Suggestion: if you match 4/5, then 1/3 of the non-desired fruit turns into the desired fruit as well as adding 1/3 seconds to the timer. As well, seconadry cascade matches of 3/4/5 will add 1/2/3 seconds to the timer. That will introduce strategy.
Feature request: Please add a 'Journal' tab, so we can read the story of what has happened. The text flashes by so fast it is easy to miss and then we have no idea why we are doing what we are doing. If you have the writing skills, feel free to flesh out the story in the journal between the text that shows up on the 'Quest' screen.
Suggestion: For whatever 'x1/x25/x100/x1000' level the player chooses, put a glowing border around the box of any character(s) that can be raised to that level with the available cash. That will prevent having to waste time clicking through all of your characters to see who can be levelled up.
Farms need a [A] button overlaying the 'Plant/Reap' button so that once you have planted the crop(s) you want, you can toggle 'autofarming' and then the farmer will continually cycle through planting and reaping that pattern of crops. (Only farms with one or more farmers should be able to auto-farm.) Micromanaging farms is *NOT* what a WarMage should be concerned with.
Thanks for the suggestion! I like the idea of automating the farms. :) And maybe then automating crafting could be useful to get a lot of potions or perhaps to sell them to get gold. So this feature will be developed but it will take some time.
If you click 'end turn' while your units are moving after clicking on a far tile to move them to, they will complete the current turn and continue moving toward that tile.
Bug: A unit suddenly flew off of the battlefield. The sole remaining enemy archer kept firing offscreen diagonally down left then right and back again, then stopped firing and started wandering around the screen.
I would suggest that you grey-out anything that hasn't been implemented yet. (Like inventory, etc.) That will let people know that there will be more to the game.
Good game! Some notes: 1) Make it crystal clear that the first upgrade a new player should get is 'auto retry'. That will remove a lot of frustration over having to click 'retry' again and again and again at the beginning stages and give players an easily achievable goal that gains them something important. 2) Add a hotkey that puts up an 'x10 | x25 | x100 | xMAX' overlay on top of every purchase button to speed up buying without making the UI over crowded and hard to read.
A very good start. Some notes: 1) Menu should refresh all fields when you open it. 2) You need bounds checking. When I ascended, my regen ended up being -3 and would cost 3.7k to go to -2. 3) The sprites need a lot of work to look natural. For example, the player character's back is perfectly straight, which just doesn't look right. Google "blackthorne sprite sheet" for an excellent example of how to do it to the highest standard. Good luck!
Nice game, but there is a frustrating bug: Even after you collapse the menu, then triggers are still in place and active. I had everything up past level 50 and when I clicked on a couple of boxes at the wrong place, the game loaded up my last save which was at level 20. You need to deactivate the triggers when the menu is closed.
I like it, but PLEASE get rid of the twelve-second transition between each and every screen. It *REALLY* gets irritating after a while; two or three seconds would be fine.
Fun little game! A couple of issues: 1) The assistant should stop trying to upgrade anything that is fully upgraded. 2) There should be a third tab for the chest called 'Creatures', which lists the season/time/item associated with each discovered creature, as trying to remember which creature gives what is an annoyance. 3) I got the 'victory' popup, but I am still a rock?
Bug: A dialogue box popped up while I was drilling, so my drill took damage while I was figuring out what it was about. If popups are necessary during an action sequence, said sequence needs to be put on hold until the popup is closed.
Thanks for the suggestion! I like the idea of automating the farms. :) And maybe then automating crafting could be useful to get a lot of potions or perhaps to sell them to get gold. So this feature will be developed but it will take some time.