After unlocking Death Knights, I deleted the Adventurer hall and built the death knight one. UNfortunately, now all my people are just standing around at quest stages doing nothing. Since I can't save manually, refreshing brings me back to right before I demolish the adventurer hall.
I agree with a lot of the feedback here. There are a lot of details that other idle-type games have ironed out that I wish you'd taken note of.
My input is that it's a bit frustrating to lose any money you've spent on a quest stage when you get rid of it, instead of selling it. This makes it hard to experiment, especially when the upgrades affect how much time or how difficult the stage is.
I've added the downgrade idea to our list. It's totally something we didn't think of during development, but we were also the ones building it so we knew how things worked. I want to make sure we help give enough info so that players can make educated decisions instead of blind options! (Also some of the numbers were a little too off and we've hopefully addressed all those with the next update.)
Having to re-establish your supply lines after every reset is incredibly tedious. Add this to the fact that your line gets longer after reset, and each reset gets progressively more tedious. There has to be some way that's more fun.
It's kinda interesting, but mostly tedious. I have no compelling reason to amass dragons other than to fight a predictable type of dragon. There's no urgency. Feels like you can just overpower anything that comes up against you, not very much strategy involved.
I play a lot of idle games. This one is unique with the evolution/breeding aspect. I dig it a lot. It's a very fleshed-out game with a lot of features. Reminds me of good ol' Monster Rancher days. Maybe you can implement similar intertype/species breeding to mix and match strong points in the future.
Fun series, but why so many saves? Are there branching storylines? If not, I don't see why we have to save so often, given that we probably aren't going to want to replay sections.
You have a cowboy-like character and Starbucks, yet a right-hand drive car? What kind of hipsters are these survivors that they imported a right-hand drive car to the US?
That being said, the boss battle is TEDIOUS. If you don't have the right hero, it takes too many boss cycles to actually do enough damage to the stupid mole.
Don't mind this guy who says the aiming system is "atrocious". There's no serious rework that needs to be done. A few criticisms that I have from playing it through:
The random illnesses is a bit annoying. I'm at the point where having a Hero or not is life or death, so not being able to avoid illness is annoying. When I picked the skill for my hero, luckily I clicked one that worked out, but it was annoying not being able to confirm that that was the one I wanted, even if there is no description for them. What if I accidentally pick the same skill for the second hero?
I like the stamina, I like the development system. Your game is different, don't listen too much to what the people say. Uniqueness can't be crowdsourced.
In addition to blueprint mode, it'd be nice to have a spreadsheet section, where you can see exactly how much each facility's running costs are in total. That way we can weigh a $15B upgrade to reduce running costs for X or a $25B upgrade to reduce running costs for Y.
Still very crashy. After switching tabs a couple times, it will slow down other Kong tabs I have open. Maybe a memory leak or something. On Chrome + Mac.
Oh dang, I was hoping there was more than 7 levels. This is making me want to go back and play Hotline Miami. Thanks for the game! Glad greg was able to get it out in front where it should be!
It seems like there's a very good chance of things going weird after you destroy a guild wing. We've got the fix for that coming later today!