Note for new players: there is a secret achievement that requires you to downgrade your king and/or queen to one "base stat of 0". For the love of god, do it BEFORE you evolve ancestry!!
- As Kittemple mentioned; when I was aiming for Draft, I too imagined I could activate General (in what is now Aggressive mode, I guess) so he would battle until my derps died; upon which Draft would send in later generation ones automatically, even when Time Warping. As it stands it's basically just a one-click mechanism that replaces a six-click mechanism; it's a bit silly (unless I'm still missing some essential research to make it function properly).
Again, great game, man! Thanks!
- You mentioned you feel there's no real sense of reward upon evolution. Perhaps introduce some perks to a certain number (i.e.: 3rd War evo: 5% chance critical hit; 5th War evo: 5% chance double attack; 5th Ancestry evo: 0,5% of twins = double base level percent jump... something like that?)
Hey. Great game! Really having fun with this.
Just wanted to leave some (hopefully constructive) feedback:
- I feel Task Masters is scaling off XP level (??), in which case it feels penalizing to active players since we see our production go down every time we usurp a royal. Wouldn't it be better to scale it off an average of all base stats? Or number of generations?
Spell-check: **Tutorial: *ambtious = ambitious *everythng = everything *inprovement on = improvement in *there's still two "proyect" left on the project page tut and the final notes tut *an specific upgrade = a specific upgrade *(you're out of the store) = (you're out of the smithy) **Build Page: *steam minetalizer = steam mineralizer? *sand cristalizer = sand crystalizer *plant processer = plant processor **ReForge page: *excesive = excessive *Masteries obtained on = Masteries obtained in *loose = lose (both times) *and another "proyect" **Projects screen: *accesing = accessing (twice) **Upgrade screen: *sale revenues -> proce = price **Options & Credits: *programing = programming (also this screen is still blurry) ... You're welcome ;)
Man, thanks!! My friends and I all are native spanish speakers, so many of these things pass by without noticing them. All changed for the next Update. I liked the smithy part! And now I notice my fingers are startin to get fat because of the amount of typos detected. I'm giving you credit on the game.
also you should really work on making Creations progress when the window is minimized or screen saver is active. AFK is not the same as offline. (but like i mentioned in an earlier comment, i think Creations should also progress offline) you can't expect players to just sit there and stare at their game with nothing to do and not even allowing them to minimize the screen to get something else done or let their screen saver do its job and save their screens.
A few more comments: * Please make Creations progress while offline. There's no real practical or narrative reason not to, and it will help players reach Mastery goals easier. * Also, right now, the Mastery goals are slightly easier attained for Tier 2 than for Tier 1 (5000 seconds for Tier 1, 4800 seconds for Tier 2), this doesn't make much sense. Perhaps lower the first T1 Mastery to 2500? * And lastly, ReForging is still quite a mystery. Players are used to a prestiging element in an idle game, but basically restarting without an indication of what exactly they are going to gain may be off-putting.
For the Creations to go offline, I'll have to program a lot, because the idea is that it is you the one working and creating the materials, and since you are gone (offline) you can't work on them. But it can be done. Maybe not right now, but in a future update. For the masteries, the numbers for each star are calculated by the production needed to create each material, so the longer it takes to create one, the lower the number. Plus, the amount of tier1 materials you are ging to use in the future is going to be huge, so those numbers are not that farfetched.
Another suggestion (sorry, I keep on writing single comments instead of one big one): I like this game because it's different from other idle / incremental games in that there's no early-game way to increase production of a material. Which brings a real time management aspect to it. The problem with time management is that they require constant attention. So not fifteen minutes in I find myself just waiting around. Could I suggest one of the following? Either find more uses for money (hire a temporary second smith, hunt/explore for rare materials, time boosts etc.); or reduce the waiting times in early-game (like start with only a few seconds to unlock the first tier two materials and build up from there).
Those are great ideas. Just now I was checking the times also and I find them a little bit high for the first materials. I'll check some new numbers for the times.
And don't worry about giving sugestions and observations in many posts, that's the way they come as you play the game. Please keep them coming, that's how I can improve it.
Okay, either the "buy for $11" buttons are bugged, or it's not explained well how to use them. Right now clicking them does absolutely nothing. (And also, projects is spelled with a j)
Sorry for the typo, my birth language is spanish and sometimes I mix the spelling of some words.
On the topic of the buy button, do you have money? You can get it on the Crafts tab. If you buy some materials, you only get that number on the amount number, but you aren't going to increase the Total Produced amount, because it is the total produced.
The tutorial is a mess. It keeps saying "on this screen" but we don't know what screen you're referring to. Either highlight the screen in question, or edit the copy to i.e. "on the ReForge screen"; or preferably both.
Ideally, though, make it so that the tutorial pop-up pops up when you first open the screen, or when you can actually start using the screen.
Game looks promising though, gonna continue playing.
Hrm, this one was an oversight, thanks for pointing it out, will fix in the next update