I've hit a real plateau @ 7x multiplier. Finished the first girl, but the others I feel will likely take weeks to obtain the stats necessary to unlock the jobs the next 3 girls want to get them past sweetheart. Maybe releasing more girls would help at this point to boost multipliers.
On a side note, it also seems odd that the stats required for the jobs each of the girls 2-4 want you to do decrease as you progress. Like, girl 1 only needed something in the teens, but girl 2 wants two stats at 40!? Girl 3 wants level 35 stas but then girl 4 only needs 20's, one of which you need to pass the previous gate. it all just seems kind of backwards.
OH yeah, tell me about it. We are aware of the balancing issues are will be focusing on getting those right, as soon as we deal with all the major bugs/issues ppl are having :)
You might as well just get rid of time block requirements for dates. Yeah, it's more "realistic," but they only last a few seconds and it's kind of annoying to have to go turn off a few jobs or hobbies only to turn them right back on again.
Any chance of those playtime achievements getting offline credit? This game is pretty low on active gameplay, even for an idle game. Three days and 2 resets in and I just got the 1 hour achievement.
Yes, there will be more active play components being added in there. I'll look into the 1 hr achievement thing, that seems odd it wouldn't register. We're working on lots more features to alleviate those pains!
there should be an AI tweak or something where hero's will go to pick up items if there are no enemies on screen or if say the closest enemy is 5x farther than the closest item, kind of annoying watching them walk right next to loot w/o picking it up.
Another nice feature would be a some tank item, a ring maybe, that has a 'leader' passive where other hero's will follow that 'leader.' Again, annyoing to watch my squishies go run off in some random direction by themselves, pulling the whole floor, and then getting everyone else killed.
Decent game, but just gets annoying over time.
Weapon skills should be used on next attack, not instantly. I can't even count how many times I go to use a skill only to get knocked back RIGHT BEFORE I click it and hit nothing but air.
You're also probably better of just putting a refresh button in the shop or just make it a static shop with all items available. As it is now, 80% of gameplay consists of backing in and out of the shop trying to find the stuff you want. The random factor here adds nothing.
Also, what's up with the star ratings? I'll beat a 3-star one time and them turn around and get crushed in a 1-star.....
@ Lutgames -- I use Chrome, zoomed to 150% here if that makes any difference. Now that you mention it, yeah, it does look like the game correctly attempts the slash when I mouse off the game screen, but if I go too fast, the full slash doesn't register causing the line to sometimes be too short and causing the attack to cancel.
@ Lutgames -- great to hear that you're open to suggestions, if I make another one.... It can get kind of tricky fighting near the edge of the screen, especially when you have enemies like archers who like to hang out on the far sides. What happens for me at least, is if you click to slash but drag outside of the game window, the attack tends to get canceled. Is there any way that you could make the attack register if/when this happens?
This has already been fixed in a previous update. When you are drawing a line and it leaves the game, the slash will begin, unless your line is too short. (What browser are you using?)
Could really use a hotkey toggle for the auto attack, either that or make it so click overrides auto. Its normally pretty good, but sometimes auto gets stuck or runs across the screen for 1 guy when 4 just spawned right next to you
Autoslash is actually more of a helper tool. Once you get the hang of it, slashing manually tends to work much better. But it is a good suggestion to let click override the autoslash. We might just do that.
This game would be 10x easier if the controls were actually predictable and responsive, it's like trying to do precision dental work with a crowbar here
having serious fps issues, feels like its only loading a very small part of the map and then lags when you get to the edge so it can load the next very small part of the map. Pretty much unplayable for me that way.
The Air Wizards special is insane, though I hesitate to called it overpowered since it was the only way I managed to even make it through the final levels
OH yeah, tell me about it. We are aware of the balancing issues are will be focusing on getting those right, as soon as we deal with all the major bugs/issues ppl are having :)