The game was decent. I killed two hours on it. Unfortunately, it didn't really feel all that different from the first one. Levels got more inventive - thats about it. The 'inventiveness' with the levels seems to be a skillset swap though - cat skills are now all about dealing with these obstacles. The few damage skills that are still in the game are the most basic and boring (heal on eating fish, +stat all, x% crit chance). So where I feel this game should be a 4/5, Im going to have to give it a 2/5 because the dev completely seems to have trollishly ignored our feedback on the first game.
After Assembling (both acquisition & discovery) a "Super Set" it should be saved as a selectable set in the chest or another nearby menu. Would also be nice for the supersets to show total stats that they add (equipped with the Black Pit set, it only shows the stats for the Pit set).
Not really sure why people are complaining about it being "grindy" and "unfair". AI almost always gets some kind of handicap in any game, whether that's in quantity, OP bosses, or whatever else. I died once initially cause of low HP. Bought some HP. Didn't die again until mid-game. Farmed 2 levels, then didn't die till level 20. Played it twice to get the hang of it, then beat it. Proceeded to beat it again just now after reading the comments. Yes, there's skill involved. All the archer/javelin waves are gimmie/HP waves. Save special for when there's a mix of things to take out the small guys quickly so you can focus on the catapults. All in all, the later game works by restricting where you can fly/walk/move. So your mission/aim is to unrestrict it - focus your fire that way and you'll succeed with ease. (For example: for me, blue wizards were never an issue, so I always left for last. catapults blocked my damage and hurt a good bit so they were first to go, followed by red mages)
Do something a bit more imaginative with the spiders in survival. Seems like theres no point in killing em as it takes DPS away from the field and another spider insta drops.
Regarding the guardian of infnity boosts for "inactive" play, do these two boosts require you to be litterely off the game / offline? Or can you simply be inactive, similar to CH where after a certain period of no manual damage, you enter into the passive state. If its the former, I really hope they will change it to the later, as forcing me to "go away" probably isnt the most novel strategy x'D
Corloc, this game isn't even a week old, so there are no "guides" (or rather, calculators) yet. However, you can browse through a general CH guide and apply a very similar strategy here. Essentially: Mash away at the bosses until you plateu out and progressing takes a long time before resetting. Each token is +10% DPS, so if you reset right after getting 1, that's only a 10% DPS boost which is insignificant. For reference, my first reset came around 24 tokens, with all the heroes and skills purchased. At a certain point I hit a wall at which progress would be 20m+ per boss (of active play/grinding on the level before it), at which point I decided it best to reset.
Once registered for cloud saving, it would be nice if there was a manual "Save" button. Currently I have to refresh the game if I want to update the cloud save, otherwise I generally have to accept 4-5 minutes lost progress when switch between devices.
Would be nice to see the idle side /aspect of this game improved. As is the only idling that really occurs is the stage right before the boss to hoard up a bit of gold, then rinse and repeat. Clicker Hero's had a nice concept of a "active" vs "idle" path that the player grows into, will be interesting to see what you guys do as the game matures.
I wasnt saying that its a bug. I was sayign that as a suggestion. Your shield kills the mob. Splatters against your shield. The suggestion was that those monsters that die by your shield should give you coins. IMO, its a valid defensive strategy, and the more strategies that a game allows a user to employ, the better.
It kicks in after 5seconds currently - there's a notification that pops up and the DPS number goes green when it's active.