The pauses need to be eliminated. When I rank up, do not pause the game. Heck it shouldnt even be full screen after the first time. At max, make that an option to take up the full screen and pause. Otherwise, just rank up. "You have passed a friend". Ok, cute. But not really. This is both a childish and highly annoying pause. Remove it. Heroes die and levelup buttons swap IN PLACE with a premium currency revive option? MOVE IT. Heroes die and my list+scroll bar jumps everywhere cause the list size changed? FIX THIS (some great suggestions posted by other in forums). All in all, this game is nice. But buggy and rough around the edges still.
I'd like to see a more streamlined interface/training screen for leveling up the numerous trainings. Right now the system works very nicely early game, but midgame it becomes a major annoyance after every reset, as well as whenever Im going back and leveling them up for bonus dmg from mastery levels.
Remove the daily challenge related to clicking, PLEASE. My finger dislikes this challenge, greatly. Especially since only clicks on monsters count - meaning that I gimp my heroes so I can actually click stuff. Even using *only* bushwhacker, monsters spawn in slow enough to make this annoying if you are 1-click killing due to high bushwhacker level.
Some very nice updates. One thing I'd really like to see is an easy way to open chests in batch - quickly. I dont open chests right away, and opening 20? 100? at a time just blows.
Hi chaosguard, sorry for your data loss. Try copying in one of your EXPORT files, or, if you want to private message me, I can send you a generated EXPORT file to get you back on your feet!
Super Friggin Sharp Axe should be EARNABLE by doing other things to support the game. Free players are the bread and butter of and good game with micro-transactions afterall.
5/5 on addictivity x'D Sadly (or not! depends what you like) game requires too much time too frequently thoughout the day. I ended up quitting as I was playing too much during work and elsewhere. Highly active devs, responsive to user queries, and lots of planned features. While I and others have commented on stages that its rough in, I feel comfortable giving this game a 5/5 and moving on (for now, at least!)
Regarding your reply on storage.
I challenge you to play your own game in a different play-style than the one you've selected. Say, make remedies and potions (because they sell to everyone) but dont sell Fire Moss after making 20 because you found out on the wiki that Fire Moss is about to be used by Warming Spray. Do that. Keep Good+ items, and you will quickly find your storage to be far too limited. (I use 4 storage containers and always have, all at level 6. My storage is almost always maxed out, and at level 22 with several full days into the game, I cant imagine that the `early, cant store stuff as needed` stage of the game should last this long. In fact, its getting worse the more I progress!
"As for tax on items sold on trade, the entire model was borrowed from the same ask-bid system of any market-driven exchange." Not really. There are MANY systems out there. They do not all work the same. However what I specifically said was that the PREMIUM currency should not be taxed (the amount you earn in game is highly limited and yields in total a fraction of what a single fountain purchase yields). Being that everything in the later-stages of the game is gem-paywalled (the gold cost being riddiculous, thus giving >100k value to gems in such purchases)... gems should not be taxed. Period. There are numerous Gem Sinks in-game. You're already making money on people buying gems. Stop taxing them, its simply a ridiculous concept all-together.
Please keep in mind that the game is currently only about 25% developed in terms of all the features and content we have planned for you all across the next few years. With that being said, I agree that a lot of the features now may not seem appropriate, as we are still periodically adding new parts into the game. For example, with the next couple of changes and features being introduced, there will be a few more methods to earn gems in game, either directly or indirectly.
Selling tax blows. Especially on Gems. Gems are a premium currency, dont tax them in trade. Yes, "you can get some for free", keyword being "some": The amount you can earn in-game is extremly limited.
Way too many Gem Paywalls on things. I also severely dislike the fluctuation of the premium gem "value" in game (ie: 1 gem can be used in place of nearly 0 gold or well over 100k gold, depending on what it is your buying).
Lastly: Storage bins. These need to be upgraded, badly. Give them at least 2 if not 3x the size. As is, you essentially force the "sell all" play style. Im a hoarder and I seek efficiencies. I dont want to feel forced to sell my items that I know are pre-crafts for future items. But as is, I have to.
All in all, a fun game that I view as still being in the "raw" stages (not as friendly of a gaming experience as it should be). With some changes though, Im sure this game will be a 5/5 in my book.
Thanks for your feedback. On the note of the item storage, early game is designed to be very fast paced, with customers (heroes) demanding items faster than you can sell them. Once you get to a point where customer visit rate begins slowing down and you feel as though your inventory is filling up quickly, it is either because your shop is not upgraded enough to allow for more concurrent customers or because your inventory capacity related furniture are not upgraded enough. With that said, our team will still be looking further into the balance to make sure that the game does not feel restrictive to players. As for tax on items sold on trade, the entire model was borrowed from the same ask-bid system of any market-driven exchange.
Any suggestion to improve the system is welcome! Please send me a PM with your ideas :) Thanks for the feedback!