I appreciate the balancing that went into the system and all, but it mainly feels like it just slows progression to a crawl. I'm up to the octillions, which I can only get when in idle mode, and even then, I hardly get enough to get solid upgrades, and I can barely scratch a nonillion or two. I reset after a couple days, try again with more souls, and it's the same issue: progression at a standstill, and little to no way to getting myself out of the slump.
I'm thinking that an enchanting & repair system would work well when we have really good equipment we want to improve/just don't want to get rid of. Every enchantment or repair costs raw materials, so it pays well to actively refine if you want to keep them in working order. And have the costs scale with level, for balance sake.
I went to reset for some more souls, and it WIPED ALL THE ONES I HAD BEFORE. I still got the ones from the reset, but that just set me back millions. And I can't get more now, because it's frozen on that number of souls! D:
I'm gonna quote myself, we had to do it for balancing in order to include rituals.
- Fixed “singularity”.
This wasn't a bug per se, but a balancing issue; we had to modify the slope of the function that we use to calculate how many souls you have. The problem is that with the addition of rituals, the previous slope was too gentle, and that cause a “singularity” effect, were each additional soul made it exponentially easier to get the next soul.
You should be able to use your research points to upgrade the ability to buy certain buildings for cheaper value. As it is, I'm at a point where it takes a full day's resource gain to upgrade my buildings. I have about 4x more people unemployed than I have employed due to slow building progression.
There should be new Manager upgrades, like increasing the time you can hold down the mouse to make them work faster before need for cooldown, or even cooldown reduction. Would be good, No?
It's a really good game, but there isn't enough rewards for active play. I mean, 100% resources is nice and all, but I still just end up setting it to a tab while I do other shit. Needs more engaging features.
I'm wondering if it's possible to create extra upgrades involving the diamonds system. As it stands, being hard-capped after 9.2Q on the money counter seems a bit of a bugger considering there's apparently zero use for the diamonds, as everything's already upgraded to the max.
I'm rather awe-struck by the rather impressive amount of work that went into this game. The near-limitless amounts of scenarios you can cook up is pretty beefy, and I for one am rather marveled by the economy of the game. Combat's pretty nifty, but I found the projectile weapons to be a bit of a hassle. More preferred beam weapons overall. And the music's just nice. It compliments the atmosphere well, giving you a feeling of being out in an empty, near-lifeless expanse of space, with everything out to kill you. Fun!
A good space-shooty-thing-em-up. My only gripe is that the AI can really be a pushover, even at the more challenging levels. That aside, this really makes me feel nostalgic to all those old space shooters back when I didn't feel old.
It doesn't feel like there was anything here that's innovative or pushing towards new ideas. If anything, this feels like a bit of a content strip instead of adding anything. Much of the core mechanics from previous Thing-Thing games is very much absent, leaving nothing but the most basic Arena aspects. While there's nothing wrong with simplifying the mechanics a little, completely stripping it down and passing it off as a full game just doesn't cut it.
Okay, so I found an interesting item. I suppose it's an easter egg, considering the creator, but I'm not entirely sure. It's an Undefined item: Undefined name, type, effects, price, you get the picture. Interesting yet, is that it alternates EVERY item icon in the game. I don't really know what to do with it. It doesn't look like it would be good to sell, due to the item in question, and I REALLY don't want to see what would happen if I equip it. Any thoughts?
I've been able to defeat entire armies of enemies by just letting them kill me. All I needed is a Kamikaze card, 3 damage to the enemy portal for every unit lost and vica verca, 5 peasant cards, and a whole crapton of gold mines. After those are all in play, defeating the enemy is easy, as the more they kill of your piss-weak peasants, the more damage they do to themselves. You can substitute Kamikaze for the Paladin-standard Parting Gift, but it's not as effective, as it only does 1 damage per lost unit.
A very nice game. It keeps the clever gameplay of the original and incorporates a more lively feel to it. Who knew blowing up buildings in medieval times could be so much fun?
@HouseCentipede: You definitely have that right. Seriously, while I don't see a true reason for Blizzard to get butthurt, I do see that the artwork is under a copyright and they did not wish for it to be used improperly. Of course, I do believe that the developer had not used it improperly, as it would be considered under parody and therefore valid, but I guess the parody trump card doesn't work on Blizzard.
The game gets very imbalanced at the latter part of the game. Once you can reach trading gunpowder, you're pretty much won the game, since then you can afford to use dynamite like candy, and it becomes war-points farming until you can get the max ship. It's even more imbalanced if you buy a fleet of Lines, which, mixed with dynamites and an aim at the board makes for broken combat. Overall, the game starts slow, and ends rather broken and lacking.
On another note, I don't believe that violent video games are direct cause to violence in real life, to an extent. It's only the case of people either being really mentally imbalanced to begin with that they go on a rampage, or people just trying to look for a scapegoat as to their crimes that violent games are seen as they are. And what would happen if violent games WERE banned? It would hardly make an impact, only outrage gamers as a general population.
Rather well-done, but there doesn't really feel like there's any sense of progression here. Maybe you could add upgrades, or new weapons acquired as you play the game.
I'm gonna quote myself, we had to do it for balancing in order to include rituals. - Fixed “singularity”. This wasn't a bug per se, but a balancing issue; we had to modify the slope of the function that we use to calculate how many souls you have. The problem is that with the addition of rituals, the previous slope was too gentle, and that cause a “singularity” effect, were each additional soul made it exponentially easier to get the next soul.