GUIDE: https://i.imgur.com/rJNTaaR.png
Dev left it out of the patch notes, but he changed the Loader efficiency so it's no longer a choke point (he also changed Barge & Plane speeds, among other things).
HOWEVER, due to the "linear single production line" nature of this game, there will ALWAYS BE CHOKEPOINTS limiting your final output/income... doing math based on throughput (efficiency+duration for each segment) it looks like right now, that's the "Cleaner" and the "Cars" segments.
Unfortunately there's almost zero decisionmaking in this game as a result of that.
The loader runs very slowly and doesn't scale up well at all, and acts as a
major bottleneck... ...unless you close the game? For some reason it goes WAY faster in the offline earnings calculations, I come back to a ton stockpiled.
Someone said "More lumberjacks means more swings per second," but I just bought dozens all at once and now have 96 lumberjacks and I didn't notice any change.
Tags on Kongregate are assigned and voted on by users (click "Add Tags"). It appears almost all new games right now being intentionally "tag bombed" with incorrect tags to manipulate ratings. There is a thread about it in the Technical Support forums.
Tags on Kongregate are assigned & voted on by users (click "Add Tags"). It appears almost all new games right now being intentionally "tag bombed" with incorrect tags to manipulate ratings. There is a thread about it in the Technical Support forums.
Tip: Later into the game you're going to have to make the Game#3 get to level 60. The easiest way to do this is to stockpile a bunch of Tier4 spins, and then suicide and not buy any games past Game#3. Let Game#3 level up to Lv.45 or Lv.50 or so depending on how many spins you have saved up and when exactly it really slows down for you, and then cash in your spins. Having only 3 games unlocked means the "+3 Game Levels" reward from the spin has a much higher chance of hitting that game than if you have 10+ games unlocked.
@Thalain https://i.imgur.com/uNApvLX.png While it doesn't scale exactly as expected due to there being other nuances to EXP gain that we can't see, it DOES scale pretty massively high if you minmax for high toughness (buy 10+ levels of PSI:Indestructible, and grab EvenIfItKillsMe) + initially skip SharpLegs and QuickerTicker.... The strategy that's worked well for me is to do that for the first part of the run, to grind + save up massive amounts of EXP, enough to buy 4-5 SharpLegs 8-9 QuickerTicker and 2-3 ChronoSuperheater (and a bunch of muscularity/legs.) Then buy all those at once, and SELL all PSI:Indestructible + all Toughness-increasing upgrades, to maximize DPS.
The ability to turn off earthquake effects & particle effects would be a big help with the probs I mentioned in my previous comments. The game is pretty poorly optimized overall, and that would help people run the game on lower end machines & also help with the motion sickness some people are talking about.
https://imgur.com/Xcpb2m3 BUG: If the game is experiencing less than its target max framerate, it will sometimes reward 0 EXP for short jump durations. (It's happening more in this GIF than it usually does, because running screen capture software is dropping the game's framerate, increasing the frequency) I didn't encounter this until floor 22+, for whatever reason.
It seems like if you rapidly rebirth many times in a row, without letting the "floor break" particles fully dissipate before moving on to the next life, those particles reset/carry over to the next life. After doing this 10+ times in a row, the game gets EXTREMELY laggy: https://i.imgur.com/neUaMlu.png (with my current stats, to encounter this I respawn and insta-hit ceiling 5, then buy 2 fury and insta-hit ceiling 12, then rebirth and repeat. it's fast enough that the particles persist.)
Also there is a display bug with resources on crafting panel: https://i.imgur.com/E5voPfh.png This does not affect chip crafting (it still prevents you from crafting if you dont actually have the needed copper), just shows zirconium amount for all 3 resources on this one panel.
I took a video example for you, to show a situation where I lose on a wave at 7x speed, but clear it on 1x: https://streamable.com/fecnv I can't say for sure without seeing the code, but a possible cause of this might be that you're capping turret Rate Of Fire to a maximum of once per frame, and if that's true that means if your RoF is high enough to fire once every frame at 1x gamespeed, then 2x gamespeed would cut the RoF in half (since half the number of frames are being rendered, in the same amount of time it takes an enemy to travel the same distance). The RoF of the main turret in this clip is affected by 100% Tier1 stats (75 bonus?) & Max tier FireRateChip (150 bonus?). As long as damage is high enough to 1HKO everything, you should be able to reproduce these results on your machine. Glass cannon builds that rely on extreme RoF & damage would be most susceptible to this problem.
[FEEDBACK 5/5] Last two things: There's no indication anywhere of how mining is supposed to eventually benefit you and it looks like whatever main-game benefits it might have are gated behind a massive amount of EM research. And lastly: I (like others) keep having buy qty set to MAX to allocate stat points. And then I rebirth after a while. And then I go to spend my RP and increase a stat by one and oops I just put thousands of RP (max) into Gem Drop Chance. A big part about why we're all making this mistake is because the tooltip shows only "next level cost/increase": I expect to be only spending the displayed cost. Please rework cost displays so we can see exactly how much we're going to spend and receive if we click to buy something.
[FEEDBACK 4/5] I have noticed, when I am at the edge of the waves I can reliably complete, that even though having it run at 6x speed kills me every time, running the same wave at 1x speed (and not changing anything else) allows me to complete it with ease. If I had to guess, I would say that maybe something about how you are rounding "distance moved in this time" for enemies VS "bullets fired in this time" is making them move slightly slightly faster at higher game speeds, in some cases just enough for it to make an actual difference.
[FEEDBACK 3/5] Also: Do we ever unlock turret auto-buy post-rebirth? Or the ability to set a "percentage of gained stat points to automatically allocate" for stats? It looks like probably not at this time, but those are both critical quality of life changes. It would also be nice, if we had those, to be able to set AutoRebirth to trigger at a specific wave instead of on death. Right now if you're idling and auto-advancing, if you use AutoRebirth it'll just get paltry slow wave advancement until you notice and manually place turrets/allocate stats. Better than just sitting on a death screen I guess, but makes me incentivized to (ignoring EM) just idle at the highest 100% clear-able wave for resources instead of auto-advancing or using the auto-rebirth feature at all.
[FEEDBACK 2/4] ...I'm aware that with RP bonuses & deeper levels that if I had kept going and let it run for 2hr bonus, that maybe the RP-per-minute becomes better as you go on. But EnergyMatter never does. And the core game mechanic unlocks HINGE on EnergyMatter acquisition. So for optimal progression, it feels like I'm encouraged to just pour all RP points into EncounterRate/DoubleMatter/RebirthPointGain, for every-20-second rebirth EM gain boosting. And to probably aim for ExtraSpeed Research first to boost clear speed further. I actually just removed all my health RP upgrades so that enemies kill me faster so it can autorebirth around wave 40 without turrets/stats. It'd actually speed up a lot if I hadn't taken that passive health regen research... health regen is actually reducing my max potential EM income rate so much that I'm actually considering resetting. It sucks. Something, somewhere, needs to change about EM gain.
I'm going to write a bunch of feedback about issues, with the intent/hope that it helps you going forward.
[FEEDBACK 1/5] A lot of things in this game need re-balancing, but EnergyMatter is the worst offender. With my current stats, it takes me 20sec to reach Lvl10 without having to buy any turrets or allocate stat points. If I rebirth, I get +1 EM and +17 RP... ...Alternatively, if I actively buy turrets & invest stat points in RateOfFire & Range to clear as fast as possible, it takes me 17m20s to get to Lvl201 and get +20 EM & +684 RP... ...If I had rebirthed at level 10 like the first example every 20sec in that time instead (52 rebirths in 17m20s), I would've gotten (52*1=) 52 EM & (52*17=) 884 RP... ...260% EM gain and 129% RP gain for dying faster.
Will be fixed in next update, thanks.