My grandson looked up at me and asked, "Grandpa, what was the best day of your life? Was it the day you married grandma? Or was it the day my mommy was born? Or was it the day I was born?" Taking a puff from my pipe, I replied, "No, my boy, it was the day I finally unlocked all of the achievements and got all the upgrades in AdVenture Capitalist."
Archer = hard mode. Play through as a Warrior or Assassin first. The gameplay is very similar for those two classes, especially early on. Once you've finished the game, give the Archer a try. It has a unique feel to it and probably tops the other two classes in the long run. I mean, it has roughly twice the available skills of either the Warrior or Assassin.
Quests Glitch: finishing "Orcs Raid" quest before finishing "Trapped Villager" quest makes Trapped Villager quest uncompletable. The same glitch occurs when you finish the "Farm Trouble" quest before finishing the "Collecting Herbs" quest.
Garden is still far underpowered. The timer is just too long, even at max upgrade. It's easier to make as much in .07 seconds with damage and crafting upgrades as you do in 2 minutes with the garden. Plus, it costs ~1.75 times more to increase your garden above's output 116 than it does to increase either damage or craft above 375, my current levels in all three. The balance is way, way off.
Tip: sometimes you get more coins per second fighting monsters below your max level. Look for ones you can kill in 1, 2, or 3 blows to max your kills per second and thus your coins per second. Suggestion to developer: add a display of coins per second to the HUD.
The good: Huge in scope. Lots of variety in things to do. Not a resource hog.
The bad: Not an idle game. Requires a lot of attention. Very quickly becomes difficult to navigate between the number of assets you amass.
Overall: Successfully incorporates disparate elements into a cohesive whole. That makes me want to stick with it, to see it through. However, the amount of time spent doing so, combined with the amount of attention required to keep up with everything going on, makes the game overwhelming.
Suggestion: Automating resource collection and disposition from the beginning would make the game more manageable.
Blood + Fluxfeed + anything else = best rune combo. Blood lets you pay the full flux cost of the spell with health. Fluxfeed heals you an amount equal to the flux cost of the spell. When combined, these two runes reduce the casting cost to zero flux and zero health. Result: infinite cast spells. There are two quirks. First, Fluxfeed must be placed to the right of Blood in the runes slot of a spell or the healing will occur before the health loss, negating the benefit of Fluxfeed. Second, Fluxfeed will only restore health equal to the flux cost listed in the spell description, so if you add a rune that adds a variable amount of flux to the cost of the spell, such as the Greed rune, your flux will increase by that extra, variable amount.
Sign of a great game: you keep coming back despite how frustrating it can be. Those frustrations deserve mention, however.
1) Ray spells automatically target your character when there's no enemy on screen. Proposal: make it so that hotkeys START the spell casting, and a mouse click ENDS the casting.
2) AOE spells aimed so that they will hit the tile NEXT to you, but not the tile you are on, expand so that it covers your square. This has the characteristics of a bug. A fix would be nice.
3) Limited # of images for runes, making it hard to identify a spell’s runes. More images or, as others suggest, allow hotbar spell sorting, and sorting type of rune, would help.
4) Found runes are often less powerful than starting runes & found runes don’t appreciably increase in power on higher floors. A cross-the-board increase to found rune power is due.
5) Counter, longcounter trigger when you use spells that let you spend HP instead of flux. They really shouldn’t.
If you exit a fight with a Raid boss by going to the Market or the Bank, then start the fight again, the effects of your raid group are increased. It seems like when you exit the fight this way, the raid group never "clears." So the first time you exit, you leave your 9 man team behind, then when you return you bring a new group of 9. It seems like you can do this over and over and over again until the boss fights are trivial.
Good one! thanks.