+click = 50, c+click = 10). 2. An option to buy max by default (switch keybinding, so default buy max becomes buy single; ie. shift+ctrl = buy 1). 3. Lore isn't very useful - the progression in blueprints is way too slow. It'd be nice if you could use lore to buy blueprints, or allow lore to be used to purchase boosts. 4. Expedition rewards: time vs. reward is awful. Lore is a bad "reward". I suggest you replace lore with a random blueprint, so the options are "x% = blueprint, y% = key, z% = gems". 5. In the material interface/window, can you show how many units of the required materials are available (for when clicking), and allow right clicking on the little pre-req icons to work as if you are clicking on the icon in the window (to speed up production)?
Thanks for the suggestions! Ideally there would be an option to set your own bindings and default-mode, but imho this currently isn't worth the effort. Lore will probably become more important with the next bigger update again. This should improve the worth of expedition rewards as well. I will see how much effort it is, to add the right-clicking on resource icons with one of the next updates. You should be aware that you can already speed up production by right-clicking products in the workshop area.
Also, this game suffers from lack of information. Ie. you can't see how much money an item makes per cycle unless you mouse over the vendor area. Ideally it'd be nice if there was a status bar where you could add items so you can see how many you have with a +/- of gain/loss per cycle. Finally, for expeditions it'd be really nice if this info could be displayed on the item (so you can see if you've met it and how much time to finish it without having to visit the dynasty screen and mousing over each unit). Colour coding the crosshair icon on a needed item (green=done, red=not) would be nice too.
This game needs to remove rounding and use truncation as well as increasing the significant decimal places on upgrade costs. When it says "1.1e27" to upgrade but it means 1.11e27 and your current money says "1.1e27" but when you click out of the game and it shows you only have 1,089,000...e15 (which is rounded up to 1.1e27). I think the game needs to remove engineering display (xxx.x e y) and use scientific (x.xxx e y) with at least 3 significant decimal places and use truncation instead of rounding. This applies to all numbers (upgrades and total currency).
Thanks for the feedback. I'm not sure about replacing engineering with scientific, but I agree with truncation instead of rounding. I've put it on my list.
This game is pretty good. The art is nice and the music adds a lot of ambience to the scenes. A save/load feature would be useful for late stages of the game. Perhaps you can add a heart meter over Australia's land mass so we can tell if they like us or not. I personally think New Zealand and Australia would be a better couple, so maybe in a game expansion you can add the option for multiple relationship arcs.
This game series is amazing. You could make this into a decent stand alone game (ie. windows/mobile, $5-10), add level making tool (ie. steam workshop), etc. I would totally buy this game if it had that kind of replayability.
@cloudblade1: All mauve manticores are doable. I have completed them all. A few of them are particularly challenging because they rely on specific cards to complete the level. These types of levels are usually the first ones so you can restart until you have the card you need. Ie. The latest one (mutant vs. trolls) requires you to have the mutant trait on the first or second draw to have a better chance at completing the level.
Dev: need to see cost of items (ie. x iron or y swords); need to be able to click the quest and have it auto-change the fields for you. Otherwise game is ok.
Quest tip: look at the bottom-left for x/s, cycle quests until the number of higher than the others - this signifies you meet the 'suggested stats' and it'll complete quicker.
Game has some bugs and has some poor design choices such as enemies outside the map being invulnerable (it appears the bullets disappear when they hit the visual edge). This ruins the game when you have enemies like the laser guys who can't be killed until they walk onto the stage.
Gamerguy: Unfortunately, coal burner + coal mine/quarry is extremely resource inefficient. A Windmill only uses steel, while a coal burner is concrete+glass and a coal mine/quarry is boards+iron/steel. The steel cost between windmill and coal quarry (for same energy output from the burner) is ~14:1, so while the steel cost is cheaper, the cost to produce the concrete+glass to make energy from the burner is way more expensive than making steel alone. Concrete alone requires steel for both sand and water pumps, plus the infrastructure to support it. The game doesn't do a good job of balancing this...
UI needs improvement and some hotkeys would be great. Individual buildings need to show their output (not just the formula) and upgrade difference. The snow on the dwarf stage is annoying and makes things hard to see. I think you should add the option to delete forest/mountains, it can really ruin efficiency due to the space constraints. The game reminds me of an advanced Lords of Ultima browser game in how adjacent tiles give bonuses, which is a pleasant surprise. Finally, an option to hide buildings in the build menu would be great (ie. hut!).
Improvements needed: I enjoy the game but some things really bug me. 1) Need an undo button. 2) Need to be able to lock buildings so they can't be mass-upgraded (ie. ignored). 3) Need to be able to 'link' buildings together so they give/take resources from each other (due to the algorithm wrongly distributing power/resources). 4) Need to be able to disable the tile pop-up and/or minimalize the info (ie. only show cost to upgrade) and/or move the info to the side panel. 5) Need mass-downgrade. 6) End-game: It'd be nice if you could move/modify terrain for a high cost (ie. move a forest; fill in water with land; etc).
Thank you for your suggestions! All are good and we'll try to implement all of them.