Even with my energy and karma values at 5 million each, the benefits of having that seem absolutely worthless. I had enough to essentially beef up the 'pumping' as far as possible, and even then it wasn't enough to manage any of the jobs, let alone the fact that the income from said jobs as opposed to the energy required to maintain them is a complete waste of time.
Even less content than the last one? At least there was some semblance of a reason to sink your resources into practice, but now there's really nothing. Cutting out a third of your game and calling it a sequel; what's next, is it gonna get sold back to us as DLC? Now that I think about it, you should get a job in the professional games industry; they're big fans of gutting their own products and selling the entrails.
Despite the obviously astroturfed comments that revere their totally favorite game ever, no really, I can't find myself with the same enthusiasm. It's incredibly sub-bar; good for maybe 10, 12 minutes to distract myself, but then I'm done and I've moved on. I even broke the economy; pretty sure I'm not supposed to be getting 7 Septillion per click.
Honestly, it feels like if The Enchanted Cave got bit with the Road-Squared bug. The gameplay feels significantly clunkier, in some aspects, such as giving you objectives for each floor which, while optional, tends to give you tasks like fighting enemies you may be woefully unprepared to deal with at the time. And I cannot stress enough just how predatory the buy-only content can be at times; the crystal chests in the secret rooms, the tower literally devoted to buy-only items, it can be a little overwhelming. I can't say I've fully-explored the content yet, but a lot of what I've seen so far, I'd consider it very tame.
Really, it IS just another idle game. Nothing really sets it apart, and there isn't much to accomplish once everything is maxed other than wait, maybe find something to do until it hits 1 billion. When your game makes me actively seek out something better to do, that's not a high watermark.
It's more than just losing your light; purchasing different things can cause your ship, harpoon, etc. to change. This can be fixed by refunding, or by purchasing another light/ship option and refunding that to fix the problem, but that's far too unnecessary to have to deal with.
The idea behind the weapon customization system holds a lot of promise. I've already made quite a few wacky creations, like homing shotguns and a heavy ballistic wall of boomerangs. My only gripe is how technically limited your arsenal can really be; yes, making a kooky combination of modules is neat, but it can really make them all blend together in how they feel. As opposed to specializing each of your weapons, which ironically takes away their 'unique' feel. I'd love to see more done with this, as I think you have a neat idea on your hands.
The idea for this game is that we'll launch a few more episodes throughout this month and the next and keep updating it as we go.
In the second episode, we'll probably add drag to the orbs and new orb modules to substitute the current prototype ones. Some of the ideas are more impulse and less drag, also explosions and probably a mine.
So yeah, we're going to keep improving the game and releasing new content for a while, so if you liked it, be sure to favourite so you'll know when the new releases come out ^^
So I may have accidentally botched my initial start? With no sign of a hard reset option, I guess I'm stuck, unable to buy anything or earn enough money to progress.
Sorry to hear you got in a deadlock situation! Can you maybe explain how it happened?
Also, I just updated the game. One of the changes is a button to reset progress completely. You'll find it in the Settings & Options screen.
Thanks a lot for your feedback, much appreciated!
Lol, perhaps I've overtried too much with this :) But you know, how happy I am when I find in Twitter the posts of people who I have never knows, and they share that they are playing the game I've made! :)
Last time I played this, the algorithm was pretty eskew; I had reached a sort of 'singularity' point, any single soul made the next one exponentially easier to attain. It wasn't due to any autoclicking, I assure you; I was bound to complain about the broken algorithm if it wasn't patched, but now that it is, the game just feels....painfully slow now. Not an improvement. Also, why the heck don't we have a buy amount on the Chapel tab? adding and removing cultists when you're already in the thousands takes forever.
This stupid ploy isn't going to work. My best advice is to remove this sideshow attraction before you irreparably damage your relations with Kongregate.
So as to avoid the inevitable cut-and-paste reply from the developer: yes, I played up to the final boss of the game, and I can safely say that it's...just not very well-made, honestly. It's not terrible, it's just riddled with poor design that I can't explain completely in 1000 characters or less. So I'll keep it brief: the map design is terrible, the shotgun knockback is objectively a hindrance when trying to kill enemies with them, the shield is essential as it blocks every attack (except poison,) every boss and most enemies are made a joke by the rifle-shield combo, and most of the upgrades come off as middling to useless, especially the shield's. I also noticed you jacked up the upgrade prices from your previous version; adding more needless grinding does NOT good game design make.
Hey thanks for your feedback as this is much more useful to us. We did fear that a lot of you said would be problems in our game. As you see, we are a group of university students who has never made a game before and had to make this in 10 weeks starting with knowing nothing about the language that we used. BELIEVE ME, we would have liked to do tons of play-testing and figure out the balance and design issues and tweak them, but in the end we had to finish it in the time we had so we really rushed in the end to just crank it out. I do want to apologize for the comments that our friends made here; we shared this with many of our friends and they commented here to support us not to mislead you. I apologize for the misunderstanding that it has caused. Anyways, thanks for playing and being helpful, I appreciate your honesty.
Bad enough you picked the most infamous asset pack ever to flip for a quick page view, but you couldn't even properly optimize it for WebGL! Go bum this back on Steam, at least there are more people to laugh at you there.
The hit detection is a load of garbage, whether it's melee or ranged. Your evasive roll rolls you nowhere, and has a stupid amount of delay between pressing the key and its execution. Powerups have no key binding at all, so you're forced to awkwardly alternate actually fighting and moving to click them. The explosives are useless, and the riot shield feels like the only real effective weapon in the entire game. The enemies have ridiculous damage statistics, and blocking their attacks does nothing. How you expected even having enough players concurrent to justify a multiplayer is ludicrous, let alone 10 players at once. Politely take your slapdash asset-fest back to the mobile market.
Thanks for the feedback. I'll try to improve the game balance soon.