The medal upgrade costs eventually stop making any sense. Some of them are negative, some are just a text warning and the rest don't correspond to the actual price (I just paid 3.4B for an upgrade that said it cost 250M).
Seems to happen whenever any of the costs exceed the 100's of millions.
The huge jump between level 11 and 12 seems a bit odd. The enemies's health quadruples and their damage doubles, but they're only worth 10-20% more gold.
I would love to see separate inventories for each character (an armour slot, a weapon slot & an accessory slot) and some additional loot to go with that. If you add that, this game would go from really good to amazing.
Maybe consider adding a couple of consumables (an instant mana potion and a mana over time potion) to make gold feel a bit more useful.
This is a subjective thing, but the fact that you can't see the planets/satellites while upgrading them is annoying. You spend most of the game just looking at menus, while a planet you can't see improves.
Hollycide, do you know if the multiplier is applied sequentially or summed and then applied?
If its the former then the later colours are definitely decent. If its the latter then Red is still vastly superior.
Why do the colours get slower as they get more expensive? The uniform $/tick surely just means that Red is objectively the best colour; it ticks fastest, gives the largest speed increase per upgrade, is much cheaper to get to higher levels and grants far more petals/second.
Am I interpreting things incorrectly?
Needs some kind of information on what/why/how you do anything. So far I have a big board of letters that mean nothing to me.
Idle is a super-saturated genre. If people don't understand how to start playing your game, they'll just play a different one instead.
Definitely needs some kind of display for god favour. I have absolutely no idea if I'm gaining/losing any or how fast or when I can steal an idol or what the consequences of stealing the idol are.
Tooltips when selecting which new building to build could do with being a touch less cryptic. As it stands you're just guessing in the dark, which is a real problem considering the enormous difference in p/s output between the buildings.
Really needs a mouseover tooltip for what upgrades are on each building. I can't work out which buildings have a passive effect that makes them worth upgrading after they become numerically obsolete.
Also, I think the enemies in the "Sanctuary" quest are bugged. They have a displayed attack stat of 1 but reduce any of my heroes to 1 health with a single attack. Its always 1 health regardless.
Good concept. However all of the numbers needs re-balancing.
Upgrade costs spiral too quickly. Enemies hit far too hard and bypass the warrior. The healing needs a massive buff and to scale with the Cleric's actual stats.
I'm currently stuck in a loop where I can't kill an enemy and am stuck waiting until I can build up enough upgrades to quadruple my parties relative health (8-9 times as many upgrades as I've accrued total), just so they can take a single hit from the enemy I'm stuck against, so I can eventually grind it down with chip damage.
Needs some way to generate temporary keys (lost at the end of a time-loop). Otherwise you end up with far more chests than you could ever possibly open.
It turns what should be a reward into a frustration.
Thanks for feedback Will fix that.