It can be a good concept or prototype. But too far from being a good game. No pause. Targeting is sometimes strange (especially on short distances). Money and points are shown immediately but can be spent only after the end of a level set. Health system is completely unbalanced - if you don't have heal spell or regen equip, you're dead very fast. Weapon drop is random, and most of them are useless (consider adding disassembling to some 'crafting particles' - for example, to raise enchantment chance, 15% is way too small). Saving at the beginning of a level set is the worst decision that could be made. Saving in the entry point of every location is optimal. But even saving in a town would be better.
Wow! It's sooo good in all aspects, from the idea to movement mechanics. The only disadvantage this game has is being a bit short - in the end, you still want to explore more. ) Don't you plan to make a sequel?
The automation cost in the midgame looks more reasonable now. But I think we should know the conditions of unlocking it the first time. To understand how to make it not too expensive in the beginning. For example, when I buy the cheapest upgrade every time (like I usually do in most of the new idle games), the automation costs over 300K after the first unlock.
Ok, the next question about automation. After buying, it shows "automated" instead of price. Then, after purchasing any other upgrade, it shows a new sum. Does every next buying make automation faster? Or what does it mean?
Exactly, after purchasing new upgrade its
revenue and cost recounts.
Revenue = revenue of all bought upgrades.
Cost = cost of all ever purchased upgrades / 2 (since update 1.1.0)
And I thought about changing it to cost of the recent bought upgrades after automation. Dunno, let me know if it's a good idea.
The game is charming. But how to buy automation? I'm tired holding the mouse button even to unlock it - for an unreasonable price. Then I understood it becomes more and more expensive with any other upgrade bougth. Is it any way to buy it without playing manually for ages?
Yo! The automation upgrade cost is equal to all your bought upgrades and it's revenue as well. So if you won't buy it immediately after new upgrade and wait for some more you could make a wise investment.
Update on my report. Ordinary crates not dropping is no longer an issue. And now I can see golden boxes don't drop instantly - they put into the queue instead of ordinary ones. Not what I used to in other idle games, but it's your choice.
Monsters bought DO NOT drop. Not in ordinary crates, neither in whatever crates. For the last 10 minutes, nothing dropped at all. I was clicking for two minutes - it didn't help either. The concept looks good, but fix those issues, please.
You're not getting monsters bought from the store? Is your board clear when you buy them? The golden crates that they come in won't drop unless there's a spot for them to drop. If you don't mind me asking, what browser are you using? I'd really like to be able to recreate the issue so I can work on fixing it. Thanks!
Edit: Your board doesn't need to be clear when you purchase them, but you will need to merge for enough room for the boxes to drop. They should queue up.
No concept at all. Only nine upgrades - and then you can do nothing forever to get infinite money you can't use. The perfect example of a terrible something (I can't even call it "a game".)
Good idea, but terrible balance. (I'd say, no balance at all.) The first "new weapon" does no damage. The second is worse than the original one. The game start is very repetitive. And no possibility to make more skill points with each run, while skills cost grows bigger and bigger. Which altogether makes the gameplay very boring.
Blocks dropping is too unpredictable. You can repeat the same sequence of clicks ten times - 9 times you lose, and then once you win? Why? No answer. Just try stupidly repeating the same until you lucky enough.
Hi Golyana, Sorry you didn't enjoy the game. I worked very hard on the physics system, but it is near impossible to have so many different blocks act consistently! I am always working to improve however, and I hope you find something about the game you do enjoy :)
Excellent start. A few things can be improved. Sometimes a fish swims inside a wall. Sometimes when a new fish appears very close, it and the boat don't attack each other. Also, consider adding auto-repair and auto-sell when the ship stays inside a sell circle. Or, if you against a little "idling," add a pause button. (A couple of times, I was almost beaten to death while staying still.)
Great points! I'm actually totally for idling but couldn't get the system in in time. I wanted the ability to hire other fishermen that would gather fish automatically so that you can just drive by them to collect fish. That way there's a hybrid active/idle gameplay going on. And yea, those swordfish have no mercy~
Good game. I love every its part but UI (texts and buttons). Some suggestions:
1. The easiest one. Add the "Max All" button to the "Click to Hide/Show" row (at least when it's hidden).
2. Make this button (in the "Hide/Show" row) change colors like the specific upgrades buttons do now: red when no upgrades are available, and light-blue when at least one is.
3. The hardest, but the most proper. Redesign the UI completely. For example. Move the balls window to the right (or left). Use the freed space to put the Upgrade/Prestige UI. Reduce text size. Use tabs instead of upper buttons. Then it can fit there.
What's the reason for a weapon adding to a stat irrelevant to that kind of weapon? (+int sword, for example) As for me, it's better if every stat helps somehow to any weapon. Or at least every kind of weapon should add to its own stat.
Yup, I removed it to prevent accidental data loss