once again, on units:
- distances in pixels make sense. Knowing the grid is 120 pixels FINALLY makes sense (default display in kongregate is 1/2 resolution, so I couldn't make sense of the turrent ranges)
- linear speed in "pixels per second" also make sense (and based on your previous answer, this is probably what you meant)
- rotation speed "in pixels" makes no sense at all. I'd understand degrees/second, or a slightly weird definition of "a point at a distance of RADIUS ahead of the turrent moves N pixels/second" or even something like "N pixels per second on a square path around the tower, square of size S" or even "the tower can be in one of N_positions angular positions, and can jump N_jump steps per tick (+ a definition of "tick")"
And the kicker is that the relation between mob speed (at a distance of 1 grid distance) and rotation speed is incredibely important for chosing the right upgrades at the right time...
It really important i really didn't think before, thank you for drawing attention to the issue. And yeah, I said it incorrect in previvous comment, rotation speed is in degrees, all distances/speeds are in pixels, yeah, sorry for confusion
rotation speed, attack range and mob speed... And grid size, while we're at it...
What are the units?
Without those, it's kinda hard to do any meaningful calculations and strategize
Hm, interesting point. So, grid size is 120x120 px, and all distance/rotations values in the games are in pixels. Probably I will add some information about this to the game, thank you for advice!
I just noticed: the current usage of screen estate is extremely poor. The right half is currently completely empty. If the information was rearanged, the whole game could fit in a single tab
this "incomplete game" needs a LOT more things to buy in the shop:
- some upgrade to slowly get rid of the positronium decay (better storage)
- ability to move to bigger particles
Also some in-game achivement in order to give targets to the player.
mini-ascensions are sort of documented in-game, but what are ascensions and mega-ascensions? what are the requirements for each of them, and what do we get for each one?
They are more hidden from the game, that is true. For a regular ascension, you must have ascended each circle at least once, and it will add exponent to your total income. For a mega ascension, you must get that exponent to 2.5 first, and once you have reached that, you can mega ascend to increase the boost given by each circle by 0.01. Thanks for playing, and good luck!
The current formula for "All Gold Paint" is "Gold paint" + 2* "Gold Paint after reset", and ignores the gold paint currently invested in talents.
Is that what you intended?
"Cheaters gonna cheat, anyway."
Yes, I'm going to cheat in a beta in which my save game doesn't matter, in order to help the developer... If you don't want us to help, then that's the best answer you could have given.
Have fun debugging your game with people who have to spend months in order to go from early game to end game and back, and have to play in order to GUESS the mechanics as you haven't even bothered writing them down yet.
beta/debug feature request: it could be useful to have access to some sort of cheat functionalities in order to edit the state of our savefile and explore the game faster.
Especially if you'd like us to debug multiple versions of the game, as you iterate.
Here's my analysis of the talent trees:
- Primary color = makes me "save" 2 seconds on my next reset: useless!
- Cell count = <1.2x for more than 35. unreliable until I understand how talent cost scale.
- Money amount: x1.1 for 20. Same for the evolve talent
- color stack: x2.0 for 40
- Evolve range: WTF is that?
- Color value: do I really need that? why?
- Critical XXX: WTF is critical?
- Timer tick: slows down slightly my game by 0.1% for 40GP ????? WTF???
- Timer count: x2 for more than 250. I need to understand how talent cost scale!
1st upgrade will be 1x color stack, then re-evaluate
Its true, here is useless talents, but all talents have an expansive increase in value, so upgrade one talent or one branch in any case is not profitable, you just need to calculate which talents you need to take first and which ones, when the others are too expensive, this system is similar to the gods of clicker heroes.
About prestige, talents and game balance:
With the talent trees as they are right now, (the upgrades being roughly at the same cost and very few "branches" as 63% of them are immediately available, and 100% of them feel like they are available almost imediately if I save up a bit as they're only "1 upgrade away"), I must either read 4 pages of text in order to make an informed choice, follow a guide (removing all interresting decisions from the game, as it's an idle game) or chose randomly.
*** How can you balance the game if users chose their upgrades randomly? ***
-> their is a need for some level of guidance from the game.
5)
"Reduces time tick by 5%, the limit is 2 seconds"
The limit is actually 1.5 seconds, and the 5% is wrong.
The proper formula is: 1.5 + 4.5*0.95^currentLevel (in seconds)
You can either give a vague description of the effect, or be precise and give the proper formula. But misleading to the player is generally bad as it can be interpreted as a deliberate lie.
That was a problem in the previous game as well
even the auto-sort feature sorts in the wrong order, and fights against the "paint active" instead of working with it. I'm done with this. This game is a huge failure.
not an idle game. micromanaging the colors for far too long and simply annoying, no way to use autoclickers in the early game. Therefore, this is a bad game
Yes, sorry for that. I have to do a lot of the code from scratch. How ever this is a prety poor prototype anywas but I got a lot of usefull information out of it.
I hope I´ll be able to deliver a new prototype with way more gameplay in 1-3 weeks.
Yeah, sorry, my UI really makes it hard to make big names, i will try to fix information tooltips soon. Thank you for comment!