Imo, the advantage of game reset type features is they allow the players to re-do all the decisions they made in the course of the game without removing the game data and progress itself. This game does not allow the re-allocation of anything when undergoing a prestige, so what's the point? All it does is recycle the main screen, it doesn't add to the fun or flexibility of the game
The prestige system is the biggest flaw in the game as far as I'm concerned. My focus is overhauling some major balancing problems with the game, then addressing how I want prestige to work once I've gotten the core of the game figured out.
On the screen where it says "You died", you can still click on the invisible menu buttons. Not sure if this is a bug or a feature as it cuts down on the number of clicks to navigate the menu after combat :P
A classic, this game shaped how I view games. Creative, fun, simple, atmosphere that knows exactly what its doing, playful in small ways, ui that gives you what you need and gets out of the way. A smooth and engageable feeling experience, the essence of what a game needs
"Non decreasing" does not mean increasing. Example: 1 -> 1 does not decrease but it does not increase, 1 -> 2 does not decrease but does increase. That should be fairly clear once you've played the first few levels
Logged in today after weeks of not playing, for some reason now when I reset it removes all the bonuses from my ascended forest pendant, resets them to 0. I immediately refreshed the page in panic, and I loaded back into my rebirthed state, but then that popup saying "welcome back" popped up and it re-loaded my non-rebirthed save. So now whenever I load the page i get the first popup, and have to wait for my real save to load, about 5 seconds, then the second popup, then an InvalidStateError from my browser (firefox). Many crazy bugs that seem ready to destroy my save game. I'll just play something else until the volatility of the save files here becomes less :P
Finally something with multiple facets of things to do, following in the footsteps of anti-idle. Entertaining enough so far, riddled with minor bugs but that's to be expected for this release cycle style. I would like to see more feedback in the user interface, when trying to click the forward button and you cant progress, or using the drop down menu to select an item not yet unlocked, the game should send a visual flash or audible beep to alert the user that the action is restricted, rather than malfunctioning. Early release games like these can feel buggier than they truly are, because the user is confused at how to use the interface how it is intended to be used. Also, a bit of flavor, you might consider changing the description of the gorgon's gaze from "paralyzing" to "petrifying", a bit more precise of an adjective for such monsters
So I wished twice, then proclaimed once, then left it alone through the night and came back. I tried wishing this morning and was able to, but the game did not reset when I wished, I was still able to click the wish button, with slightly diminished rewards, being at the same gold level as the last time i hit wish. I reloaded the page and hit wish again and it worked this time, but only after giving me tens of thousands of fortune, up from the 500 I was at. Seems like a pretty game-breaking bug, might want to look into it
Wow. Resorting to bot accounts? This game is truly pathetic. Stop advertising this trash. Just because someone pays you a lot of money doesn't mean you should circumvent your own voting system.
Emily said "MTG is not only a great partner as we continue to step up our expansion into new gaming platforms and channels, but the right partner because they share our values and commitment to empowering indie development teams to create unique and innovative gaming experiences"
I don't see it, and by the looks of it, neither does the community.
End this trash now
ity feedback. But rejecting dissenting opinions outright prevents you from making the most informed decision you can make. And frankly, it looks unprofessional.
I wanted to play the whole game before leaving a more thought-through review, and I have to say the game really picks up at level 20, with the introduction of the tethered pieces. The first two gameplay elements introduced (directional and countdown pieces) are easier than the base pieces to remove, and thus feel very tedious when introduced, and probably drove some people away before they had the chance to get to the first element that increases the difficulty of the game at level 20. Halfway through, this game becomes a puzzle game. From the comments it seems a lot of people liked that slow progression, and some people did not. In order for this game to have the most plays possible it would want to be attractive to both groups of people. Of course it's up to you to decide if and how you would want to implement that. (2/2)
ok, thanks for extended comment. Did I reject "dissenting opinions outright"? I do not reject the fact, that some people prefer planing ahead in puzzle games, but I totaly disagree the opinion, that puzzle games are not compatible with casual relaxing experience my game creates. Also, as developer you should understand that you can't satisfy all players, and I don't see the reason, why would I rebalance the whole game at this point, trying to chase those, let's say, 5%, if I can spend this time just creating additional levels covering much wider audience without a chance to screw up
Jigsaw puzzles have a few things going for them that this doesn't. Most importantly they are a social experience, they're something passive and manual to do while hanging out with friends. Secondly there is satisfaction in completing the picture component of a jigsaw puzzle, both with regard to the entire puzzle, and the small matches and intricacies of the picture upon finding and placing a single piece. Even with all that, they're pretty much the lowest common denominator of puzzle games.
That being said, agreeing with people who like your work and giving a half-assed, canned response to people who don't is the perfect way to never expand your point of view and in turn, the breadth of your target audience. One can learn more from losing than from winning, because figuring out where you went wrong allows you to enact more change than simply re-enforcing where you went right. It's up to you to decide what you think needs improvement, and what suggestions you take from commun (1/2)
it still doesn't prove your previous point. "It's not really a puzzle game if you don't have to think. " yeah, I guess that's right, but what does it have to do with my game? You don't have to think AHEAD which doesn't mean you don't have to think at all. If you define 'thinking' as process of making strategical decisions - then jigsaw puzzle is not a puzzle either. If you define it as evaluating the situation in order to make correct decision - then my game is a puzzle.
It's not really a puzzle game if you don't have to think. A java Robot that randomly picks a screen position and clicks on repeat would eventually complete this game, never losing a level or restarting. This is more like a point and click adventure with no storyline or art, a clicker with no upgrades. I'm surprised at how good the reviews for this upload are. The music and interface is clean and feels alright, but that's literally all this has going for it
I love seeing creative spins on old games. It's fun and I like the atmosphere, but gets a little boring after a while. I also like when games incorporate numbers in a way that doesn't feel like math homework, this does a good job of that. The world generation algorithm could use a little more intelligence, so that there is more decision making in deciding where to go, and less just plain old "avoid until unavoidable wall" problem that many of these types of games suffer. Fun and simple 4/5
Personally I really enjoy idle games, Endless Expansion, Reactor Idle, Factorio, are all some of my favorite games. But this particular spin on idle games, where all you do is click the buttons the game tells you to click, are ruining the name idle. Many people think idle games are games where you basically do nothing, because of this sub-set of the group. Ultimately idle games are resource management games. You're given something, which you use to make something that will get you more of that thing, then that process compounds until you hit certain thresholds. A resource management game without strategy components is hardly even a game, It's like a sandbox world but the only thing you can change is how fast a number goes up. This game is quite aesthetically pleasing both visually and auditorily, but thats all it is.
I'm sorry for my harsh review, though I do not apologize for it
(2/2)
It's alright. The visuals are pretty, the lore is good, and the progression is reasonably timed. But ultimately it's just another idle game where there are very few actual decisions to make. It's basically a convoluted game of whack a mole. Click up here when it lights up, click down there when the timer bar goes away, click on the left otherwise. One could write a program to randomly click the screen, and it would beat this game. Its just another clicker game without strategy, where all you do is buy pre-determined upgrades over and over again. The only semblance of strategy I saw after playing for three days is what to use your omega points on, but the cost of that increases such that it's cheaper to spread your points out evenly to a degree, lessening the amount that you can use strategy when deciding which upgrades to buy. Theres also some strategy in deciding when to reset, but hardly any because its pretty obvious when you hit a brick wall and are supposed to reset.
(1/2)
I dunno why people are complaining, rigged pay-to-win systems are in the spirit of black friday :D.
Also I came back today, collected a lot of offline gold and stuff, then reloaded the page maybe 20 minutes later, and all my progress was gone, I was going to come back for the event but now I won't. Not sure why this happened, if its something in the way the browser interacts with the player or if its in your code, there was no force stop or crash or anything that could cause unavoidable data corruption. Either way, the bug has stopped at least one player from playing, perhaps it would interest you to look into it
For about 3 weeks to a month now I've gotten "There are no ads at this time, check back later!". Are the ads gone? Was there a specific maximum amount of total ads I could view? Or is this a bug?
The only limit on the ads is the maximum 20 hours of the buffs, and the pool available for your region. If you aren't talking to Kong's system, you may have trouble drawing ads. You can also try switching browsers, to see if that helps.
The prestige system is the biggest flaw in the game as far as I'm concerned. My focus is overhauling some major balancing problems with the game, then addressing how I want prestige to work once I've gotten the core of the game figured out.