There is a bug. where when your typing in the auto-prestige/transcend field, it will buy stuff if you hit the hotkey. This has cost me some very important diamonds without me knowing where they have gone.
Three, This game has much worse art then your last one. Yes you tried to add more details, but sometimes that just drags the eye away from the important stuff. For games that require the player to think and act fast, simpler art is better. Clean lines, and fewer details. You want the players eye to be drawn to the decisions they need to be thinking about.
Four, Your UI is too crowded. Too much going on at once, the player keeps missing stuff. I have no clue as to what I have gotten from clearing a zone, Because I have to see what the equipment is. I can't watch my health either.
Fair points for sure. Like I mentioned in the other reply I found the UI very challenging because just about every player was looking for something different in terms of info, including some people that did want everything right up front so they could see it because it was important to them. Your point is noted though and I'll experimenting with tooltipping things more. As for the art, I feel like the art already is pretty simple-cartoony, and maybe it's just the UI that's dragging the eyes around everywhere so I'll start there. I'd like these prototypes to really explore different directions though, not just in game design but in art as well, so that when it comes to making a full game I have good lessons learned and can make the best product possible. I hope to continue pushing those boundaries and learning from your guys' feedback!
I am sorry. While i enjoyed your first game, and was hoping for another fun game from you, this one is just constantly annoying me. I understand that a lot of the things that annoy me are there in order to increase the difficulty of the game (hiding the equipment selection options for instance), but a lot of it is just poor design.
First, please put the hotkeys you need to use IN THE GAME. I shouldn't have to look at anything outside of the game to fully understand how to play. This should be done with either tooltips or with UI overlays.
Two, you text is difficult to read, increase the size of the screen.
Need one more comment...
No problem and I appreciate the feedback! The UI was definitely the most challenging part of this game as there's a lot of info and everyone had a different opinion of what is and isn't important. I'm still looking at feedback and seeing what to iron out there. I agree with the hotkeys and can put those in game. I actually don't know what the equipment selection option is, can you send me more details on that one?
Very nice game. Need more content. More areas, more boats (with differing max stats, min stats, Max number of upgrades), More upgrade types ( line length, line strength, Line debuffs, armor, Radar upgrades, ect.) more fish, higher quantity collection upgrades, more options for controlling your lines ( was getting irritated with my lines all focusing on one fish when i wanted to catch an entire school of them at once), Skill trees and what-not, ect. I'm guessing that you have already planned a lot of this in-case this goes foreword from some of your comment replies I read, and I am interested enough to see what else you try.
For sure and I appreciate the reply. I did have a lot of these planned but it really helps to hear it from the community too because it helps me prioritize features when the time comes. I also appreciate the upgrade suggestions you had, it was actually a bit tough for me to figure out future boat upgrades because there are only so many gameplay vectors you have with a game with such simple controls.
Not a bad game, and a solid Idea. But this has been done many times before and is not likely to get too popular. More varied content, a story, and some interesting gimmicks could make this game a lot better. A good start.
BIG PROBLEM!!! you can instantly create a new colony for 1 Influence, this means that a short click-fest will get you all the influence you could ever want. I would recommend making it so that it rounds down and not up for colony influence.
Big problem With this update...the Farms no longer produce enough food, I can barely work any of my other building now, had to reduce all of the settings to 10-20%, and lost over 100 million Population.
Sorry about this, it probably is related to rebalancing to make it a bit more challenging. As you had reached very far, try to get used to a bit smaller number of people. It is all preparation for wars!
It happened because there were many upgrades for farm production. This caused situation that very very few people had to work in farms to create a huge unemployed workforce. Now it is more challenging to get enough people to fill workplaces.
You have A bug in this game. When someone maxes out an ability, and then a quest reward adds to that ability, the buy button reappears, and sets that ability to 0. I had this happen to my bullet speed... do you know what happens with bullet speed 0? They have to run into your attacks. I was fine with this until the last boss, who doesn't move at all.
A way to reset you fighting Trimps would be nice in cases where your Trimps block is so high you don't take damage...they don't die, and in order to get them upgrades you have to abandon the fight, then reenter it. A button that would automatically disengage them, (after the current fight), and upgrade them would be nice.
I'm probably not going to play this game long. The auto combat by itself, is enough to make me walk away...Takes all of the strategy out of the game. Not only that but the money system just looks like another pocket gouger. And the unit upgrade system? Old, out of date, and boring. This game shows very Little innovation and original thought. I have always disliked Unexplained Auto combat. You should always be able to choose the main characters actions at the very least. Interactive Combat would help, and I would also recommend A modification for the Upgrade system. Random stat increases, as well as multiple abilities, and having to choose between them. At the moment the game just looks like a money railroad. At the moment the only reason I have for coming back is the possibility of the game changing because the dev(s) seem to be wanting feedback, and willing to change their game. I have only played the first Dungeon through though. so don't take my word for granted.
Hi cl0wn3r thank you for your comment and feedbacks in the chat. We are here to change the game in better, we hope that the game can take a direction that can be nice for web and mobile users. You can read general answer to your question in other comments, and about the uprage system the only thing i can say is that at te moment we need to keep everything as simple as we can to manage all the game that is very big for our team (3ppl). This not means that we are not evaluating your suggestions but probably we need some time to take all and decide what to implement and change. Thanks again!
When is this game going to go live on Kong...You are taking too long and won't get that many people to try it out unless you open another new player realm, at which point those of us who have been playing since day 1 won't be able to play with them.
A) You need to work on your grammar please, there are so many missing words, spelling mistakes and the like that I almost quit the game before I even gave it a chance. B) Sharpen the loading graphics, story graphics, and start the music earlier please. These are the problems that I have run into so far and I just finished the tutorial.
Additional Changes you might want to make. 1) Allow everyone a free city name change and a free Flag change (basic designs only, approximately 20 talents worth in changes for the flag.) 2) Don't start the game up with the world Chat already open, it's annoying. 3) The gold amounts slow down the game, a lot. I don't mind this but some other people will. 4) PLEASE auto collect the resources, don't force us to click each building or risk it not producing anymore.
Fair points for sure. Like I mentioned in the other reply I found the UI very challenging because just about every player was looking for something different in terms of info, including some people that did want everything right up front so they could see it because it was important to them. Your point is noted though and I'll experimenting with tooltipping things more. As for the art, I feel like the art already is pretty simple-cartoony, and maybe it's just the UI that's dragging the eyes around everywhere so I'll start there. I'd like these prototypes to really explore different directions though, not just in game design but in art as well, so that when it comes to making a full game I have good lessons learned and can make the best product possible. I hope to continue pushing those boundaries and learning from your guys' feedback!