Still a incredibly new game, and good to see the dev team being active on feedback.
Hope the game does well, and maybe, at some point in the future, we'll get more art for classes. I'd love to see the characters look stronger in their portrait as they level up.
Just wanted to say its great for you responding and actively acting on feedback :) Now just add some co-op features I can do with my friends so I can get them playing too ;)
I haven't privatised yet, but it seems it is based on the amount of times you have reset your progress 'deploy' I don't believe that's 100% fair. As an example, 2 players both reach the privatise requirement, one can have 40 points the other 100 or maybe more. The difference being players who deploy at the +100% mark and others who wait till maybe +500% or more. I believe it should be based on the total Power Points made. Obviously there are other solutions, just thought I'd bring this to your attention. (I'll be deploying at the lowest amount from now on)
Apologies if I missed your point, but how many privatization points you get is NOT based on number of deploys at all, it is based only on the amount of PP you have when you privatize.
The benefit of deploying more often merely results in more support unit troops being sent to War Zone, which is a strategy many use to optimize their progression in War Zone. Hope that clears it up ):
There's a leaderboard for various things (in the menu top left) ... the reason I'm not using the kongregate ones is because the numbers get larger than it's possible to store in them so I'd be limited to things that don't get to ridiculous numbers ... and where's the fun in that? :)
I still would like a 'bad' ragdoll, basically the normal one and the bad one would fight each other, and we can have fun preparing them for the fight. Might be a long stretch though hehe
Good to see a new good idle game with plenty o' content and you're updating often too, 5 stars here good luck! keep listening to comments and adding stuff and it'll be great addition to the idle games section :)
Could you make the cavern AI a little bit more smarter? My assassin decided he really wanted to shoot an adjacent enemy so he moved back an forth (blocked by allies) and wasted his turn, where he could perfectly hit an enemy further away :D
Suggestion: I know this might be hard to do, but I wonder if you can make a ragdoll enemy (anti-doll?). basicly I want to arm them both and watch them fight, if you could do that as like a big content update I'd be very happy :D
Yeah some co-op would be great, definitely on our list to consider for future bigger/priority content updates!