This game has good potential and is already nice as is, but the inability to auto-choose equipment is disappointing/annoying to me. The problem is that it ends up having the downsides of an idle game, i.e. not being able to really control what's going on, but because equipment can't be idly chosen it ends up losing the main advantage of idle games, which is that you can let it run without supervising it for a while. Basically the game forces to pay attention at all times, but there's not enough to do to keep it interesting, at least for me.
Either make it more idle, or give us more control over the character.
You're correct in most of your analysis but the thing is, this is not an idle game. I removed the core combat of an rpg but that is so I could focus on other aspects of the game, in this case loot decisions. I understand you found it to be too slow paced but that was a fine balancing act for me as some people were overwhelmed by the choices. The mid to late game definitely plays out at a breakneck speed. With that said, auto-choose has been suggested before but I think it is very deceiving and that will be apparent later on. There is really no optimal choice in most situations, everything is tradeoffs. If you tell the equipment filter to just stack strength, you might drop under 20 or 40 wisdom and lose a kill-buff. Just 1 example but the idea is that the loot drops do create a lot of decisions to be made on the fly. An autochooser is theoretically possible but then you'd just be microing that thing like crazy. Hope that explains some things and thanks for the feedback!
I don't understand how block breaking works. I got it, then got one level in "better block breaking", and also activated it (highlighted in yellow) in the icons at the top of the screen. But I never got any stone even after merging 100 blocks or so
I have 1950 in speed fighting blue slimes, who have 2000 in speed, and they systematically hit me before I hit them. I can one shot kill them but they hit me before I do. Is that a bug?
Unless I'm mistaken, there's no way to see how much STRENGTH for example impacts the damage of a mace or sword, it would be nice to get a number on that.
Also, the item comparison doesn't take into account the basic value of that item. For ex if a worn armor is 34 ARMOR and a bunch of other stats and the new armor is 58 ARMOR and a bunch of other stats, it won't show the difference in ARMOR, just the other stats, which means we have to go and check manually the items' base values for comparison.
Game is fun but there are some bugs. I upgraded a ghoul card and after a while it just disappeared from my stack on the right screen. I can't find it anywhere
Hmm, I wonder if you might have applied a filter by mistake. Can you check the "Filter by:" at the bottom to make sure both boxes are checked? Or if you consumed all of your cards from your collection to upgrade, that can happen too.
You're correct in most of your analysis but the thing is, this is not an idle game. I removed the core combat of an rpg but that is so I could focus on other aspects of the game, in this case loot decisions. I understand you found it to be too slow paced but that was a fine balancing act for me as some people were overwhelmed by the choices. The mid to late game definitely plays out at a breakneck speed. With that said, auto-choose has been suggested before but I think it is very deceiving and that will be apparent later on. There is really no optimal choice in most situations, everything is tradeoffs. If you tell the equipment filter to just stack strength, you might drop under 20 or 40 wisdom and lose a kill-buff. Just 1 example but the idea is that the loot drops do create a lot of decisions to be made on the fly. An autochooser is theoretically possible but then you'd just be microing that thing like crazy. Hope that explains some things and thanks for the feedback!