Feature idea: (part 4-final)
You can have up to 3 diamond slots and 12 spaces to save them.
Gems system is focused on more dynamic battles, where getting a Diamond is a huge boost to character power. Therefore, a re-balance will be necesary for enemies strength.
Also could be interesting to have a final boss world (level X00) since
you can go from X70 to (X+1)01 skipping 30 levels all the way.
Feature idea: (part 3)
Blue Diamond = Every time you lose health, you recover an amount equal to 10% of your maximun life up to 30% according to your missing health %.
Green Diamond = Every time you cast an offensive spell and enemy is still alive, you have a 15% chance of all your spells Cooldown get reset and gain 2 charges.
Orange Diamond = Every time a spell deals multi crit damage, let the enemy vulnerable against magic, receiving 10% more damage from all spells. This effect can stack.
Purple Diamond = Every time you dodge or if the enemy miss, the enemy have a 20% to get frustrated, causing it's next atack deal 30% less damage. Every time the enemy deals less than your 20% max. health, it gets angry causing it's next atack to be less accurate having a 15% chance to miss.
Feature idea: (part 2)
On the other hand, gems are linked to the current world, that means your gems's effect will wear off when you go from Portal to new world gate. You can collect shards from W1 to craft W1 gems, but if you want to craft W2 gems you have to farm W2 shards.
There are 3 ways for getting shards:
1) Collect them from monsters.
2) Use shards from previous world to craft current world shards.
Ratio = 100 previous : 1 current.
3) Gear that you dont need can be reclycled to get shards. Remember that
gear gives stats from monster power.
Next, you can unlock Diamond crafting.
Diamonds can be crafted from gems.
Red Diamond = Every time you critical hit, the enemy bleeds taking damage equal to 10% of your multi critical hit each second for 3 seconds.
Yellow Diamond = Every time you multi-hit, each extra hit have a 1/10 from you multi chance to add 1 extra hit. These new extra hits are affected by Yellow Diamond.
New mechanic idea: (part 1)
New feature: Gem system
Now you can loot shards from fallen enemies which can be used to craft gems. There are 6 types of gems: rubie, ambar, aquamarine, emerald, topaz, amethyst. Each type affects differents stats.
Rubie = Damage, crit Damage, crit chance.
Ambar = atack speed, multi strike, multi chance
Aquamarine = Health, regen. Health, armor.
Emerald = CoolDown Red. , charges.
Topaz = spells are more powerful but cost more mana to cast them.
Amethyst = dodge, defense.
You have a total of 9 slots to attach gems.
You have a total of 36 slots to save your gems.
The amount of shards you get its linked to the monster's power, therefore
you can get 1 shard at Gate (minimum) and 100 at Portal (maximum).
Would be interesting a perk in the Shard tree where you can decrease the cost ratio of uncapped talents so its easier on the way to spend talents points on those :)
Would be interesting if at certain point in the late game we have to unlock the castle building which brings new mechanics to the game. In honor for the game title :) just saying
At the start, when I press "go to the forge" I cant read fast enough the label. Make it stay longer, 3 secs or so.
In the inventary, the info and icon item alternating time its too short.
Make it with an overmouse so when Im interested in an item it displays it info.
Suggestion: 1_ Story Mode: Put levels (from 1 to 10 for a start) a bronze/ silver/ gold/ medals depending of which last wave you could get.The last one unlocks Inmortal (the actual mechanic gameplay). Each level has their particularitys (like only blue enemies because of sea enviroment), and level 10 would be Universal enemies. 2_ Challenges: the 1st one I can think is "Frenzy Flash" where you play at x4 speed, autoskip and unable to pause (could be played in any dificulty), the 2nd one "Empty House": you are unable to purchase anything, just let the tower defend it self.
Keep the hard work! :D
Im sure the dev is working on it, but it would really help tooltips with info like: creation speed (I asume 10 production = 1 second tier 1 mats) for example.
Also put the info with more space, the requeriments tells you the mats needed but takes a lot of place and everything together will be kinda difficult in top tiers. An improve to the info place design would be lovely, keep the hardwork!
I'm working on a new way to show the requirements for Builds, so they can be seen better and with the amount you have / amount needed. On the side of the Production, you are close, Fire takes 1 second to produce at Prod 10.
Have played a while, a little suggestion: since we have the 3 classes window, would be nice a feature where you can loot gear for them. In the other hand, for more active players, a feature where you have skill combos to speed up the fight / heal / explore proces.
However, if you want to be original, the certain spot you have to aim is to take advantage of the concept you are using: hexagon shapes, micro management resources and action per second gameplay (fight/heal/explore).
[SUGGESTION][HERO SPIRIT] You can use the hero spirit as a coin to purchase talents in many talent trees (warrior, knight, astral defender, magic fighter, etc) where each talent tree gives different gameplay styles and improves differents aspects of the game.
the armor upgrade should have a cap at 80% so with the prestige system the player can reach a cap off 99% avoiding the awful situation where you find yourself unable to reset due to you actually can't die.
Great game, a little suggestion: its my 1st run and I'm at lvl 18, still dont see the point to improve the health and mana pool if I can prevent the regen requeried for the next level, maybe you can change this feature to improve a little the game, keep the hard work! :D
I'd love to see a complex prestige system where you have talent trees or something like that, and have a "campaing mode / story mode / adventure mode" where you have to become the strongest necromancer, king of avern and slayer of gods with your army of demons. :D
I'm working on a new way to show the requirements for Builds, so they can be seen better and with the amount you have / amount needed. On the side of the Production, you are close, Fire takes 1 second to produce at Prod 10.