In my opinion the worst part of idle games is that part at the start where they make you keep clicking shit. This game makes that time last so much longer than it should. Booo.
Used an upgraded push on an orange guy, he never returned and thus the level never ended. As in, it has been 10 minutes and no sign of the little guy. :(
take an original fun concept, then turn it into a lame, boring, childish commentary on something that we all already knew and had the same opinion on. Oh upgrade complete, how far you have fallen.
Suggestions to Developer:
Make money scale increase with the harder battles more. Easier battles are way too close in money to harder battles. Also it means end game requires a ridiculous amount of grind. Also adding keyboard shortcuts for menu buttons would be lovely. Otherwise, great game!
The game really needs an exit to main menu option/button while we are playing. If we know we don't want to play the game anymore we should be able to end it right away.
The only reliable way that I have found to beat normal is with russians and selecting the extra farms option as my first tech, and then focusing exclusively on paladins/exorcists/angels. Anyone else got any normal/harder winning strategies?
I really love this game. The towers are great, they really provide lots of room for different strategies and interesting things. Though it is so short and each battle is not very different from one another, so there is not really any incentive to try out different strategies. I think that the artwork design is great, and I do like the at least dash of worldbuilding. The towers are also unique and so are the enemies. I would love to see someone run more with this start, but I mean we have all said that on tons of games we love.
Gotta say, the sky minefield is probably the best tower, and the disc launcher is my favorite turret (accuracy to hit weakpoints, good rate of fire, good damage, and can hit multiple targets).
Best things I think to improve the game: have a lobby system.
Second best: so I like how we do not direct the units. It is part of the fast paced combat that has been a hallmark of the obliterate games since the start. But: you could have a system where you set what the auto target does. Something like the system in the Dragon age games, where you can in between games set a priority target ranking or something for each ship type. Would make it so people no longer complained about the tactics used by the auto targeting while keeping the fast paced combat.
Needs more level variety/clever level design that adds more variables. Also often mid-late games are boring as it becomes a grind and takes a long time to expand out. And also needs a unit encyclopedia where you can see a description of what everything does and possibly stats on them. Other than that, great game 4/5. Look forward to more.
It looks like with build 30 now when you run out of fuel it no longer drains your energy, instead you just get to continually use your engines without any drain or cost at all. At least that is the case with the basic engines (I started a new game to check out the free travel between galaxies, which is amazing by the way, I love the feel that it adds).
When it comes to specific problems in the game, is it just me or are all the asteroids really large no matter what size they are set to? When I first played the game asteroids had an average size of around 50. Now when I make a custom game all the asteroids have an average size if 150 to 200 at the smallest asteroid level. And if you are still updating, can you please add in an option to use the mouse to rotate the ship instead of WASD, at least while a player is in the pilot first person view? it would make taking direct control of a small and fast ship much easier. And you already have the active items mapped out to number keys, but do you want to add a little indicator showing which number goes to which active module? It is not necessary or anything, just I think a nice touch to allow someone to quickly switch the active module they want, especially if they are trying out a new setup.
If you add multiplier this will become damn amazing. As is it is a nice start, good mechanics for something more, because all you have really is the combat and combat mechanics, not really a complete game yet.