there are exactly 0 idle games that need this much of a tutorial - yes, even the relatively short one that's here. Come on now. The game is based around sitting and waiting, and all buttons tell you what they do right on the tin.
An "undo" button would be nice.
Accidentally bought up on Fairy Exchange before grabbing Fairy Heritage, and that's 5,000 Fairy Coins down the drain that I gotta wait on.
It's not a bit deal, but it's a bit frustrating.
I like the subtle subtext that the general is the one who is actually unabashedly evil, what with the whole cruelty, ruthlessness, and murder-on-impulse attitudes, where Catherine wants to think she's evil but more often than not she's actually kind and forgiving to her subjects - much more so than the general can be, based on some dialogue options.
While an interesting and relatively well-executed concept, the severe amount of programming errors and bugs along with the easiness of the game really hold this back.
Really, this is a far-cry from the first game both mechanically and from a story standpoint and wasn't really what I was expecting. I think this is certainly a good game, and certainly has a place, but I'm not sure why it's put in the same group as the original "Don't Escape"
So I can understand why to take away the winter update (apart from, you know, taking away the achievements, but other people have already complained about that), but it'd be nice to have an alternate form of anti-idling.
So I painted myself into a corner.
I am no longer producing energy, and don't have the money to buy more reactors - I just purchased an upgrade. Without the ability to anti-idle any cash, it looks like my only option is to hard-reset the game.
Thankfully, I only recently started, but I'm worried about this happening late game.
It isn't possible to completely run out of money. Your 'sell power' button turns into a 'scrounge for cash' button under otherwise game-ending conditions.
So there's still a glitch with offline monument completion, but in a weird way. I'll start building a monument from 0, go offline, come back and see 1 monument built and the bar fully built with only "00" time left to completion. It hasn't costed me additional resources to get to this point, and putting a single clone on it fully completes it with appropriate resource cost. The bigger issue, however, is that the time that I was offline was enough to complete only one of the monument, not two full monuments. I'm essentially getting "two for one" in the sense of time.
If you enable both "Auto buy missing creations" and "Stop after finish" in the monuments window, offline progress will keep making monuments when finished, but will also *keep buying all the creations*. An easy personal fix for now is to turn off "auto buy creations" before exiting the game, but it will still waste any leftover creations you have if it has enough for another one. This is particularly annoying given many monuments take hours to complete even with several thousand clones, meaning you don't necessarily want to be on the entire time they're building.
No sense in replaying at all, since the game changes very little outside the level layout being the same. Once you've had yourself a nice little playthrough, there's really not much more to see. The lack of permanent upgrades and only having two weapons with one having infinite ammo makes the only "Rogue-Like" element of this game being the fact that there are new rooms.
So for some reason, I didn't have lag before the lag fix, and now after the lag fix the game is lagging. I find this humorous, although confusing. I'm playing through Chrome with (as far as I know) the most up-to-date version of Unity. Don't know if this is a problem unique to me, or if fixing the problem on one end created one on the other.
There seriously needs to be a different way to deal with Campaign besides wasting units on it. What good is a 2 Sextillion reward when I waste 100x that much attacking it - even with the Muramasa?
When do I get to unlock the "Options Menu" and "Mute Button"?
I like to listen to other things when I play relaxing games like this. The music and sound effects get in the way of that.
While it has potential, much of the deaths in this game seem to be not due to poor timing, but rather poor control response time. I often find myself needing to click ahead to dodge in some cases, while having to click dead-on to dodge in others - not because of obstacles, but because of how the game registers this. While this may be due to lag, natural quality controls are not available, and my browser has otherwise no problems running the game. It's not always delay, either - sometimes, switching seems too instantaneous, making me lose the feeling of a flow happening. It's an interesting concept, held back by its poor responsiveness.
It isn't possible to completely run out of money. Your 'sell power' button turns into a 'scrounge for cash' button under otherwise game-ending conditions.