I enjoyed this game. Capslock seems like a really odd choice for switching the area. Space would have worked better, I think. Potato Rain is pretty OP. Destroys pretty much anything until the very end game. So does the ground-based AOE fire all the way to the end game. Combined with the stun from dropping your zeppelin guys or the glue from Jesters it's really easy to group things up and kill an entire level in seconds. Would totally play a sequel.
Added selling to shops so full inventory should not be as much of a problem anymore but I'll add this to my list just in case someone gets all pack ratty and still has a full inventory. Thanks for feed back.
On Chrome the Production / Cost section of the Production buildings does not update to the building selected so it's impossible to see the output of the building.
Being able to set up supply routes that transfer resources between planets automatically is a critical missing feature. Being able to specify a cargo fleet's load of materials as a percentage of the fleet's capacity would be nice as well.
Auto-Research is showing up to me as a checkbox even though I haven't bought it. At first I thought it was just broken since it did nothing. I on;y realized it was a purchase thing after noticing a mention of it as a shop item in the game news. It shouldn't show up if you can't use it.
At first the nonsense voice clips were a little annoying but they quickly became endearing they're so absurd. As usual for these sorts of games, Money and XP are the best upgrades so you can get more money and XP faster. The AI is incredible when given a fast firing weapon for suppression while you use precision to pick off high value targets.
After getting the final 14x9 board, the extra cells went off the edge of the game area and I can't figure out how to use them. This is very frustrating.
Opening chests gets really boring and obnoxious in the area of the 50-100th chest because by that time I have 2/3 of the cards and it's just dupe dupe dupe dupe dupe. Gold is a poor reward for dupes and to get such a pitiful amount as well is worse than no reward. 10k gold reward is worth seconds to minutes of quest production after waiting 4-8 hours for the boss respawn. Maybe it could be a currency that can be used to directly buy specific cards. I have all of my guild hall slots fully upgraded, 25 Guildian cards, and 66 Quest cards. I have 4 fighter, 4 adventurer, 1 cleric, and 1 mage. Really just waiting on Guildian cards to fill my 11 free spots.
#1 Have you considered mixed-type quests? For example, 75% exploration + 25% damage = assassinate the evil sorcerer. Probably sequential or sectional bars, not concurrent. #2 The game might benefit from some additional depth, possibly even a 3rd stat or some other variance like allocating % of your Guildians to various jobs as opposed to the same max for all. #3 It appears prestige points are based solely on quest number. Perhaps they should scale also based on boss HP or exploration difficulty to encourage use of higher quest nodes vs rushing low quest bosses many times.
Keep the quest's node number displayed somewhere. Either on the main map or when looking at the quest info/upgrade screen. It's important information and counting or memorizing which node is which number adds nothing to the gameplay.
After a certain number of Prestiges a bonus where we just keep all of the buildings unlocked from the start would be nice. We have more than enough gold to buy them all and it's tedious to get everything set back up the way I want it (buildings in the same position etc).
Great game. There needs to be an indicator of which quests have card bonuses on them so I'm not constantly having to check the Card Castle. It's already an issue for me at 7 slots, it'll be a nightmare at 25+. Buying x5 is only useful after I purchase up to L5 since I want my quests at a multiple of 5. Perhaps x5 would only purchase up to the nearest multiple of 5?
People have VERY quickly suggested showing the card multipliers on the map and I think that's a great idea. And it doesn't make much sense on paper, but I personally kind of want the x5 buy button to be a x4 so I can quickly take quests up to level 5. :P
The constant flashing of the "Mega Deal" button is so incredibly distracting I can't focus on playing the game. The only way to make it stop seems to be to pay you money or go afk for 24 hours, so I had given a 4/5 but now you get a 1/5.
Nice game. Slick & intuitive interface. Clean, good looking graphics. I wonder where the voices came from. A bit repetitive, but I expected that going in. The balance is slightly odd between how much goes into one item and it's profit for the higher level items, but it doesn't particularly matter much as the game is very short and completely lacking in depth.
Game feels unfinished. Every level is a vertical corridor the size of your ship. Bosses + Ship take up the entire screen so there's only one way to play: hold up until you ram into the boss. Bosses ignore shields, forcing you to structure your ship certain ways. Ran out of upgrades around Danger 30, now at Danger 70. Level 20 weapons all have 1.5 reload speed (except missile launcher), so I'm still using Level 12 lasers for point defense with their 0.13 reload speed. Level 11 Alien Weapon does 692 DPS, completely unmatched until much later in the game. If the numbers are right. Which they may not be as some items mysteriously acquire stats which make no sense. I have a L3 Support Call which has a range & damage stat. Player Crafted weapons are all terrible past Danger 20 or so, crippled by linear scaling damage & Speed crystals not decreasing reload time. The graphics are pretty nice. UI isn't awful. Has potential. I give it 2/5. Dev could get it up to 3 or 4 with some work.
Nice game. I was reminded of Clicker Heros as well due to the nearly identical skill format. Why mix terms like "100% increase" and "4x increase"? Go with one or the other. No option to use exponential notation is a pain. The art style and humor are worth a smile. Needs sorting/filtering of crusaders by cost of next level, level, who's in the formation currently, etc.
The Auto-Sell buttons should be over on the left with all of the rest of the buttons related to crafting. I cannot fathom the reason for their placement over there on the right.
Added selling to shops so full inventory should not be as much of a problem anymore but I'll add this to my list just in case someone gets all pack ratty and still has a full inventory. Thanks for feed back.