Cool idle game, thanks for making it!
My one suggestion would be to add an option to set the enchantment priority (enchant least valuable item instead of most valuable) similar to the selling priority. I hate changing material types and having all that cheap stuff stack up!!
Think I found a small bug. If you set the creations to auto-buy and rebirth, they will still auto-buy before you beat Nepthys again (shouldn't be able to buy before that!).
The question pop ups in the Death Dial aren't actually displaying the text of the questions. I'm assuming this is a bug, since otherwise you can't tell which question is which.
Also, what's with losing all of your stock when you move locations? Are there no moving vans? We should be able to keep the CD stock and maybe also purchased store accessories too.
Still buggy. I tried to reorganize a shop, and when I moved objects the footprint symbols stayed in place. Soon the entire shop was covered in foot prints, and customers could browse cd racks without actually standing next to a rack. This was in the $750 shop.
Oh, also, any way to add a method by which you can split items more than one at a time?? Splitting a pile of 20 potions three ways takes a loooooong time.
This series is really sweet. It's been ages since I've seen a decent RPG, and you really did a good job of capturing that same feeling that the old console RPG's had.
My only issue is that, when dropping characters or moving between chapters, might it be possible for characters that leave the party to dump their items in the item storage, rather than waltzing off with a bunch of good gear that I wanted to keep? There isn't really any moment that it would be feasible to strip them and store stuff before the end of each chapter and it's a bit of a nuisance. Otherwise, 5/5.
Pretty cool concept. Didn't run into glitches but my one gripe is that, if I'm blasting down doors with a breath weapon, shouldn't they explode or something instead of opening like they do when you pull a switch? 4/5
Upgrades and choice of planes/abilities would be cool, but I'm fairly certain this is more of a tactical game where you're supposed to use what you have. 5/5
Actually, I have to agree with saar. I've played all seven (took me about 10 minutes) and they're all equally bad. I can see where some of the concepts might have potential, but I think the root problem lies with playcrafter. It's just... bad.